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[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

Classified Information<br />

“Exploration is really the essence of human spirit”<br />

- Frank Borman<br />

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[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

TABLE OF CONTENTS<br />

1. Explore and Exploit Teams (<strong>GX2</strong>)……………………………………...<br />

1.1 <strong>GX2</strong> Team Roles and Functions…………………………...……...3<br />

1.2 Policies and Guidelines…………………………………...……….5<br />

1.3 What to do ones a system is located………………………..……..6<br />

2. What you need to know about Wormholes…………………………….<br />

2.1 Facts about Wormholes………………………………..……….…7<br />

2.2 Wormhole Space Behavior…………………………….…..……...8<br />

2.3 Wormhole Behavior…………………………………………..…..9<br />

2.3 Sleeper Data……………………………………..………………..10<br />

3. Exploration Sites……………………………………………………….<br />

3.1 Magnetic Sites………………………………………...……….....12<br />

3.2 Radar Sites………………………………………………………..12<br />

3.3 Gravimetric Sites………………………………………………....13<br />

3.4 Ladar Sites………………………………………………………..14<br />

4. Extra……………………………………………………………………<br />

4.1 Phenomena statistics……………………………………………..15<br />

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[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

Wormhole Explore & Exploit Teams (<strong>GX2</strong>)<br />

<strong>GX2</strong> Team Roles & Functions<br />

Following are the roles and functions of the <strong>GX2</strong> Teams.<br />

<strong>GX2</strong> Manager (GXM)<br />

Works with the GalOre Directors to establish the <strong>GX2</strong> Department in the Resource Division drawing upon<br />

skilled members in the Security and Production Division as needed. Recruits, trains, organizes and runs the<br />

<strong>GX2</strong> teams establishing safe and secure practices and methods for the team to follow that minimize risk and<br />

capitalize upon the investment each makes for the profit of the <strong>GX2</strong> Teams, GalOre and its members. The <strong>GX2</strong><br />

Manager is empowered to appoint WH System Exploitation Leaders (managers for individual systems) with the<br />

approval of Directors.<br />

The <strong>GX2</strong> Manager ensures that located wormholes are exploited for the benefit of all in GalOre and makes sure<br />

that all resources make their way safely to GalOre for trading or use in production of T3 technology.<br />

The <strong>GX2</strong> Manager works with the teams to d<strong>eve</strong>lop an Exploitation Plan for each W-space system.<br />

Explorers (Xp)<br />

The Explorers find wormholes in systems close to GalOre locations in New Eden. Explorers enter, map, explore<br />

and bookmark the locations of all items of interest that are located within the wormhole and reports this<br />

information to the Directors and the <strong>GX2</strong> Team Manager (<strong>GX2</strong> Mgr). Copies of the bookmarks are put into<br />

secure containers which are placed in Acquisition and Distribution Hangar at the nearest GalOre bases and<br />

offices. All bookmarks must contain clear designations and be descriptive names that <strong>com</strong>municate<br />

immediately:<br />

• Type of site [Specify these]<br />

• Likely available resources<br />

• Threats<br />

Every member of a team is an Explorer and must be able to find anomalies and be proficient in the use of<br />

probes and launchers.<br />

<strong>GX2</strong> Resource Manager (RM)<br />

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[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

Runs the miners and salvagers in the team. Is responsible for the safe and secure acquisition and transportation<br />

of resources from systems approved for exploitation. Ensures that any <strong>GX2</strong> bases located have adequate<br />

supplies and coordinates with GalOre's Resource Director and Ice Miners to ensure that adequate supplies are<br />

always on hand to maintain the operation. Appoints transportation pilots to deliver harvested resources and<br />

materials to GalOre.<br />

<strong>GX2</strong> Miners & Salvagers<br />

Are run by the Resource Manager or another <strong>GX2</strong> Team Leader. They recover minerals and salvage for<br />

transportation to GalOre offices in New Eden.<br />

<strong>GX2</strong> Security Leader (SL)<br />

Is responsible for securing the system, eliminating sleepers, pirates and other threats. When there are threats<br />

