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ArcDragon
Caldari
Ghost Data
Eych Four Eks Zero Ahr
Posted - 2009.04.28 23:19:00 - [1]
 

Edited by: ArcDragon on 27/06/2009 02:26:56
Edited by: ArcDragon on 26/06/2009 18:40:02

This thread has been compiled into a comprehensive wormhole guide HERE.


Click here to read the Capital Ship Fact Sheet (Dreads) thread.


ALL SITES IN WSPACE:

1. Normal despawn rate for an UNTOUCHED site is about 3 or 4 days. Untouched means you found it, maybe warped in but did not engage anything or interact with anything.

2. Clearing out a Gravity or Ladar site of NPC Sleepers in a Wspace cleans it out permenently. The NPCs do NOT respawn.

3. Bringing a Carrier or Dreadnought to a combat site in a Class 4, 5 or 6 Wspace will spawn 6 additional battleships PER CAPITAL SHIP!

4. Magnetic and Radar sites will respawn complete Sleeper waves after a downtime to include the reset of the capital ship “additional 6 Sleeper battleships” trigger!

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

6. Assigning Fighters to someone who then goes to certain sites will also cause 6 additional battleships to spawn.

7. The class of the system does NOT affect the difficulty of the sites. It only determines what KINDS of sites are likely to spawn in the system:

'Perimiter' sites are "easy"
'Frontier' sites are "medium"
'Core' are sites are "hard"

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. The difference is that 'Core' sites seldom appear in the lower classes (allthough they certainly can spawn there as well).

8. Orcas do NOT spawn the additional 6 battleships at any site or encounter.


WSPACE BEHAVIOR:

1. Some Wspaces have effects on your ship both good and bad. Use Wormhole Thingie to type in the Locus Signature (Jxxxxxx) of your Wspace to find out what it has. An in game browser database is available by plugging in http://igb.bluesuntrust.com/wormhole.cfm in the address bar.

2. Wspaces can be buried (confirmed) up to 3 Wspaces deep. This means that you would have to cross 3 Wspaces to get out of Wspace and into the nearest Kspace!

3. A class 1 Wspace does not allow anything bigger than a Battle Cruiser through. This is a SHIP class limitation and not a ship MASS limitation, just like some low level mission acceleration gates.

4. Class 2 wormholes have a mass restriction. If your ship has too much mass to fit, try off-lining your plates (1600mm, 800mm etc.).

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

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

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 use a Capital Ship (Carrier) but be prepared to sweat bullets as a class 5 can crack a carrier and eat drones severely. It was a draw when I tried it.

8. ALL Wspaces are 0.0 security.

9. Wormhole Class is a numeric rating contained in the data dump that CCP put out. In short, wormholes leading to "unknown space" could lead to a class 1, 2 or 3 Wspace. One leading to a "dangerous unknown space" leads to a class 4 or 5 and a "deadly unknown space" wormhole always leads to a class 6 Wspace.

10. Players do NOT show up in local unless they chat there, so scan often with your directional scanner at max range and set to 360 degrees.

11. Wspaces have a low site spawn rate. With even a little bit of player interaction you can rapidly deplete a Wspace of all sites. POS presence or absence has NO effect on respawn rates. They are just really slow naturally.

12. There are NO Ice fields in ANY Wspace, on purpose by the devs.

ArcDragon
Caldari
Ghost Data
Eych Four Eks Zero Ahr
Posted - 2009.04.28 23:20:00 - [2]
 

Edited by: ArcDragon on 17/06/2009 18:24:25
WORMHOLE BEHAVIOR:

1. Wspaces can have up to 7 (4 dev confirmed) wormholes active at one time. THEORY: Up to 4 outbound wormholes max with 3 inbound (K162) wormholes confirmed.

2. When a wormhole is nearing "end of life" another wormhole can appear before they finish despawning. When one despawns another one spawns immediatley if it was the ONLY wormhole left. Certain wormholes ALWAYS immediatley respawn no matter what. These wormholes are refered to as “static” wormholes.

3. Some Wspaces have TWO “static” wormholes.

4. The "color" of the wormhole indicates which type of wormhole you are going into, i.e. a red wormhole means you go into red space and a blue wormhole puts you into blue space.

5. Use a program called Wormhole Thingie to know what class any given Wspace is (1 through 6) and to tell how much mass a wormhole can handle.

