Eve online entrance to Thera. Let's go to zeros in eve online. New tactical destroyer and freighter ORE in the release of Eve Online: Rhea

On March 10, 2009, the tenth addition to EVE Online— Apocrypha. At that time, this was the largest update to the game, which introduced cardinal changes to the gameplay, T3 strategic cruisers and related inventory and production, and also added a lot of new content. Thus, the available space has increased by 2500 star systems. It was the Anoikis cluster, which could be reached through the so-called wormholes (wormholes).

These are temporary portals between systems that are limited in " bandwidth"- the size and total mass of the ships that can pass through them. Initially, the developers intended to create conditions in which such an activity as exploration would become interesting and attractive. It was assumed that players would fly into W-Space through wormholes, do their business there and come back. But something went wrong.

Players began to set up POS there and live on permanent basis. Someone was getting away from highsec boredom, someone was tired of wars in the zeros, and someone just wanted personal independence. After some time, a separate category of corporations was formed in EVE, which lived in the BX, farming resources there, wars with sleepers, production (including T3 components) and, of course, PvP with their own kind. Later, the developers acknowledged that the players gave a new meaning to this piece of content, different from what they came up with in the SSR.

This material opens a series of articles on wormholes, VC systems, as well as how to survive and succeed in these quite difficult conditions. The first part will provide basic information on W-Space systems, which will be useful for both beginners and more experienced players.

1. Sleepers

To begin with, a few words about the natives of this star cluster. Sleepers originally referred to an extinct human race that inhabited the Anoikis long before the Amarr, Kaldyri, Gallen, and Matar. Sleepers were a race that was highly technologically advanced. So much so that now, based on fragments of their technologies, it has become possible to build ships of the level of Tech 3 strategic cruisers.

The race has died out, but their stations, as well as automatic protection systems, continue to function properly. Those evil NPCs that you will definitely meet are sleeper drones. More often than not, they are called sleepers. In addition to living players, they are the main danger. Carelessly warp on such an anomaly, you can stay in a capsule in the middle of cold space.

2. General information about the VX-space

Now the Anoikis star cluster includes about 2600 star systems. The vast majority of systems are divided into six classes of complexity. There are also so-called "split systems" in the star cluster, as well as the one-of-a-kind Thera. The vast majority of W-Space systems are described by the following parameters:

System class. In total there are six classes of complexity of BX systems, which are designated as such by combinations of letters and numbers from C1 to C6. The level is determined primarily by the complexity of anomalies, dates and relics that can be found in the system. The higher the class, the more sleepers and more valuable resources, for example, gases are more expensive.

Types of star systems depending on the effects. In some systems, there are certain effects that affect the characteristics of ships - their speed of movement, shields, firepower, and tede and tepe. When choosing a system for permanent residence, these bonuses can be key.

The presence of static wormholes (statics). Another one important characteristic systems is the presence of a permanent wormhole. Yes, the wormhole is unstable, but after it "collapses", a new one immediately appears, which leads to the same sector of New Eden or Anoikis. Such conditionally-permanent systems are called "statics" and they can lead to a variety of places, for example, to a system of higher complexity or, conversely, to the highsec of New Eden. There is usually one static, but C2 and C4 have two. The statics are just as important as the class and effects of the system, as they affect both the logistics and the availability of the system to other travelers. So, a static in highsec will most likely make a passage yard out of the system, but on the other hand, it is convenient to place production in it.

3. Complexity classes VX

3.1 Class C1

Systems of this class are unpopular with VC corporations for permanent residence, as well as anomaly and signature farming. They can be cleaned solo, even without a large number SP. Local anomalies can be cleaned on a regular battlecruiser. Even a very small C1 corporation of 3-4 people will quickly master this system and get bored. As a result, C1 are rarely inhabited by aggressive natives, which makes them relatively safe. Also, C1 is used to place productions, including for T3 cruisers, especially in systems with static in highsec.

3.2 Class C2

Class C2 is a good option for both a loner and a small corporation just starting its BX life. Most anomalies in such a system are relatively easy to solo. On average, about 20-35kk is removed from sleeper anomalies in C2 (blue loot and salvag). Relics or dates here are mostly unprotected, which opens up scope for exploration. Digging ore and gas can also be a profitable business, however, subject to safety measures. Another feature of C2 is that they have both W-Space and New Eden statics. This makes them an important link in W-Space logistics, especially for corporations that reside in systems C4 and above.

However, when choosing such a system, you must definitely check what statics it has. For example, the presence of a high-sec is convenient for logistics, but every day guests will fly to you and these are not always noobs on herons. Another combination often makes the system non-residential - static to zero and C5. As they say, neither to the village nor to the city. Although, if you like to farm not only sleepers, then such a system presents ample opportunities for PvP in zeros.

For solo farming anomalies, for example, the faction cruiser Gila, which has great bonuses on medium drones (500% damage and hit points). For cutting small things, you can put light rockets (Light Missiles) T2. With drones and T2 missiles, such a Gila gives out 500-600 dps and cleans the anomaly in 10-15 minutes. However, if the hands are in place and the skills are pumped, you can get by with a passive drake.

In general, C2 is what it is worth starting a new VC corporation with the development of VC. For a company of 3-4 people, there will be something to do here for a couple of months. If there are more of you, then very soon your "home" will be empty. You will learn how to farm it very quickly. However, if you are a loner, then C2 is the most it.

3.3 Class C3

Another class of systems for a start-up corporation. C3 has statics in New Eden, which is good for logistics. Well, farming already requires a small team, so if you have several people, C3 is also a good option to start.

3.4 Class C4

C4 is the next step for those who have already mastered the systems of a lower class. In general, there is nothing to do here alone, except to dig gas and ore, and even then, in order to take out the guard, you need a well-armed BS and straight arms. You are unlikely to succeed in sawing combat anomalies alone, unless you do it in two or three windows. In principle, if you have a friendly team with a single prime time, then 2-3 people will be enough. I once met a pilot who lived in C4 with a friend. But it is more comfortable to play if you are 5-6 people. About 80-100kk is removed from combat anomalies, about the same from gas. That is, earnings here are more decent than in systems of a lower class.