<strong>GX2</strong> Security takes over and his/her orders are followed until the system is safe again. The <strong>GX2</strong> SL role<br />

devolves to those in the system according to role and rank. Makes sure that ammunition and ship replacements<br />

are made and that the team is well trained in securing the space. Is responsible for monitoring the state and<br />

condition of the wormholes that allow egress. Assigns sentries and scouts to system transit points (STPs).<br />

Makes sure the garrison is adequately supplied.<br />

<strong>GX2</strong> Security Squad Members<br />

Work with the <strong>GX2</strong> Security Leader and Manager to secure the system from all threats to resource operations.<br />

Please Note:<br />

Eventhough the team is set up according to the player his/her skills, <strong>eve</strong>ryone is required to have the ability to<br />

perform multiple tasks with a basic skillset/flight operation. The following set of skills apply:<br />

Basic/Advanced Skillset<br />

1. Scanning ( Probing )<br />

2. Directional scan use<br />

3. Cloaking<br />

4. Hauler Pilot (preferably covert hauler/blockade runner)<br />

5. Combat Pilot<br />

6. Salvaging<br />

7. Remote Armor Rep / Shield Rep<br />

Exploration Policies and Guidelines<br />

4


[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

The following policies and guidelines apply to all members of the <strong>GX2</strong> Department.<br />

1. The general membership guidelines and policies of GalOre apply.<br />

2. This document will be the guide and manual for all <strong>GX2</strong> members.<br />

3. All <strong>GX2</strong> members will have the <strong>GX2</strong> title designation in their character profile. (Additional roles may be<br />

defined as we firm up the team requirements - see below)<br />

4. Exploration & Exploitation is for the good of the corporation and its members. Hoarding, being selfish<br />

and failing to report finds will be grounds for dismissal.<br />

5. <strong>GX2</strong> is a team effort that relies on the <strong>GX2</strong> team(s) maintaining close contact with the corporation despite<br />

the remoteness of their location.<br />

6. GalOre will provide any necessary supplies to ensure that Wormhole Bases (<strong>GX2</strong> Bases) are well<br />

supplied and provided for.<br />

7. GalOre and/or its members will fund and assist in the formation, preparation and training of <strong>GX2</strong> teams.<br />

8. <strong>GX2</strong> Members will be of proven trust, loyalty, resourcefulness and reliability with the necessary skill set<br />

to support and <strong>com</strong>plement the safe and secure exploitation of systems.<br />

9. All <strong>GX2</strong> Members must know how to scan systems and use probes.<br />

10. All <strong>GX2</strong> Members must have appropriate launchers and probes with them when they enter the any<br />

Wormhole system.<br />

11. Exploration systems should be located near established GalOre bases and not randomly selected from all<br />

over the New Eden universe. As much as possible the explorers should confine wormhole location to<br />

nearby systems that make it easier for them to maintain supply and extrication routes between the<br />

wormhole and New Eden. As GalOre grows and expands its reach around New Eden we will expand the<br />

size of the teams and number of <strong>GX2</strong> bases we are running. This will be dependent upon available skilled<br />

pilots.<br />

12. <strong>GX2</strong> bases and their locations are to remain confidential known only to the team (that found them),<br />

trusted officers (who need to know), and those members of management and the directors. Every location<br />

must be reported to the directors by email/EVEmail and recorded in this document.<br />

13. Establish one <strong>GX2</strong> base at a time.<br />

14. No wormhole system is to be explored and exploited until its exits have been located and mapped<br />

(bookmarked) and those bookmarks delivered to the <strong>GX2</strong> Team Manager.<br />

15. Every wormhole system is to have an Exploitation Plan for that particular system.<br />

16. Every wormhole system is to have a Security Plan for that particular system and this will include the<br />

establishment of system safe spots internally in the system and in each system that has an exit or entrance.<br />