6. All classes of Wspaces can open up to any class of Wspace, null sec, low sec or high sec directly.

7. Life cycle has not begun means you found it within 1-2 minutes of spawning.

8. “Probably won't last another day” means you have more than 25% of the wormhole's life left.

9. :Nearing the end of its life” means it has less than 25% of its life left.

10. Wormholes last for 16, 24, 36 or 48 hours.

11. “Has not yet had its stability reduced” means it has more than 45% of its remaining allowable mass left.

12. “Has had its stability reduced”, “but not to a critical degree yet” means it has less than 45% of its remaining allowable mass left.

13. "This wormhole has had its stability critically disrupted by the mass of numerous ships passing through and is on the verge of collapse." means it has less than 5% of its allowable mass left.

14. The largest "to high sec" wormhole allows a ship of 1,000,000,000 kg mass to fit through.

15. Capital ships can get into a class 4, 5 or 6 wormhole only.

16. CONCORD is the only entity that can prevent you from jumping through a wormhole.

17. Jumping through the same wormhole twice starts a 4 minute timer during which you can not jump back through.

18. There is also a 30 second Session Change timer that starts when you jump through a wormhole. You can not jump until that Session Change timer is up.

19. The wormhole graphic physically gets SMALLER when you make it pass the 45% and the 5% allowable mass values.

20. The maximum allowable mass for a wormhole not only takes into account the mass of your ships themselves, but ALSO THE MODULES ON THEM. 1600mm plates tear a wormhole a new one and will throw off your mass count!

21. “This wormhole is stable and looks like it could last more than a day” means it will last longer than 24 hours or until its allowable mass is spent.

22. Yes, you CAN fit a Dreadnought through some wormholes.

23. Wormholes collapse when the allowable mass is reduced to ZERO or LESS THAN ZERO (negative). So, if the wormhole has 1kg of mass left you can jump through it with any ship that "fits" (fit meaning ship type for class 1 and mass cap for class 2) in the wormhole. It will collapse when you are on the other side.

24. The "polarity" timers that are 4 minutes long on wormholes are PER individual wormhole. So, if you jump two times back to back through wormhole XXXX you can not jump back through it for 4 minutes, BUT, if you jump through wormhole XXXX twice and immediatly head for wormhole YYYY the timer will NOT exist and you may pass through wormhole YYYY twice before incuring a 4 minute timer for wormhole YYYY.

25. Wormholes that are close to thier end of life will have a more active graphic, it will be more energetic looking.

ArcDragon
Caldari
Ghost Data
Eych Four Eks Zero Ahr
Posted - 2009.04.28 23:21:00 - [3]
 

Edited by: ArcDragon on 16/06/2009 15:57:28
SLEEPER DATA:

1. NPC warp scramble ability starts at Class 3 and above. At class 5 EVERY NPC webs and warp scrams, ALL OF THEM. Some do not scram right away, but they are capable.

2. Tentative resists: armor is 70/70/70/70 with hull being 0/0/0/0

3. NPCs in wormholes DO get SOME wormhole effects applied to them.

4. The large ADVANCED Sleeper wrecks require Salvaging to level 5. Most other Sleeper wrecks you can do with level 3 or 4. You can do all Sleeper wrecks with Salvage skill to level 4 and using Salvage Tackle rigs (at least one).

5. Use any racial ECM jammer you want, Sleepers don’t care which you use, they said so.

6. The amount of DPS a common class 5 magnetic site is in the range of 1250 with 76 resist per battleship per volley. You do the math.

7. Some Sleepers can peg you 250km away.

8. (Confirmed) scram ranges of 120km+ with webs to boot.

9. Sleeper ships speed of 1000 m/s for BS and 3-3500 m/s for cruiser and frigates. (Confirmed).

10. Sleeper sensor strength is around 24 for battleships, lower class Sleepers are thought to be equally comparable to other player ships of the same class.