To farm anomalies and signatures in such systems, two or three spider tanks are needed. There are different options, our corporation uses Dominix or Rattlesnake bundles. The scheme is simple - these BSs are hung with T2 modules for pumping a capacitor (droplets) and remote pumping out a shield (for rattles) or armor (for houses). Naturally, the ships must be well tanked. Centrifuge drones deal damage to large targets, medium or light T2 drones deal damage to small targets. They warped to a previously scanned point, locked each other, raised the cap-chain and released the drones. The main thing is to switch to pumping out the main goal of the sleepers in time and not inadvertently destroy the trigger that will launch a new wave of NPCs.

Another major difference from the C1-C3 systems is that there are no statics in New Eden. Yes, sometimes a hole in lowsec or highsec can open, but there are no permanent exits. There are two statics in W-Space. In this case, the combinations can be very different, with the exception of the same systems. That is, you will not find combinations C3 / C3 or C5 / C5, but C1 / C6 - completely. The optimal combination would be, for example, C2 / C5, which will provide both an easy exit to K-Space, and prospects for farming C5 static if there are more of you. Our corporation just lives in such a system.

3.5 Class C5

C5 - the choice of an established BX corporation. Anomalies and signatures in such systems are farmed in fleets, and preferably with capital, which is used to escalate and summon new waves of sleepers. Well-organized fleets earn several billion ISK per hour from such operations. Like C4, these systems do not have direct connections to New Eden, but often have statics to other C5 systems.

3.6 Class C6

Actually, this is the ceiling. There is nothing special to say here, experienced VKhshers live in such systems. There are also escalations here, and the anomalies themselves with signatures spawn more often than in C5.

3.7 Thera

In December 2014, the Rhea update was released, which, among other things, opened up access to a unique system in the Anoikis cluster. The system was called Thera. Its uniqueness lies primarily in the fact that it is the only W-Space star system where four space stations are located. All stations belong to the Sisters of EVE and there you can do what is usually done on space stations - they are repaired, refinished, traded.

In addition, Tera has several other features. This is a very large system (342 AU in diameter) and has many wormholes, including one to New Eden. This makes it a crossroads system through which all sectors of both New Eden and Anoikis can be accessed. There is a good site that has up-to-date information on Tera's VX - EVE Scout. By the way, there are many wormhalls there, about a couple of dozen.

Further, in this system you can not put POS - there are no moons here. Also, capitals cannot get here and it is also impossible to build them here. The security level is the same as for all other W-Space systems: -1.0. In addition to being a staging post, Tera is also a pretty intense PvP location. In general, Tera is such a capital of W-Space, in which all roads intersect

The last feature - Tera belongs to the group of so-called "Shattered Systems" (Shattered Wormhole Space), which we will talk about below.

3.8 Shattered Systems

Along with the discovery of Thera, a new type of star system was discovered at Anoikis, distinctive feature which was that the planets were partially destroyed. Also, there were no moons around them. There were one hundred and one such systems (Shattered Systems). Due to the absence of moons, it was impossible to place POS here. As the developers said, the very concept of W-Space did not imply permanent residence of players in them. Thus, the introduction of split systems was in some way an attempt to return to the origins. What is remarkable about such systems?

Let's start with the fact that there is ice. Before that, ice was mined only in New Eden. They have more anomalies and signatures than regular systems. They represent all classes of complexity. In addition, there are elements of lore, which is still in development. For example, the wormholes, which are controlled by drifters, are another race of New Eden.

Systems that can only be penetrated by small ships, up to and including destroyers, stand apart. Such systems are also referred to as C13. The complexities of anomalies and signatures there range from class C1 to C3. Of course, at first glance, this is strange, because in conventional systems you can’t do much with a destroyer. The fact is that 25 C13 systems have bonuses that are characteristic of Wolf Rayet C6 systems. More details about the bonuses will be below, for now I will only say that a T3 Confessor-class destroyer can produce two Gilas in such a system. Therefore, for straight-handed lovers of extreme entertainment, C13 provides a field where there is where to roam.

4. Types of star systems depending on the effects

Last but not least, the characteristic is the type of system depending on bonuses and penalties. Some systems have natural phenomena, which give certain bonuses or, on the contrary, cut down the characteristics. This section details the effects of certain W-Space star systems.

4.1Pulsar

Effects of systems like Pulsar
effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Shield Capacity +30% +44% +58% +72% +86% +100%
Armor Resists -15% -22% -29% -36% -43% -50%
Capacitor Recharge Time -15% -22% -29% -36% -43% -50%
Signature Radius +30% +44% +58% +72% +86% +100%
NOS & Neut Drain Amount +30% +44% +58% +72% +86% +100%

4.2 Black hole

Black Hole System Effects
effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Missile Velocity +15% +22% +29% +36% +43% +50%
Missile Explosion Velocity +30% +44% +58% +72% +86% +100%
Ship Velocity +30% +44% +58% +72% +86% +100
Stasis Webifier Strength -15% -22% -29% -36% -43% -50%
inertia +15% +22% +29% +36% +43% +50%
Target Range +30% +44% +58% +72% +86% +100%

4.3 Cataclysmic Variable

Cataclysmic Variable System Effects
effects Class 1 Class 2 Class 3 Class 4 Class 5 Class 6
Local Armor Repair Amount -15% -22% -29% -36% -43% -50%
Remote Armor Repair Amount +30% +44% +58% +72% +86% +100%
Local Shield Repair Amount -15% -22% -29% -36% -43% -50%
Shield Transfer Amount +30% +44% +58% +72% +86% +100%
Capacitor Capacity +30% +44% +58% +72% +86% +100%
Capacitor Recharge Time +15% +22% +29% +36% +43% +50%
Remote Cap Transmitter Amount -15% -22% -29% -36% -43% -50%

A tactical destroyer, a freighter for transporting tuned ships, and the first large-scale attempt to colonize wormholes, and much more. In this article, we talk about the changes that the release of Eve Online: Rhea (Rhea), which was released on December 9, 2014, brought to the game.