Security Plans will take into account<br />

17. Recruits (Ensign to Lieutenant Junior Grade) are not permitted to participate in the <strong>GX2</strong> Department<br />

unless cleared by the Security Director.<br />

18. Maintain the necessary l<strong>eve</strong>l of security for each wormhole system and put security plans into action in<br />

each system that are known by <strong>eve</strong>ry member before they enter the system they are assigned to.<br />

19. All <strong>GX2</strong> members must be <strong>com</strong>bat ready.<br />

20. When in the w-space system you are always in a fleet. Always.<br />

21. All <strong>GX2</strong> members must be able to mine ice, ore and gas unless specifically released from this<br />

requirement.<br />

22. All <strong>GX2</strong> members must be able to haul.<br />

What to do once a System is Located<br />

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[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

1. Report to Directors with the name and system location and provide the bookmark in the nearest<br />

local base or office. DO this before you enter the system so that others can find it and <strong>com</strong>e to<br />

help you if needed.<br />

2. Explore and map the system locating the following in the order given.<br />

• System Transit Points - find all transit points and determine where they go. Bookmark each and<br />

establish Observation Points (bookmarks at 240km distance from each WH on both sides). Note the<br />

number of jumps to the nearest GalOre office find the nearest station to that system transit point in<br />

New Eden and determine the rental cost of the office.<br />

• Harvestable Gas Clouds - find them and note what they provide in terms of number, size and<br />

minerals to be harvested.<br />

• Asteroid Belts - note the number and <strong>com</strong>position of the belts and the size and quantity of the<br />

roids.<br />

• Anomalies - Locate all anomalies and inspect their defenses, set up safe points at range from any<br />

threats (260km). Note the type and nature of any and all threats.<br />

• Archaeological sites - Locate and inspect their condition and determine the nature of any defenses.<br />

Set up safe spots and insta warps for the <strong>GX2</strong> team.<br />

3. When exploration of the space is <strong>com</strong>plete return to base (nearest GalOre office or Starbase) and<br />

deliver copies of the bookmarks in a secure named container to Acquisition and Distribution<br />

hangar with the container labeled <strong>GX2</strong>-1, <strong>GX2</strong>-2, etc. depending on the class of W-space system.<br />

If more than one labeled <strong>GX2</strong>-1, or <strong>GX2</strong>-2, etc. give name of nearest GalOre Office. Send an<br />

email to the CEO, Resource and Production Directors stating that the container has been placed in<br />

the hangar and give any relevant information about it. Ensure the <strong>GX2</strong> Manager knows also.<br />

Information Needed<br />

• Threats - Report any threats including pirate presence, NPC, enemy bases, their <strong>com</strong>position and<br />

defenses. Any contact with enemies, or allies.<br />

• Estimated value of system (EVS) - estimate the value of the system's resources.<br />

• Limitations of the wormhole ( Mass limits, Time left )<br />

• Wormhole Behaviour ( Bonusses )<br />

What you need to Know about Wormholes<br />

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[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