ArcDragon
Caldari
Ghost Data
Eych Four Eks Zero Ahr
Posted - 2009.04.28 23:22:00 - [4]
 

Edited by: ArcDragon on 17/06/2009 13:30:35
MAGNETIC SITES:

Some known magnetic sites:

Forgotten Perimeter Coronation Platform (3 cans)
Forgotten Perimeter Habitation Coils (5 cans)
Forgotten Perimeter Power Array (4 cans, 1 frigate)
Forgotten Core Information Pen site. One Talocan ship, Class 5 Wspace. (15 cans) - BRUTAL. 4 BS initially, Can opening spawned 6 BS, 5 CR and 5 frigates.
Forgotten Peremiter Power Array - 4 Forgotten Sleeper Artifacts (C1 WH) Awakaned Patroller x2 didn't bother to spend missiles on these to trigger the 2nd spawn
Forgotten Frontier Quarantine Outpost (7 cans, remote repair, webify, can drop some malfunctioning rather than just wrecked sections).

1) Using Carriers OR Dreadnoughts WILL spawn 6 additional Battleships if you use them on Magnetic sites. (Confirmed)

2) They are tougher to clear out than other sites.

3) A Class 5 Wspace that I tried had 9 cans.

4) Consider tanking the spawns while opening the cans, there are WAVES of spawn. The second wave could be the web/scram OR the RR variety. The RR variety allows a FRIGATE to TANK 10 FIGHTERS.

5) Magnetometric and radar sites, as well as anomalies, all seem to have four waves. The trigger for the next wave is usually the last of a type of frigate or cruiser. Be careful you don't kill it early.

6) The attempt to open a can CAN cause additional spawns for mag sites in Wspaces. Rare and downright deadly at times.

7) Unconfirmed: When a ship starts to open cans while tanking the spawn the spawn concentrates on that ship and ignores other targets.

ArcDragon
Caldari
Ghost Data
Eych Four Eks Zero Ahr
Posted - 2009.04.28 23:24:00 - [5]
 

Edited by: ArcDragon on 27/05/2009 08:32:25
RADAR SITES:

1) In the 4 weeks I was in a Class 5 Wspace, only once did this type spawn. It was a Frontier Unsecured Enclave Relay something. It had 15 cans. 3 Battleships in initial spawn, Killing the last spawned 2 BS, 4 cruisers and 5 frigates that remote repped like you would not believe.

2) You can loot the cans while under fire from the spawn.

WARNING: When you tamper with a can and you leave the site, the ENTIRE site will DESPAWN in under a minute! CONFIRMED for it happening in Wspace.

3) Some known sites:

Unsecured Perimeter Amplifer (4 cans, occasional frigate)
Unsecured Perimeter Comms Relay (8 cans, occasional frigate)
Unsecured Perimeter Information Center (3 cans)
Unsecured Perimeter Transponder Farm (? cans)

Unsecured Frontier Database (9 cans, 1 cruiser)
Unsecured Frontier Enclave Relay (15 cans)
Unsecured Frontier Receiver (7 cans)

On a small sample size it looks like:
Perimeter cans contain 0-3 items:
1-10 Datacore
1-4 racial Hybrid Tech Decryptor
1-2 RAM Hybrid Technology

Frontier cans contain 0-3 items:
1-9 Datacore (I assume 10 is possible)1-4 racial Hybrid
1-3 RAM Hybrid

4) Magnetometric and radar sites, as well as anomalies, all seem to have four waves. The trigger for the next wave is usually the last of a type of frigate or cruiser. Be careful you don't kill it early.

5) Radar sites can have an Abandoned Talocan Battleship/Cruiser present (the source of T3 hull BPCs). The same site can spawn with or without the abandoned hull, this includes temporary despawns: they may appear or disappear over DT.

6) When an abandoned BS is present, the initial spawn defending the site will have one more Advanced level Sleeper BS guarding it. An equivalent extra guardian is likely present for abandoned cruisers.

ArcDragon
Caldari
Ghost Data
Eych Four Eks Zero Ahr
Posted - 2009.04.28 23:24:00 - [6]
 

Edited by: ArcDragon on 27/05/2009 08:34:44
GRAVIMETRIC SITES:

1) Gravimetric sites seem to be the most common exporation site spawn.

2) Gravimetric sites:

Infrequent
Isolated
Ordinary
Uncommon
Unusual
Average
Unexceptional
Exceptional
Rarified.

3) Ore types present are dependent on the type of site, i.e. Average or Rarified. It is NOT dependent on the class of Wspace it spawns in.

4) Using Capital ships on these sites do NOT spawn additional npc ships.

5) The NPCs in a gravity site are the easiest to deal with.