New tactical destroyer and freighter ORE in the release of Eve Online: Rhea

EVE Online update release: Rhea introduced new class warships - tactical destroyer. So far, only the Amarr empire has acquired a novelty - the T3 Destroyer bears the pretentious name Confessor. In the next updates, they promise to add analogues to the park of 3 other factions-states. Its key feature is the ability to change modes during combat. There are 3 configurations in total:

  • Protective - the effectiveness of defensive systems increases;
  • Maneuverable - characterized by increased speed;
  • Sniper - increases the optimal range of guns.

Sphere practical application novelties - a wide field for the "creativity" of capsuleers. Small, maneuverable destroyers can penetrate areas inaccessible to large ships. Start playing EVE Online today and find the best fit for the new game!

The ORE (Outer Ring Excavation) faction has released its new creation, the Bowhead transport ship. Its key feature is the ability to transport ships in an assembled state. This allows you to transport ships with installed tuning modules (rigs). A large margin of safety and a huge hold (1.3 million cubic meters!) make the new barge potentially interesting for logisticians of large corporations.

Terra Incognita

CCP Games continues to develop the theme of W-space, and the release of EVE Online: Rhea laid the foundation for the infrastructure in this part of space. VX introduced a "central*" system called Tera. It contains 4 stations of the Sanctuary corporation ("Shelter of Wanderers") - in addition to them, there are no other known "settlements" in the wormholes. The system itself is huge - the distance between the stations is more than 300 AU (astornomic units / astronomical units).

*The concept of "central" is rather symbolic and does not determine the astronomical location of the system among 2500 W-systems. Transitions between wormholes are not permanent, they disappear and appear randomly. There are hundreds of "statics" - relatively stable portals - connecting Thera with the mastered space.>

Clue: How to ensure permanent access to Thera? There are 2 ways to do this:

  1. When you're there for the first time, buy yourself a jump clone and you can move between your "bodies" at any time;
  2. Fly to Thera as an alt (second character). When the need arises, your base "partner" scans the statics from the inside and finds the nearest system through which to get into the "uncharted land".

Other changes - manual control and new interface

The release of EVE Online: Rhea fulfilled the long-held dream of capsuleers - now you can control the ship not only by the point'n'click method, but also "manually" - using the buttons on the keyboard. To do this, you need to “bind” the keys to the corresponding actions in the options.

Also, the latest update pleased us with a graphical upgrade. Significant changes have been made to:

  • interface;
  • star map;
  • graphic rendering mechanism - "drawing" models.

The last update in 2014 brought a logical line under the chain of updates and created the foundation for further qualitative development of game mechanics.

The ship went through the wormhole channel to the seventh star on the list; despite the strong turbulence, the wear of force fields and nanoarmor is minimal. The image from the drone cameras brought overboard begins to arrive. The first thing I notice is the unbearably bright blue light emitted by the star. It shines even brighter than ordinary class A0 blue stars; Judging by the results of the analysis, we are dealing with an A0IV class star, i.e., a blue subgiant. The atmosphere of a star is extremely turbulent, the processes occurring inside the star are unstable, and the background radiation in the system is chaotic. I raise the transparency of the frontal skin to the maximum, turn on the polarizing filter and look at the star, marveling at its sinister beauty.

Airborne intelligence systems track several planets of various types in outer orbits; the inner orbits are full of terrestrial planets. Two planets in orbits that lie directly in the vicinity of the star are in a decayed state, familiar to us from visits to the rest of the stars from the list. The size of this planetary system is incredibly large; Probes are reporting a large number of wormholes. Is the number seven really going to be lucky?

~ Entry in the logbook of the expedition ship "Grasshopper" signed by Zachary Kovalis (dated July 9, 112 Yulai)

Greetings, fearless capsuleers!

Just a week ago, you were introduced to Phoebe, the November update for EVE Online; and here I am again with you, in a hurry to tell you about one of the most fascinating aspects of the many-sided "Rhea", which is less than a month away from meeting.

If you have been following closely over the past few weeks, then you could not help but pay attention to reports of unusual events, one way or another connected with the mysterious inhabitants of Anoikis - w-space, planetary systems on the other side of the wormholes.

(Have you ever dealt with them? It's time to sort out ways to use reconnaissance probes and prepare to meet the Sleepers!)

These events are just beginning to develop and will have far-reaching consequences. One of these consequences - which, in fact, we can finally tell you about - will be getting capsuleers access to one hundred and one new planetary systems in w-space.

These planetary systems - "shattered worlds" or "broken planetary systems" - are not like the cosmos you are used to dealing with. Each of the Shattered Worlds falls into one of three categories:

Seventy five disintegrated planetary systems of the "usual" type have much in common with w-systems already available to pilots (for example, system-wide chat channels work in these systems without displaying all the pilots connected to them); At the same time, they have a number of important differences:

  • All the planets in these planetary systems are "split" - they are in a disintegrated state and do not have moons. The reasons why they suffered this fate are directly related to the development of the game's plot.
  • In the space of the disintegrated planetary systems, it will be possible to find a number of attractions that are also directly related to the plot of the game and shed light on the reasons why pilots have not yet been able to find the split worlds. I wouldn't be surprised if these places of interest are featured on the wonderful EVE Travel blog run by pilot Mark726.
  • The nomenclature of signal sources and areas of anomalous activity found in the space of shattered worlds is entirely borrowed from ordinary w-systems of the same classes, however, some anomalies and signal sources will be encountered by pilots more often than usual.
  • In addition, in the shattered worlds, pilots are waiting for anomalies of a new type - clusters of planetary debris, much larger than ordinary asteroid clusters in size and ore reserves.
  • Even in the split worlds there will be accumulations of ice - something that has not been in the w-space so far.
  • Each of the split worlds will be connected to New Eden by an additional cyclic wormhole (“static”), functioning in parallel with those statics that w-systems of the corresponding class are supposed to have. A brief explanation for those who have not had to travel through w-space: the presence of static in a w-system means that in its space it will always be possible to find a wormhole leading to one of the planetary systems of New Eden, randomly selected from a list of systems with a certain degree of correspondence safety standards CONCORD (SS).
  • In w-space there will be split worlds of all six classes; the presence of some of them in space will affect the performance characteristics of ships in the same way as in the case of conventional w-systems.
  • Finally, a small number of surprises related to the history of the galaxy will be scattered across the shattered worlds.