FACTS ABOUT WORMHOLES:<br />

1. Normal despawn rate for an UNTOUCHED site is about 3 or 4 days. Untouched means you found it, maybe<br />

warped in but did not engage anything or interact with anything.<br />

7


2. Clearing out a Gravity or Ladar site of NPC Sleepers in a<br />

Wspace cleans it out permenently. The NPCs do NOT respawn.<br />

3. Bringing a capital ship (Carrier or Dreadnought) to a <strong>com</strong>bat site<br />

in a Wspace will spawn 6 additional battleships per capital ship. (<br />

Excluding Orcas )<br />

4. Magnetic and Radar sites will respawn <strong>com</strong>plete Sleeper waves<br />

after a downtime to include the reset of the capital ship “additional<br />

6 Sleeper battleships” trigger!<br />

[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

5. Magnetic and Radar sites are rare. Ladar and Gravimetric sites breed like horny bunnies in the spring time.<br />

6. Assigning Fighters to someone who then goes to certain sites will also cause 6 additional battleships to<br />

spawn.<br />

7. The class of the system does NOT affect the difficulty of the sites. It only determines what KINDS of sites<br />

are likely to spawn in the system:<br />

'Perimiter' sites are "easy"<br />

'Frontier' sites are "medium"<br />

'Core' sites are "hard"<br />

Thus a site with the same name will be equally difficult no matter if it is in a class 1 Wspace or class 6 Wspace.<br />

The difference is that 'Core' sites seldom appear in the lower classes (allthough they certainly can spawn there<br />

as well).<br />

WORMHOLE SPACE BEHAVIOR<br />

1. Some Wspaces have effects on your ship both good and bad. Use Wormhole Thingie to type in the Locus<br />

Signature (Jxxxxxx) of your Wspace to find out what it has.<br />

2. Wspaces can be buried (confirmed) up to 3 Wspaces deep. This means that you would have to cross 3<br />

8


Wspaces to get out of Wspace and into the nearest Kspace!<br />

[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

3. A class 1 Wspace does not allow anything bigger than a Battle Cruiser through. This is a SHIP class<br />

limitation and not a ship MASS limitation, just like some low l<strong>eve</strong>l mission acceleration gates.<br />

4. Class 2 wormholes have a mass restriction. If your ship has too much mass to fit, try off-lining your plates<br />

(1600mm, 800mm etc.).<br />

5. POSs behave as normal except you can not claim Sovereignty and you can NOT moon mine.<br />

6. Wormhole effects (Pulsars, Cataclysmic etc) are NOT applied to POS’s or their weapons/defenses.<br />

7. Class 1 and 2 encounters are soloable. Class 3 is maybe soloable. Class 4, 5 and 6 can be solo'd only if you<br />

use a Capital Ship (Carrier) but be prepared to sweat bullets as a class 5 can crack a carrier and eat drones<br />

s<strong>eve</strong>rely.<br />

8. All Wspaces are 0.0 security.<br />

9. Wormhole Class is a numeric rating contained in the data dump that CCP put out. In short, wormholes<br />

leading to "unknown space" could lead to a class 1, 2 or 3 Wspace. One leading to a "dangerous unknown<br />

space" leads to a class 4 or 5 and a "dea<strong>dl</strong>y unknown space" wormhole always leads to a class 6 Wspace.<br />

10. Players do NOT show up in local unless they chat there, so scan often with your directional scanner at max<br />

range and set to 360 degrees.<br />

11. Wether intended or not, Wspaces apparently DO bottom out when you take up residence within them. Five<br />

confirmed cases, three with POSs and two without. The Wspaces <strong>eve</strong>ntually dwin<strong>dl</strong>ed to one static wormhole<br />

and one exploration spawn. Sites DESPAWN as usual, but simply to not RESPAWN at the "normal" rate.<br />

12. There are no Ice fields in W-Space.<br />

Please Note:<br />

Refer to the ‘Wormhole Phenomina’ at the end of the document to review all of the effects the wormhole will<br />

provide, both good and bad.<br />

WORMHOLE BEHAVIOR:<br />

1. Wspaces can have up to 7 (4 dev confirmed) wormholes active at one time. THEORY: Up to 4 outbound<br />

wormholes max with 3 inbound (K162) wormholes confirmed.<br />

2. When a wormhole is nearing "end of life" another wormhole can appear before they finish despawning.<br />

When one despawns another one spawns immediatley if it was the ONLY wormhole left. Certain wormholes<br />

ALWAYS immediatley respawn no matter what. These wormholes are refered to as “static” wormholes.<br />