6) Additional rocks WILL spawn in over the lifetime of the field.

7) Average lifetime of a field is 3-5 days.

8) An Exceptional field as ALL ore types including Mercoxit. The field is HUGE, 20 Hulks going at it for 24 hours WILL NOT clean it out. It’s freaking HUGE.

9) The lower the site the less of each ore type it has per rock.

ArcDragon
Caldari
Ghost Data
Eych Four Eks Zero Ahr
Posted - 2009.04.28 23:25:00 - [7]
 

Edited by: ArcDragon on 17/06/2009 13:13:53
LADAR SITES:

1) Order from worst to best for Ladar sites: Barren, Token, Minor, Ordinary, Sizeable, Bountiful, Vast and then Instrumental.

Types of gas and quantities:

Barren has 3000 C50 and 1500 C60
Token has 3000 C60 and 1500 C70
Minor has 3000 C70 and 1500 C72
Ordinary has 3000 C72 and 1500 C84
Sizeable has 3000 C84 and 1500 C50
Bountiful has 5000 C28 and 1000 C32
Vast has 1000 C28 and 5000 C32
Vital has 500 C320 and 6000 C540
Instrumental has 500 C540 and 6000 C320

2) Ladar sites can have ships AND/OR sentry towers as defence. Towers are present on arrival.

3) They always have two gas clouds.

4) Despawns within one hour of being completely drained.

5) Using a capital ship on these sites does NOT spawn additional npc ships.

6) Upon initial arrival there will not be NPCs, they take a little while to spawn in. There is a spawn that can be there on arrival: 5 sentry towers in a circle, so be ready!

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

7) Competes with gravity sites as the most prolific.

ArcDragon
Caldari
Ghost Data
Eych Four Eks Zero Ahr
Posted - 2009.04.28 23:58:00 - [8]
 

Hopefully it wont take this many, please post any questions, comments or concerns.

If you have additional information, please decide where it should go.

I have no problems giving credit where it is due.

Mara Rinn
Posted - 2009.04.28 23:59:00 - [9]
 

You might want to consider enhancing the Wormhole page in the Wiki rather than reserving posts on the forums, which will inevitably end up disappearing from the front page and never being read :)

ArcDragon
Caldari
Ghost Data
Eych Four Eks Zero Ahr
Posted - 2009.04.29 00:08:00 - [10]
 

I added the evewiki link.

My intentions are to gather all the information I can and then add to the evewiki entry.

Evewiki tends to not contain "game play" based information like there can be 4 active wormholes in a Wspace, so I made this thread to catch as much of that as posible.

Xessej
Posted - 2009.04.29 05:09:00 - [11]
 

#13 is wrong. I've seen that mesage up to 6 hours before a 24 hour hole closed. There is a different message displayed when the hole is within a couple of minutes of closing as well.

#17 is wrong. Virtually every ship in the game masses more than 1,000,000 kg. The largest to highsec hole I've ever found would admit no more than 300,000,000 kg, or slightly more mass than a standard orca.

ArcDragon
Caldari
Ghost Data
Eych Four Eks Zero Ahr
Posted - 2009.04.29 05:49:00 - [12]
 

Thanks Xessej, I've made the corrections. I think it is correct with percentages as CCP likes to keep numbers tidy and your information matches the math very nicely.


I need that message just before it closes if anyone can get it.

Tractory
Posted - 2009.04.29 07:10:00 - [13]
 

Originally by: Xessej#17 is wrong. Virtually every ship in the game masses more than 1,000,000 kg. The largest to highsec hole I've ever found would admit no more than 300,000,000 kg, or slightly more mass than a standard orca.[/quote


We had a direct to empire hole spawn yesterday to our class 5. An orca passed through it and didnt touch the proverbial sides. It also came back through. It would have taken a carrier without too much trouble had it not been from / to a 0.9 system.

Vaerah Vahrokha
Minmatar
Vahrokh Consulting
Posted - 2009.04.29 07:43:00 - [14]
 

Quote:

6) When a wormhole is either critical or nearing end of life another wormhole can appear before they decay. Usually another one spawns within 30 minutes after a WH despawns.



Has this been checked thoroughly?
Once I have been in a class 3 w-space, the WH closed behind us and we did not find another till the next day (that is several hours later).


Quote:

20) POSs behave as normal except you can not claim Sovereignty.