All of the above applies equally to twenty-five disintegrated planetary systems of low availability , which has two features:

  • The wormholes leading to and from the space of these systems will be small-diameter wormholes that only let frigates, destroyers, and heavy barrage cruisers pass through (the mass of the TZK is reduced to an acceptable level when warp-jamming generators are installed on board).
  • The nomenclature of signal sources and areas of anomalous activity occurring in the space of these systems is borrowed from w-systems of classes 1, 2, and 3; at the same time, the performance characteristics of the ships of capsuleer pilots will change as if these ships were in the space of class 6 w-systems with Wolf-Rayet stars (100% increase in armor durability, 200% - damaging effect of low-power lasers, gun ammunition small caliber, warheads of low-power and close-range missiles; the resistance of ships' force fields to all types of influence is reduced by 50%, the size of ship signatures is reduced).

It remains only to tell you about the most important of all the shattered worlds:

Tera is a unique w-system in every respect and is a key element of the game's main storyline; a special, fifth type of space available to pilots.

  • Tera is a disintegrated planetary system of a particularly large extent, in the space of which there was a place for four orbital stations of the Sisters-Servants of "Eve" and many wormholes.
  • Each of Tera's four orbital stations will provide pilots with a full range of services, including access to the medical bay, the possibility of renting an office, and the possibility of renting production lines. Stations can be specified as residence stations, and jump clones can be left on board.
  • Tera is connected by numerous statics with "high-sec", "low-sec" and "nulls"; in addition, wandering wormholes and wormholes of the K162 type appear regularly in Tera space, leading to other w-systems. Thus, it is easier to get to New Eden from Thera than to Anoikis.
  • Wormholes leading into Tera's space will not let large ships through (with the exception of freighters); CBTs will not be able to be built on Tera Stations or Starbases (due to the lack of moons). In other words, in Tera space, pilots will encounter only ships of standard tonnage.
  • Tera is the largest of all Eve's planetary systems. Orbital stations are in orbits of its three different planets, located on the outskirts of Thera, and the maximum distance of the stations from each other is 342 astronomical units. Due to the vast distances and no less a huge number wormholes, it will be incredibly difficult to carry out an operation to simultaneously block all stations and all entrances to the system; however, Tera will not become safer from this.
  • There are no stand-alone warp jammers in Tera space; this limitation does not apply to interdictor-launched warp jammer probes and on-board warp jammers on heavy interdictor cruisers.
  • Tera has no effect on ships in system space.
  • The nomenclature of signal sources and areas of anomalous activity encountered in the Tera space was borrowed from w-systems of classes 3 and 4, the nomenclature of gas production areas - from w-systems of class 6.
  • The Tera system differs from other planetary systems even in appearance - the stations of the Servant Sisters of "Eve" have a special color scheme, the background for Tera is a new nebula, and Tera itself shines differently than other stars.

The colonization of Thera is being carried out by a research expedition of the Wanderers' Shelter corporation; in the future we plan to provide you with information about the activities of the expedition in the space of this planetary system.

Shattered worlds will become a "no man's land" perfect for battles between corporations and alliances not ready to take on planetary systems with enemy POS. These worlds will be able to adequately reward the daredevils who are ready to leave the cozy "home" and go to visit the "neighbor" for ice and artifacts. Finally, despite the fact that it will be extremely difficult to live in a planetary system without moons, we are confident that this task will also be up to you.

Capsuleers of a wide variety of professions will be drawn to Theru - pilots of PvP corporations looking for variety in battle; industrialists who decided to make money on serving the local market; search pilots determined to discover the secrets of Tera's past; adventurers hoping to make money on Tera and slip out from under the noses of hunters; and finally, the pirates who prey on everyone else and make the most of the unique features of this planetary system.

We think that Tera will be most interested in players who are able to get used to life in a kind of "gateway" at the intersection of wormholes. The inhabitants of Tera will have to get acquainted with new neighbors every day, master the exits to new sectors of the galaxy mastered by man.

Most likely, Tera will become one of the most visited planetary systems with zero degree of compliance, for which we are preparing accordingly - in particular, by allocating adequate server capacities for Thera.

By the time this article is published, the first build of Reya - with Tera, shattered worlds, and everything else - will already be uploaded to the Singularity test server. We look forward not only to the feedback of the pioneers, but also the videos made by the pilots, which will capture the beautiful and terrible features of the new worlds - they should be sent to [email protected].

Find Thera and take part in its development will help you in the corresponding section of the official forum of the game, dedicated to the work of the test server.

The new planetary systems are just one of the many components of the update, codenamed "Rhea", which is scheduled to roll out on December 9th. CCP Seagull, Executive Producer of the game, will be posting an overview article listing all of Rhea's content shortly - we still have plenty of surprises for you!

I hope that you were satisfied with the first acquaintance with the new planetary systems. Remember: never, under any circumstances, stop walking towards the unknown!