9


[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

3. The "color" of the wormhole indicates which type of wormhole you are going into, i.e. a red wormhole means<br />

you go into red space and a blue wormhole puts you into blue space.<br />

4. Use a program called Wormhole Thingie to know what class any given Wspace is (1 through 6) and to tell<br />

how much mass a wormhole can han<strong>dl</strong>e.<br />

5. All classes of Wspaces can open up to any class of Wspace, null sec, low sec or high sec directly.<br />

6. Life cycle has not begun means you found it within 1-2 minutes of spawning.<br />

7. “Probably won't last another day” means you have more than 25% of the wormhole's life left.<br />

8. :Nearing the end of its life” means it has less than 25% of its life left.<br />

9. Wormholes last for 16, 24, 36 or 48 hours.<br />

10. “Has not yet had its stability reduced” means it has more than 45% of its remaining allowable mass left.<br />

11. “Has had its stability reduced”, “but not to a critical degree yet”<br />

means it has less than 45% of its remaining allowable mass left.<br />

12. The largest "to high sec" wormhole allows a ship of 1,000,000,000<br />

kg mass to fit through.<br />

13. Capital ships can get into a class 4, 5 or 6 wormhole only.<br />

14. Nothing stops you from jumping through a wormhole, not scrams<br />

not webs, nothing.<br />

15. Jumping through the same wormhole twice starts a 4 minute timer<br />

during which you can not jump back through.<br />

16. There is also a 30 second Session Change timer that starts when<br />

you jump through a wormhole. You can not jump until that Session<br />

Change timer is up.<br />

17. The wormhole graphic physically gets SMALLER when you make it pass the 45% and the 5% allowable<br />

mass values.<br />

18. The maximum allowable mass for a wormhole not only takes into account the mass of your ships<br />

themselves, but ALSO THE MODULES ON THEM. 1600mm plates tear a wormhole a new one and will throw<br />

off your mass count!<br />

19. "This wormhole has had its stability critically disrupted by the mass of numerous ships passing through and<br />

is on the verge of collapse." means it has less than 5% of its allowable mass left.<br />

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[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

20. “This wormhole is stable and looks like it could last more than a day” means it will last longer than 24 hours<br />

or until its allowable mass is spent.<br />

21. Wormholes collapse when the allowable mass is reduced to ZERO or LESS THAN ZERO (negative). So, if<br />

the wormhole has 1kg of mass left you can jump through it with any ship that "fits" (fit meaning ship type for<br />

class 1 and mass cap for class 2) in the wormhole. It will collapse when you are on the other side.<br />

Outpost Frontier<br />

Stronghold<br />

Fortification<br />

Frontier<br />

Stronghold<br />

The Oruze<br />

Construct<br />

Unsecured Frontier<br />

Database<br />

Solar Cell<br />

22. The "polarity" timers that are 4 minutes long on wormholes are PER individual wormhole. So, if you jump<br />

two times back to back through wormhole XXXX you can not jump back through it for 4 minutes, BUT, if you<br />

jump through wormhole XXXX twice and immediatly head for wormhole YYYY the timer will NOT exist and<br />

you may pass through wormhole YYYY twice before incuring a 4 minute timer for wormhole YYYY.<br />

23. Wormholes that are close to their end of life will have a more active graphic, it will be more energetic<br />

looking.<br />

SLEEPER DATA:<br />

1. NPC warp scramble ability starts at Class 3 and above. At<br />

class 5 EVERY NPC webs and warp scrams, ALL OF<br />

THEM. Some do not scram right away, but they are capable.<br />

2. Tentative resists: armor is 70/70/70/70 with hull being<br />

0/0/0/0.<br />

3. NPCs in wormholes DO get SOME wormhole effects<br />

applied to them.<br />

4. The large ADVANCED Sleeper wrecks require Salvaging<br />

to l<strong>eve</strong>l 5. Most other Sleeper wrecks you can do with l<strong>eve</strong>l 3<br />

or 4. You can do all Sleeper wrecks with Salvage skill to<br />

l<strong>eve</strong>l 4 and using Salvage Tackle rigs (at least one).<br />

5. Use any racial ECM jammer you want, Sleepers don’t<br />

care which you use, they said so.<br />

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[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