You don't harvest the moons either afaik.

Dinkelsen
Onyx Commando
Posted - 2009.04.29 07:56:00 - [15]
 

The exit wormhole of (our) Class 2 W-Space system always connects to a lowsec system. Sometimes it is 1 jump from hisec, sometimes 10. Since the patch oury system is also always connected to at least one other W-Space system. (Class 2 and 4 encountered so far)

Has anyone experience from a class 3 wormhole system?

Regards, Dinkelsen

Some Advisor
Posted - 2009.04.29 08:10:00 - [16]
 

Originally by: Vaerah Vahrokha
Quote:

6) When a wormhole is either critical or nearing end of life another wormhole can appear before they decay. Usually another one spawns within 30 minutes after a WH despawns.



"hardcoded" rule: there has to be 1 WH always connecting to *somewhere*, otherwise youre stuck in WH space.


i can set the Clock on that rule, i have a steady connector WH and 1 min before that wh is about to expire (i know the time :P ) i lay out the probes.
Nothign on scan, not even 20 sec before it collapses.
But the Second it collapses, i have a Sig... guess what? a new wh :P


...ALWAYS 1 WH .

of course do to lag and/or "cycletimers" on their end it COULD take 1-3 min to spawn a new one, but so far it was very accurate for me. Also confirmed by devs that there is *ALWAYS* 1 wh leading somewhere

emf
Amarr
The Federated Suns
Posted - 2009.04.29 09:31:00 - [17]
 

Edited by: emf on 29/04/2009 09:32:52

Just some other stuff

  • You can jump through WHs even while you're in the middle of shooting someone and being warp scrambled.


  • Jumping through the same wormhole twice starts a 5 minute timer during which you cannot jump back through.


  • WHs have a certain % chance of spawning different types of WHs (eg. C5 90%, 0.0 10%)


  • WH thingie is wrong about the larger WHs, 2.1 bil is not the total mass available.


  • Spawns in ladar and grav sites only ever spawn once.


  • The length of time a WH lasts and it's maximum mass has a slight variation from it's database value. For example if you try to force a WH close with too small a ship, the ship could end up on either side of the WH.



And number 2 is not entirely accurate I think, they do respawn almost immediatly, just randomly across a great deal of systems (similar to normal exploration sites).

Janine Ramsey
Posted - 2009.04.29 10:15:00 - [18]
 

5) Wspaces can up to 4 (confirmed) wormholes active at one time.

7 WH max in our class 3


Xessej
Posted - 2009.04.29 13:37:00 - [19]
 

Originally by: Tractory
Originally by: Xessej#17 is wrong. Virtually every ship in the game masses more than 1,000,000 kg. The largest to highsec hole I've ever found would admit no more than 300,000,000 kg, or slightly more mass than a standard orca.[/quote


We had a direct to empire hole spawn yesterday to our class 5. An orca passed through it and didnt touch the proverbial sides. It also came back through. It would have taken a carrier without too much trouble had it not been from / to a 0.9 system.

Plenty of times the holes to hisec I've seen had a totalcapacity of 2+ billion kg but a per ship limit of 300 million. That allows for lots of orca round trips but bars capital ships.

Synnyr
Posted - 2009.04.29 15:26:00 - [20]
 

I've seen numerous references to the class of the WH but no explanation of what that means.

Xessej
Posted - 2009.04.29 17:26:00 - [21]
 

Originally by: Synnyr
I've seen numerous references to the class of the WH but no explanation of what that means.

Class is a numeric rating contained in the data dump. In short wormholes leading to "unknown space" could lead to a class 1, 2 or 3 system. One leading to "dangerous unknown space" leads to a class 4 or 5 and a "deadly unknow space" hole always leads to a class 6.

Menyet Ikeemoo
Posted - 2009.04.29 18:08:00 - [22]
 

The exact message for number 13 is:
"This wormhole is reaching the end of its natural lifetime."

Synnyr
Posted - 2009.04.29 21:57:00 - [23]
 

Originally by: Xessej
Originally by: Synnyr
I've seen numerous references to the class of the WH but no explanation of what that means.

Class is a numeric rating contained in the data dump. In short wormholes leading to "unknown space" could lead to a class 1, 2 or 3 system. One leading to "dangerous unknown space" leads to a class 4 or 5 and a "deadly unknow space" hole always leads to a class 6.