Introduction


There are usually two sides to everything. Our beloved Moon also has a visible and invisible side. What you see on a normal EVE map is the light (explored) side visible to all normal pilots. What is on the back side of it, and is not visible on the map - the dark ("unexplored") part of EVE.
The unexplored part of the universe is quite similar to the usual the EVE universe. It also has its own regions, constellations, star systems, moons, planets, but meanwhile it is significantly different from what you are already used to. "I'm in the hole", "I'm in the wormhole", "I'm in the BX" is the usual description of the location of the pilot, familiar to our ears and chat.
Wormhole (BX, WH), "Wormhole", "Hole" is just a temporary bridge (gateway) between two star systems, and staying in it usually lasts less than a second, being in the BX for a long time (in a jump between systems) is a sign of bad internet quality.
In space, VX is seen as an object in the form of a sphere, which refracts light from stars and makes a special and unique sound. You can contact with wormholes (WH) as with ordinary gates (gates) - go through them.
Wormholes (BHs) can connect any solar system, except solar systems of the Jove region (they are inaccessible due to the game mechanics), and explored space with unexplored systems (except systems of 4th class).
After VX appeared in EVE, many singles and groups of players flocked to them. They were brave and at the same time curious players, because they did not have information about what they would face. It was truly fantastic research.
Life in unexplored space is a special style of play. Not everyone is able to adapt to this kind of game. Different formations of players live in unexplored space: miners, crabs (carebears), raiders, lonely wanderers and stray crabs from ordinary space.
The attraction of unexplored space is that the number of pilots and the size of the corporation is of no practical importance, everything rests on the ability to control wormholes. And this means that a fairly small corporation is able to completely clean out the system owned by a corporation that is part of the largest and most invincible alliance, painting their killboard in shamefully bright red, killing packs of cars, dreadlocks and capsules that are in fear and horror with complete impunity. fly out of them. Axiom of the unexplored space: "Who controls the hole controls everything!"

Of course, some players go to unexplored space solely for the purpose of stuffing their pockets with lawsuits, but playing for the sake of stuffing their pockets with lawsuits is not the best option, because these people spend real hours of their real life for worthless lawsuits! which are then taken away or fanovo destroyed by stray raiders. In fact, the raiders of unexplored space are not robbing lawsuits, but real days, weeks, months and even years of people's lives.
In any case, if for some reason you are not interested in life in the familiar explored part of EVE, or you are not interested in hidden slavery in exchange for lawsuits, mandatory CTAs, betrayals, intrigues, deceptions, wars for other people's technomoons, stations, claims, or endless CTAs for killing structures and you are looking for new worthy options for killing the most valuable thing in life for everyone - time, then this text is written just for you.
In unexplored space, a game fan can be obtained on the spot "on the spot" on your territory and on your own terms, at the same time, unexplored systems are the best place to mine ISK and free T3 ships. But the most valuable thing is the constant growth of experience, coherence and quality of the corporation's pilots. In any case, you have nothing to lose by getting acquainted with this part of EVE.

Unexplored part of EVE
I will not pull, the cat for "prichindaly". I will start with the facts known to me at the moment, and I will try to state everything as briefly as possible, but at the same time fun and interesting, taking into account the amendments voiced in this topic.
The EVE Universe is made up of 23 Imperial Regions, 41 Low Security Regions, and 3 closed Jovian Regions, all of which you can see on the regular EVE map. All of these 67 regions are already well researched and have jump gates installed and added to the visible map of EVE.
In addition to them, there are 30 more regions not shown on the map, in which there are 2498 star systems of a dark yet unexplored space that cannot be reached in the usual way. Personally, I am amazed by such a number of unexplored systems, and you?


In general, at the moment, the alignment of the number of star systems is as follows:
Low seki zeros - 3294
Unexplored systems - 2498
Hai seki - 1907
Jovi - 230

In total, there are 7699 available systems. Unknown regions make up 32% of the star systems available to players. The potential hidden in them is not yet sufficiently appreciated by the EVE community, the mythical isolation and inaccessibility of some of these systems is both a minus and a huge plus. I'll tell you a secret - in fact, everything is much better than it seems at first glance.
Many people are very much afraid to explore unexplored space, believing that this is a one-way road - a cloning (this is mainly the result of an unsuccessful first acquaintance due to lack of experience). I think many will be interested to know the death statistics for different types of systems. If we sum up all the kills and calculate the percentage for each type of star system, we get percentage results.


- NPC deaths (PvE): High: 84%, Nulls: 8%, Low: 7%, Unexplored: 2%
- By PvP kills: Nulls: 52%, Low: 30%, High: 15%, Unexplored: 3%
The fact is that when calculating the number of PvP kills and deaths from NPCs, their percentage does not exceed 3, and this despite the fact that the number of solar systems is 32% of the available ones.
Based on the statistics of deaths, it can be assumed that at least 3% of EVE players are actively active in unexplored systems (they die equally from NPCs and PvP). With 40,000 people online, 3% of their number will be 1,200 people. If one player is placed in a separate unexplored system, then they will occupy only 48% of the unexplored systems, but usually players are in groups of at least 3-10 people in such systems. As they say, fear has big eyes, but you shouldn’t relax either. And it is quite possible not to enter these 3% of corpses by reading the guide to the end.

Wormholes (WX)
We now know that 32% of EVE's solar systems are not directly accessible to us through regular gates, they are not mapped and their population is very low. If you are an adventure seeker, then of course you already have a logical question - "How to get there?"
To do this, the developers of EVE have made a very interesting way for you - randomly (well, not always randomly) created wormholes, wormholes (WH), through which you can enter and exit these systems, as through ordinary gates.
Once a BX is created as an object by the game server, it becomes available for probing (using the "Probe Launcher") at its birthplace. Some VCs have a much higher signal than many other anomalies, especially VCs connecting highsec and unexplored space, so these Imperial VCs are accessible to a less advanced pilot with regular probes. More information at the link.
If a novice researcher knows how to drag and drop samples using the " SHIFT" and/or " ALT", then the cost of his time will decrease significantly. In addition, taking into account the latest updates, the number of VCs in highsecs, it seems to me, has increased dramatically, before you had to look for them, and now an excess of VCs creates problems. At the moment, it is absolutely not problematic to find one or even two VCs in one highsec system.