1x Sleepless<br />

Defender (Trigger)<br />

3x Argos<br />

2x Awakened<br />

Defender (Trigger)<br />

2x Emergent<br />

Defender<br />

2x Argos Sentries<br />

4x Awakened<br />

Upholder (Trigger)<br />

1x Awakened<br />

Preserver<br />

3x Awakened<br />

Defender<br />

3x Emergent<br />

Preserver (Trigger)<br />

1x Sleepless<br />

Defender<br />

1x Awakened<br />

Upholder<br />

1x Emergent<br />

Preserver (Trigger)<br />

4x Awakened<br />

Defender (Trigger)<br />

2x Awakened<br />

Upholder (Trigger)<br />

2x Awakened<br />

Defender<br />

1x Sleepless<br />

Defender (Trigger)<br />

4x Emergent<br />

Defender<br />

4x Awakened<br />

Defender (Trigger)<br />

4x Awakened<br />

Upholder<br />

1x Awakened<br />

Upholder<br />

2x Awakened<br />

Defender<br />

2x Emergent<br />

Upholder (Trigger)<br />

2x Emergent<br />

Defender<br />

2x Sleepless<br />

Defender<br />

4x Emergent<br />

Defender<br />

1x Sleepless<br />

Upholder<br />

1x Awakened<br />

Preserver<br />

1x Awakened<br />

Upholder<br />

2x Awakened<br />

Defender<br />

1x Sleepless<br />

Upholder<br />

2x Awakened<br />

Preserver<br />

1x Sleepless<br />

Upholder (Trigger)<br />

3x Awakened<br />

Upholder<br />

3x Emergent<br />

Defender<br />

1x Sleepless<br />

Preserver<br />

1x Sleepless<br />

Defender<br />

2x Awakened<br />

Defender<br />

2x Sleepless<br />

Upholder<br />

3x Awakened<br />

Upholder<br />

2x Emergent<br />

Preserver<br />

MAGNETIC SITES:<br />

Some known magnetic sites:<br />

Forgotten Perimeter Coronation Platform (3 cans)<br />

12


[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

Forgotten Perimeter Habitation Coils (5 cans)<br />

Forgotten Perimeter Power Array (4 cans, 1 frigate)<br />

1. Using Carriers OR Dreadnoughts WILL spawn 6 additional Battleships if you use them on Magnetic sites.<br />

(Confirmed)<br />

2. They are tougher to clear out than other sites.<br />

3. A Class 5 Wspace that I tried had 9 cans.<br />

4. Forgotten Frontier Quarantine Outpost (7 cans, remote repair, webify, can drop some malfunctioning rather<br />

than just wrecked sections).<br />

5. Consider tanking the spawns while opening the cans, there are WAVES of spawn. The second wave could be<br />

the web/scram OR the RR variety. The RR variety allows a FRIGATE to TANK 10 FIGHTERS.<br />

6. Magnetometric and radar sites, as well as anomalies, all seem to have four waves. The trigger for the next<br />

wave is usually the last of a type of frigate or cruiser. Be careful you don't kill it early.<br />

RADAR SITES:<br />

1. In the 4 weeks I was in a Class 5 Wspace, only once did this type spawn. It was a Frontier Unsecured Enclave<br />

Relay something. It had 15 cans. 3 Battleships in initial spawn, Killing the last spawned 2 BS, 4 cruisers and 5<br />

frigates that remote repped like you would not beli<strong>eve</strong>.<br />

2. You can loot the cans while under fire from the spawn.<br />

WARNING: When you tamper with a can and you leave the site, the ENTIRE site will DESPAWN in under a<br />

minute! CONFIRMED for it happening in Wspace.<br />

Unsecure Frontier Database<br />

3. Some known sites:<br />

3x Awakaned Defender<br />

3x Emergent Preserver ( Trigger )<br />

Unsecured Perimeter Amplifer (4 cans, occasional frigate)<br />

4x Awakaned Defender ( Trigger)<br />

Unsecured Perimeter Comms Relay (8 cans, occasional frigate) 4x Awakened Upholder<br />