Thank you very much.

Some Advisor
Posted - 2009.04.30 00:02:00 - [24]
 

Originally by: ArcDragon
?13.5) Another message is displayed just before it closes, need that message!


nope... just "poof"

ArcDragon
Caldari
Ghost Data
Eych Four Eks Zero Ahr
Posted - 2009.04.30 05:01:00 - [25]
 

corrected mass to 300,000,000 kg.

added no moon mining.

added immediate wormhole respawn

added blurb about rare known bug causing no wormhole until next downtime

Added emf's blurbs, tyvm!

Cleared up #2, the language was confusing from its intention.

increased max numbers of WH per space from 4 to 7

Added Wspace classification explanation, ty Xessej

Just POOF!, got it Some Advisor, ty.

Some Advisor
Posted - 2009.04.30 09:08:00 - [26]
 

Edited by: Some Advisor on 30/04/2009 09:19:27
Originally by: ArcDragon
3) *Sites can despawn before 3 days and appear again only to despawn for good at the end of there "natural" lifetime of 3 to 4 days.

when i probe stuff before downtime (lets say a Magno or Radar, something not too common) and Bookmark, and then dont do it after dt, or maybe the whole day.
i Sometimes notice that on that bookmark at a later time (after another dt maybe, moar data...) its not there.
It didnt "despawn" afaik, it... MOVED.. i found the same site in a slight different spot.
And yes, i warped to the Site when i was bookmarking it so i know i HIT the site and not on the grid that sucked me in (since i bookmark objects in that site when i arrive)
That was before we could remote bookmark. After that Option i had this behavior one time so far, one radar decided to hide from me and covered behind a planet where it wasnt suppose to be :P

Originally by: ArcDragon
21) Class 1 and 2 are soloable. Class 3 is maybe soloable.

?Stuff starts to Warpscramble at Class 3 and above

Originally by: ArcDragon
increased max numbers of WH per space from 4 to 7

interesting, max i saw was 4 in a kspace location, 4 whs, nothing else.
in wspace the max i had was also 4 so far.
it "should not" be more than 4 at any given time. Maybe there was an unverified older bookmark where the WH collapsed? or a MirrorDot ?

Can we have a bit more confirmation (screenshoot? ;P ) plz?

Originally by: ArcDragon
11) Life cycle has not begun means you found it within 5-10 minutes of spawning.


afaik seems to be 1, max 2 min
(sigh there goes another little secret) :
when you start a manufacutre job, research, or whatever, you sometimes notice a "Pending" even you have free slots. My assumption is that the "cycle timer" is on a minute basis.

When "my" wh pops (to the minute, not to some odd second) i already have my probes out and can usually pinpoint it in less than 1 Minute. I often get for a very short time that above message.
I would lover the 5-10 min to max 5 min.

Also, it *COULD* also mean its >24h left (there seem to be some WH with over 24H lifetime or its the 1 extra min above the 24h that make the message change)

just my 2 cents





Mashie Saldana
Minmatar
Veto Corp
Posted - 2009.04.30 12:48:00 - [27]
 

Originally by: ArcDragon
Instrumental has 500 C540 and 5000+ C320 (suspect 7000)


It's 6000 units of C320.

Atia Juliana
Posted - 2009.04.30 15:12:00 - [28]
 

Can anyone confirm or deny if the rats benefit/suffer from the system's anomaly?

Canute Minealot
Posted - 2009.04.30 15:18:00 - [29]
 

Edited by: Canute Minealot on 30/04/2009 17:27:06
Originally by: ArcDragon

Instrumental has 500 C540 and 5000+ C320 (suspect 7000)


I allways found 6000 C320 on these

Vital has 500 C320 and 6000 C540

Originally by: ArcDragon

GRAVIMETRIC SITES:
2) Gravimetric sites worst to best Common, Average Unexceptional



Rarified, is the best one.

Qui Shon
Posted - 2009.04.30 15:21:00 - [30]
 

Edited by: Qui Shon on 30/04/2009 15:25:51
They do benefit, at least from some, like armor res bonuses. I'm...pretty...sure about that, but not 100%.

Also, the listed bonuses in the db (bst / thingie) do not all apply in every system to player ships. You have to check which are actually in effect.


EDIT: Also, much respect to OP for the three factsheets, very nice work.


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