For those who have not done this before, but have just started, I will give the composition of the minimum set of researcher:
- Racial frigate with bonuses (Magnate, Heron, Imicus, Probe) - 1 pc. (120 thousand ISK).
- Expanded Probe Launcher I - 1 pc. (7.5 thousand ISK)
- Small Gravity Capacitor Upgrade I - 2 pcs. (150 thousand ISK)
- 1MN MicroWarpdrive I - 1 pc (20k ISK)
- *Prototype Cloaking Device I - 1 pc. (900 thousand ISK)
- *Sisters Core Scanner Probe - 6 pcs. (2 400 thousand ISK)
In total, your first ship will cost 4 million ISK with fractional probes and a stealth module, or 500 thousand in the budget version.
A VX created by the server always has a unique signature number displayed on the scanner, as well as the location and coordinates from where it opened or the exact location and coordinates where it opened. All these coordinates can only be obtained by scanning or creating a bookmark on the BX signature, and of course, its coordinates can be obtained in corporate bookmarks made by your comrades.
It is worth paying attention to the fact that the unique signature number of all created anomalies in the system changes after the next daily restart of the server. Their numbers after reloading and indexing become sequential: AAA-100, BAA-100, CAA-100, DAA-100, etc. If you see on the scanner a signature with a number clearly different from the sequence, then you can definitely say that this signature appeared after "DT". In the same way, you can quickly find a new or rediscovered VX.


What you should pay attention to when evaluating VC, first of all, is its type. The exit (in the place where it leads) is always marked "K162", this indicates that this BX was born in another solar system and we found only the place of its exit. To find out exactly in which solar system it originated, there is only one correct option, to brazenly climb into it and look from the inside. Although, of course, you can wait near the VX, and ask the person who left it where he came from, but I would advise you to refrain from such conversations if you are not a fan of extremely unexpected meetings.


You can also pay attention to the color of the VX, the blue color often indicates that the VX leads to class 1.2 systems, yellowish to class 3 systems, etc., in general, the color of the VX corresponds to the color of the solar system on the reverse side, and taking into account the new beautiful textures of the imperial space, even on the "K162" BX, you can accurately determine which region it leads to, the level of system security to which it leads is written in the information about the BX.
A particularly separate and important point is the process of birth (creation) of a new VC, this is either a matter of chance or the need for game mechanics to restore the "statics" of an unexplored system.
It doesn’t matter what caused the creation of the object by chance or necessity, but everyone has long noticed that anomalies in EVE tend to accumulate, which means that at the time of accumulation they do not age, they wait for the moment of their activation from which their time countdown will begin life. The same rule applies to wormholes, in order to activate the BX as a game object, the server must receive a message from the game client about the beginning of the warp into the grid (visibility area) of this anomaly. It is from this moment that the anomaly is activated, its life counter is turned on, the mass is set, the system is selected where the VX leads and where the associated VX of the "K162" type will be born.
In any case, to start counting the life of any anomaly, it is necessary to activate it, no matter what type of VX anomaly it is, magnetic, radar, gravimetric or combat anomaly.

Let's say you found a VX type D845, and only by these figures you, as a VX specialist, determined that this VX lives for 24 hours, it leads to star systems with a high level of security (highsec), the total mass that it can miss is 5kkk tons, the maximum ship mask for passage is 300kk (BSh without AB / MVD weighs about 100kk), etc. Exactly how did you know it? You just use a long-explored sign at the link, because you previously added it to your bookmarks in the in-game EVE browser, but there are many other more convenient sites and options. You can also see dotlan.
Let's not rush, and let's take a closer look at VC, since this is the key point on which everything rests and interacts in the EvE nutria. Any VX is called unstable for the reason that it is not eternal. For natural death(closing) VX must occur one of two events:
1. The lifetime of the VX counted from the moment it was created by the server has expired.
2. The mass of VX that she could pass through herself has ended.
It immediately becomes clear to us that we cannot speed up the time of the activated anomaly, but only watch how our own life and the life of the computer-created VX inevitably flies into the past.
The residual mass is very subject to us and we can influence it by pushing our ships back and forth, thereby depleting the energy of the BX. It is thanks to this feature that we have the opportunity not only to close but also to open (reopen) the VC, the same feature allows us to “press down” or completely close the VC for security purposes.
The developers gave us an indulgence, or rather a gift - by adding its remainder in time and mass to the description of the wormhole, but for this they introduced some error in the parameters of the activated VX, which slightly complicates the calculation.
As for the mass of VX, then in the information about VX one can read the following:
1. Was not significantly disturbed by passing ships - 100-49% of the mass.
2. Was significantly impaired but not in critical condition - 49-10% of the mass.
3. Was significantly disturbed and began to collapse - 10% of the mass or less.