Unsecured Perimeter Information Center (3 cans)<br />

1x Sleepless Upholder (Trigger)<br />

Unsecured Perimeter Transponder Farm ( cans)<br />

3x Awakened Upholder<br />

3x Emergent Defender<br />

Unsecured Frontier Database (9 cans, 1 cruiser)<br />

2x Sleepless Upholder<br />

Unsecured Frontier Enclave Relay (15 cans)<br />

3x Awakened Upholder<br />

Unsecured Frontier Receiver (7 cans)<br />

2x Emergent Preserver<br />

On a small sample size it looks like:<br />

Perimeter cans contain 0-3 items:<br />

1-10 Datacore<br />

1-4 racial Hybrid Tech Decryptor<br />

1-2 RAM Hybrid Technology<br />

13


Frontier cans contain 0-3 items:<br />

1-9 Datacore (I assume 10 is possible)1-4 racial Hybrid<br />

1-3 RAM Hybrid<br />

[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

4. Magnetometric and radar sites, as well as anomalies, all seem to have four waves. The trigger for the next<br />

wave is usually the last of a type of frigate or cruiser. Be careful you don't kill it early.<br />

5. Radar sites can have an Abandoned Talocan Battleship/Cruiser present (the source of T3 hull BPCs). The<br />

same site can spawn with or without the abandoned hull, this includes temporary despawns: they may appear or<br />

disappear over DT.<br />

6. When an abandoned BS is present, the initial spawn defending the site will have one more Advanced l<strong>eve</strong>l<br />

Sleeper BS guarding it. An equivalent extra guardian is likely present for abandoned cruisers.<br />

