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What Is Wormhole "Rolling?"
If you have read the Eve University Wiki page on Wormholes, you will know that wormholes have five main characteristics:
- The system type it spawns in (Source System, Ex. C2 Wormholes)
- The system type it connects to (Target System, Ex. High-Security space)
- Lifespan, (16 hours, 24 hours, etc.)
- Maximum Mass Per Jump (62,000,000 kg, 375,000,000 kg, etc.)
- Total Mass Limit (ex. 500,000,000 kg, 2,000,000,000 kg, etc.)
The last two, mass per jump and total mass limit are what is important to rolling wormholes. The basic idea of rolling a wormhole is that you repeatedly jump back and forth across a wormhole until the total mass you jumped across the wormhole exceeds the mass limit of the wormhole. When this happens the wormhole collapses, and ideally you will be on the correct side of the wormhole. If the wormhole is one of the static connections, a new wormhole will respawn within approximately 30 seconds of when the previous one collapsed. Wandering connections or K162's will not respawn when you collapse them. Thus, rolling off wandering wormholes is a good way to limit the number of connections to BP which increases the safety of our WH and it's structures and inhabitants inside.
How to Roll Wormholes in BP
In BP, there are primarily going to be these Wormhole types present:
Mass Limit | Max Jump Mass | Wormhole Type |
---|---|---|
2,000,000,000 kg | 375,000,000 kg | B274 (static), J-Space (C2/C3/C4/C6) to C2 |
500,000,000 kg | 62,000,000 kg | Z647 (static) |
750,000,000 kg | 375,000,000 kg | R943 |
1,000,000,000 kg | 375,000,000 kg | D364 |
One thing not mentioned is all mass limits have a +/- 10% variance on them, so that adds an extra layer of complexity to wormhole rolling. The basic idea is you want to pick a ship with the right mass that allows you to complete an even number of jumps across the wormhole, which ensures you end up on the correct side. But due to the unknown variance in the total mass limit, you cannot be 100% certain you will end up on the right side unless you fit a propulsion module like an afterburner or a microwarpdrive. When these propulsion modules are activated, they add mass to your ship. This extra mass allows us to account for the variance in the mass limit. Jumping through a wormhole with a propulsion module enabled is known as a "hot" jump, where jumping with a propulsion module disabled is known as a "cold" jump.
Rolling the B274 Hisec Static Connection
Here is a Praxis fit. Note that you can fit anything in the unused high slots and bring whatever drones you like.
[Praxis, WH Roller]
1600mm Rolled Tungsten Compact Plates
1600mm Rolled Tungsten Compact Plates
1600mm Rolled Tungsten Compact Plates
1600mm Rolled Tungsten Compact Plates
IFFA Compact Damage Control
Inertial Stabilizers II
Inertial Stabilizers II
500MN Y-T8 Compact Microwarpdrive
100MN Y-S8 Compact Afterburner
Large F-S9 Regolith Compact Shield Extender
Large F-S9 Regolith Compact Shield Extender
Large F-S9 Regolith Compact Shield Extender
Enduring Multispectrum Shield Hardener
Enduring Multispectrum Shield Hardener
Improved Cloaking Device II
Sisters Core Probe Launcher, Sisters Core Scanner Probe
[Empty High slot]
[Empty High slot]
[Empty High slot]
[Empty High slot]
[Empty High slot]
Large Hyperspatial Velocity Optimizer I
Large Hyperspatial Velocity Optimizer I
Large Higgs Anchor I
With the Armor Layering Skill untrained (it reduces the mass that armor plates add), this weighs 202,000,000 kg cold, and 302,000,000 kg hot (higgs rigs double the mass added from propulsion modules). Technically any battleship can be used so long as you get close to these mass numbers. So, assuming a fresh static, this would be the process to roll the static:
- Two Cold Jumps
- Two Hot Jumps
- Show Info on the wormhole. If it says "This wormhole has had its stability reduced by ships passing through it, but not to a critical degree yet", repeat steps 1 & 2 to collapse. Otherwise, proceed with Step 4
- Four Hot Jumps