Do not forget that the mass and lifetime of an activated VC may differ from the tabular indicators by both +10% and -10%, taking this into account, it will go into a state of collapse with a different mass and at different times.
As an example - VX type M267 leading to an unexplored system of class 3, its tabular mass is 1kkk, taking into account the error in both directions, its delta is 200kk, this is the mass of two BS or about 18 BC.
Since you are already experienced pilots and you know that AB or MVD change the mass of the ship, that is, it is possible to change the mass at the time of passage through the VX (by installing 10MW and 100MW "AB" on the BC, you will get masses of 10k \ 20k \ 60k, respectively).
Suppose we have a "Dominix" with a mass of 146k on the "AB" and 96k without the "AB", the resulting mass of 146k is more than 10% of the rest of the mass that has passed into the critical state of the BX, the passage of a ship with such a mass will completely exhaust the remainder and make the BX given as an example dissolve. The main thing left is to learn how to calculate the residual mass of VC in practice.
As an example, the calculation of the effect on the residual mass of VX with a mass of 1kkk during the passage of ships:
- 146 + 146 Dominix round trip (292 tons);
- 146 + 146 Dominix round trip (584 tons);
- 146 - Dominix entered, (accumulated 730 tons, the mass was significantly disturbed, Dominix remains for the final closing);
Thus, we have reached the minimum limit of -10% error, then a light ship (BC class) VX is brought to critical mass without causing the VX to close. As soon as the mass has reached the critical point, the passage in the opposite direction of the 146 ton Dominix prepared for closing will lead to the exhaustion of the VX mass and its death.
There are many options for exhausting the masses, everyone comes up with the best scheme for himself, the above example shows the mechanics and nothing more.
With the correct calculation of the masses of the ships and the presence of several pilots, it is possible to terminate the life of the VX ahead of schedule within a few minutes, without taking into account the time for its scanning.
Heavier (larger in mass) VX are first pressed through to half, through which the initial full size of the mass is very accurately determined, then the VX is pressed in the same way to the critical mass and closes.
There are several reasons for the death of the VX, the main one is the reopening of the VX into the new systems you need, and the second reason is the critical state of the statics or the closing of the activated VX through which unwanted guests can come to you through its associated "K162" VX (which will be described below).
There is a life time left for VX, just remember that after setting the status "Life cycle is coming to an end" the remaining life of VX is less than 3 hours and VX is on the verge of death from old age, if you do not plan to stay on the other side, then it is better to refrain from traveling.
If you live in unexplored space, then it is recommended that after the end of the activity, close all the VCs in your system and not activate them with a warp until the next day, this will allow you not to receive guests through statics and will make it possible to start the static life counter at a convenient time for you the next day .
Any of the unexplored solar systems can simultaneously have 7 VX, four of which are outgoing, and three are incoming "K162" types, judging by the info in EVE WiKi.
Inside unexplored systems, all restrictions are removed, you can use all PvP modules and mass action modules, you will not be aggro on the passage, which means that during the battle near the VX you can fall into it on the structure without waiting for the aggression timer and not it is important where the VX leads.
After passing through the BX, a 10 second session change timer is activated, before the expiration of which you will not be able to go in the opposite direction, this is another reason not to rush to reset the insta clock. If you went through the same BH twice in both directions in less than 4 minutes, then until the next attempt a 4-minute timer is imposed on you until the expiration of which the passage to the same BH will be prohibited, so you will not succeed often jump over VX when you are caught from both sides, by this time you need to add two periods of 10 second insta clock.
An undoubted plus is the ability of two bubble speakers to put a bubble and immediately fall to the other side without a timer and put the second one. At the same time, the timer can be used by spreading the enemy directly to the BX, winning the timer if the enemy retreats back through the BX.
The size of the VX visually changes when its residual mass changes, the moment of the change in the residual mass is accompanied by effects (trembling and compression of the VX), with sound accompaniment of course.
If inside an unexplored class 5,6 system it is precisely a random BX leading to highsec that opens, then the maximum mass of the ship that it can miss is 1kkk (Freuter), this is a big plus for logistics.
Capital ships can only enter class 5.6 unexplored systems through zero security systems, in all other classes BX they can be built without the possibility of being taken out of the system, and only for the purpose of protecting the home system.
There is some exception with class 4 systems, of which random VX leading to explored space are never created, Class 4 systems can only be accessed through unexplored through passage systems of other classes.
With VX it seems that most of the questions are resolved, and the needy will find the answer if he wants. Now it is time to move on to the description of unexplored regions and the solar systems located in them.

Unexplored solar systems

Unexplored solar systems are located in 30 regions, the regions are divided by levels of complexity, availability and profitability, respectively.


There are 6 types (classes) of systems from the 1st most simple to the 6th most complex - not subject to a lone researcher.
In any unexplored solar system, there is at least one VC, which, in the event of its closure or death as a result of aging, is immediately reborn in an unactivated state at new coordinates in the same system, while the type of VC remains the same.
This means that you can endlessly close such VCs and get new VCs with the same parameters but leading after activation to other star systems in accordance with the VC type. This feature is inherent in all unexplored systems and ensures the constant availability of all unexplored systems from the outside and among themselves.
Such infinitely reborn VX are called static "Statics", the expression: "two with a static in three" means that we are talking about an unexplored system of the 2nd class in which there always exists a VX leading to an unexplored system of the 3rd class of complexity, and when closing or dying from old age, a new VX will lead to another class 3 system with the same parameters.
Maps of statics from research projects can be viewed at the link , Project Atals , Project Snapshot
In unexplored systems, there are 2 classes of such static VCs (but different type) can be two at the same time, a kind of bridge between solar systems of different types.
If you have settled in a class 1 system with a static exit to the "N110" empire, this means that even though you live in unexplored space, in any case you will have an entry into a system with a high level of security, it will simply open the entry in different places of the imperial highsec . A kind of small zeros - a paradise for the production of boosters, polymers, periodic mining, etc. All this becomes even more attractive if you keep the BX leading to highsec not activated all the time, in which case you can only be reached through random BX or other statics, the signatures of which are immediately detected by normal probes throughout the system.
In addition to "static" VX, there are also "random" VX - they are born randomly with a random type, they can lead anywhere and from anywhere. Thanks to such random VX, the inhabitants of all unexplored and explored systems have the opportunity to get directly into any solar system (taking into account the above-described feature of class 4 systems).
Such a feature in the game mechanics adds more surprises and amenities, makes it possible to populate an unexplored system of 5.6 classes directly from highsec without dragging structures and fuel along the chain of walk-through systems.
The developers divided the unexplored solar systems into 6 classes (levels of difficulty), distributing them into 30 regions:
R01-R03 - 1 class - 348 systems
R04-R08 - 2 class - 525 systems
R09-R15 - 3 class - 495 systems
R16-R23 - 4 class - 505 systems
R24-R29 - 5 class - 512 systems
R30 - 6 class - 113 systems
Based on some personal experience observations I will describe some of the unexplored regions in the light in which I saw them (it is worth remembering that there are some exceptions and what has been said is not 100% reliable for all systems).

Unexplored 1st class systems
Very simple, but in view of the fact that they live in themselves and almost never have a static in other VX, they are sparsely populated, but the absence of a static does not mean that a static from another system will not open into this system, or a random VX will not open.
Good gravel digging systems for a small group of people, great choice for fabricators with structures that can't be installed in high security systems, plenty of cheap gas anomalies, decent planetary resources. In addition, killing a large POS in such a system is almost not a real task, and finding your VX will not be easy if you always keep the static in the empire in an inactive state.
The R01 region mostly has statics in zeros and lows.
R02, R03 are almost completely connected only with highsecs, they have holes like "N110" into which the maximum BC can climb.
In systems of the 1st class, it was sometimes possible to get 100kk from one combat anomaly (in one they are sawn very quickly). The inhabitants of these systems are often planetarists, fanatical miners, drug producers, and alchemists with lunar materials.
It is possible for mining corporations to visit while digging gravers, during which a temporary slab POS is installed under which ships and structures with ore are hidden. Immediately after the race, the imperial entrance and all random VCs are closed, after which a very safe destruction of anomalies begins. Watchman with battalion traffic jams, when new signatures appear, simply warp "AFK digger fleet" under the POS field.
Since a maximum battlecruiser can climb into class 1, it is impossible to drag an orc into this class (but it can be built on the spot). A mining corporation can stake out a few of these VXs and roam around them when the gravers pop up in them.