GRAVIMETRIC SITES:<br />

1. Gravimetric sites seem to be the most <strong>com</strong>mon exporation site spawn.<br />

2. Gravimetric sites:<br />

Infrequent<br />

Isolated<br />

Ordinary<br />

Un<strong>com</strong>mon<br />

Unusual<br />

Average<br />

Unexceptional<br />

Exceptional<br />

Rarified.<br />

Ore Types ( Any site )<br />

Veldspar<br />

Pyroxeres<br />

….. etc etc<br />

Arkanor<br />

Bistot<br />

Crokite<br />

Mercoxit<br />

3. Ore types present are dependent on the type of site, i.e. Average or Rarified. It is NOT dependent on the<br />

class of Wspace it spawns in.<br />

4. Using Capital ships on these sites do NOT spawn additional npc ships.<br />

5. The NPCs in a gravity site are the easiest to deal with.<br />

6. Additional rocks WILL spawn in over the lifetime of the field.<br />

7. Average lifetime of a field is 3-5 days.<br />

8. An Exceptional field as ALL ore types including Mercoxit. The field is HUGE, 20 Hulks going at it for<br />

24 hours WILL NOT clean it out. It’s freaking HUGE.<br />

9. The lower the site the less of each ore type it has per rock.<br />

14


[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

LADAR SITES:<br />

1. Order from worst to best for Ladar sites: Barren, Token, Minor, Ordinary, Sizeable, Bountiful, Vast and<br />

then Instrumental.<br />

Types of gas and quantities:<br />

Barren has C50 and C60<br />

Token has 3000 C60 and 1500 C70<br />

Minor has 3000 C70 and 1500 C72<br />

Ordinary has 3000 C72 and 1500 C84<br />

Sizeable has 3000 C84 and 1000 C50<br />

Bountiful has 5000 C28 and 1000 C32<br />

Vast has 1000 C28 and 5000 C32<br />

Vital has 500 C320 and 6000 C540<br />

Instrumental has 500 C540 and 6000 C320<br />

2. Ladar sites can have ships AND/OR sentry towers as defence.<br />

3. They always have two gas clouds.<br />

4. Despawns within one hour of being <strong>com</strong>pletely drained.<br />

5. Using a capital ship on these sites does NOT spawn additional npc ships.<br />

6. Upon initial arrival there will not be NPCs, they take a little while to spawn in. There is a spawn that can<br />

be there on arrival: 5 sentry towers in a circle, so be ready!<br />

7. A well tanked battleship (Megathron in the test case) can solo these sites in a class 5 Wspace<br />

(CONFIRMED).<br />

15


[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

Black Hole Class 1 Class 2 Class 3 Class 4 Class 5 Class 6<br />

Inertia Multiplier 1.12 1.44 1.55 1.68 1.85 2.0<br />

Max Range Multiplier 0.9 0.81 0.73 0.66 0.59 0.5<br />

Faloff Modifier 0.9 0.81 0.73 0.66 0.59 0.5<br />

Max Velocity Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />

Control Range Multiplier 0.9 0.81 0.73 0.66 0.59 0.5<br />

Missile Velocity Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />

Cataclysmic Variable Class 1 Class 2 Class 3 Class 4 Class 5 Class 6<br />

Armor Repair Amount Multiplier 0.9 0.81 0.73 0.66 0.59 0.5<br />

Shield Repair Amount Multiplier 0.9 0.81 0.73 0.66 0.59 0.5<br />

Shield Transfer Amount Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />

Remote Repair amount Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />

Capacitor Capacity Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />

Capacitor Recharge Time Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />

16


[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

Magnetar Class 1 Class 2 Class 3 Class 4 Class 5 Class 6<br />

Targeting Range Bonus 0.9 0.81 0.73 0.66 0.59 0.5<br />

Damage Multiplier Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />

Tracking/Optimal Penalty Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />

Sensor STR Bonus 1.25 1.44 1.55 1.68 1.85 2.0<br />

Target Painter Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />

Range Damp / Resolution Damp Bonus 1.25 1.44 1.55 1.68 1.85 2.0<br />

Tracking Speed Multiplier 0.9 0.81 0.73 0.66 0.59 0.5<br />

AOE Velocity / Drone Velocity Bonus 0.90 0.81 0.73 0.66 0.59 0.5<br />

Red Giant Class 1 Class 2 Class 3 Class 4 Class 5 Class 6<br />

Heat Damage Multiplier 1.10 1.18 1.22 1.27 1.34 .15<br />

Overload Bonus Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />

Smartbomb Range Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />

Smartbomb Damage 1.25 1.44 1.55 1.68 1.85 2.0<br />

17


[<strong>GX2</strong> WORMHOLE DOCUMENT] August 23, 2009<br />

Pulsar Class 1 Class 2 Class 3 Class 4 Class 5 Class 6<br />

Shield HP Bonus 1.25 1.44 1.55 1.68 1.85 2.0<br />

Targeting Range Bonus 1.25 1.44 1.55 1.68 1.85 2.0<br />

Signature Penalty 1.25 1.44 1.55 1.68 1.85 2.0<br />

Armor Resistance Loss -10% -18% -22% -27% -34% -50%<br />

Capacitor Recharge Time Multiplier 0.9 0.81 0.73 0.66 0.59 0.50<br />

Wolf Rayet Class 1 Class 2 Class 3 Class 4 Class 5 Class 6<br />

Signature Penalty 0.90 0.81 0.73 0.66 0.59 0.5<br />

Armor Resistance Bonus +10% +18% +22% +27% +34% +50%<br />

Shield Resistance -10% -18% -22% -27% -34% -50%<br />

Small Weapon Damage Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />

Capacitor Capacity Multiplier 1.25 1.44 1.55 1.68 1.85 2.0<br />

18

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