Unexplored 2nd class systems



Here prospects begin to open up, as they say - "small and large." In fact, these are the doors between the worlds (2 static VX at the same time), almost all unexplored systems of the 2nd class serve as passing gates to the world of higher classes, of which there is no access in a static form to the explored space. These systems are very promising, and despite their low class, they are an excellent base for all kinds of beginner activities. It is very easy to get into these systems from explored space, on the one hand it is good for logistics, and on the other hand it is very bad for protecting the system, because your enemy will be able to send hordes of ships to you from the empire nonstop camping your system like a regular gate on the lowsec border, because to access your system, you do not need to fly through the chain of checkpoints.
R04 - 104 systems with static gates between highsec and class 3 systems, almost universally occupied, sometimes defended systems, with constant presence of players. A good base for the extraction of polymers, ore, sleepers, anomalies from class 3 systems, which are mastered by pilots with 2-3 months of experience in the game, and most importantly, on unskilled ships, mainly "Drake". The quick and easy mobilization allows you to gather people from the empire (or other systems) directly to the place for protection if the attackers allow it, a very popular region.
R05 - 102 solar systems are interesting for experienced pilots, sometimes you can find them abandoned. The main difference from the previous regions is the static output to 505 class 4 systems, which, of course, are a little richer than class 3 systems, moreover, they are not directly accessible from the explored part of space, and therefore safer for resource extraction. Simultaneous static VH in highsec makes this region a target for many corporations, holding such systems is not an easy task due to its constant availability from highsec. All the pros and cons of a static output to imria also apply to these systems. Static VX with a mass of 2kkk and a maximum passage mass of 300kk in both directions contribute to this.
In any case, this region is much more convenient than the previous one, because, unlike systems of the 3rd class leading only to the explored space, in the systems of the 4th class there are statics in any unexplored systems. This means that you can choose any class by choosing the appropriate class 4 system (4-1,4-2,4-3,4-4,4-5,4-6). When you close all random VX and do not activate the static exit to the empire, you can get a corridor 2-4, which is very convenient.
R06 is a passage region of 141 systems between lowsec and class 2 systems, a dubious choice, since with some wealth it always leads to the above-mentioned class 2 systems, where you will certainly be welcomed and sent with pleasure by express to the clone, not the best choice and in terms of logistics. Usually an empty region, but if the system is busy, then as a rule, novice raiders and just PvP pilots who are looking for their victims in the 2nd class systems and like to throw the fleet into the low, breeding local residents, settle in it. It is enough to throw a brigade through the static into the low divorce, then at the right moment, unexpectedly for the enemies, help comes from nowhere. Mountains of anomalies, gas and ore sometimes accumulate in these systems because it is problematic to remove them.
R07 is a pass-through region of 50 systems that makes class 5.6 systems available, but you have to pay for this luxury with a static output to zero. The region is not heavily populated, because it is impossible to get rid of guests from the zero space, but you can keep the BX leading to zeros unactivated. This region is a good option for "top" polymer mining groups, since C-320 becomes available from the spot, the polymer of which is much larger in class 5.6 systems, again, it is possible to create a corridor 2-5, which makes the task easier. Random VX periodically give access to highsec, which allows you to take out polymers and get fuel for the POS. At the same time, going to zeros allows you to throw a gank on a "nasty" enemy in zeros directly from the VX, this is a very interesting thing to do! with an empty security channel, the inhabitants of nulls are very willing to assemble a fleet to capture two ordinary BCs, which they then suffer from. In principle, the same forwarding is possible through VX connecting different null systems.
R08 - An excellent choice for start-up corporations, 128 systems with statics in class 1 systems and an empire. No matter how they say - "nanoribons" do not smell, but they fall from frigates and cruisers in 3 pieces, easily accessible anomalies allow you to start the production process on stream, a lot of unclaimed gas, ladar, radar and magnetic anomalies are always available. It's not a problem to return to the home system after exiting the class 1 system and fly to the entrance to the home system if the VX closed unsuccessfully. It is also very nice to open BX into a class 1 system that has statics in low or zeros, since there are a lot of different polymers that are waiting for you to make brand new T3 ships out of them. In addition, you will often get access to the R06 region, which is not very suitable for permanent life, but if it opens only to you, then you can safely and relatively calmly clean it without consequences.
The best place for start-up mining gas corporations, it is possible to create 2-1 corridors by closing all unnecessary VX without activating them, which will allow you to quickly clean only C50, C32 gas and the most expensive ore in gravers. At the same time, shoot sleepers a little with almost any ship.
Unexplored 3rd class systems
The maximum complexity of the system directly accessible from the explored space. The main purpose is a place for a hunt with PvP elements. Crabs and killer crabs get and meet in these systems, entering them through unexplored systems of class 2,4,5 and ordinary explored space. Dangerous systems, something like a dark forest, found a clearing of mushrooms, there was no one, you sit quietly and casually cut the fly agarics, folding them into a cargo tied from twigs. Suddenly, someone grabs you and holds you, something small and nondescript immediately runs up, sending you into an endless jam.
If you have already gone through this, then you understand that it is better to die with dignity - you have time to open your veins, while talking about compensation or the weather, and while the rapists are waiting for the whole team to take you hard at the same time, or each little by little you suddenly die for them. The funniest thing about this is that they have been waiting for you in this clearing for a long time and were disguised, all the fly agarics and their coordinates were in their notebook. They knew that you would come, but you actually were not the first.
In a word, grade 3 is a place of concentration of the evil of the unknown space, they don’t go there one by one, and even more so, this is not the best place for the life of honest and kind people.
But this is a great place that does not have a scorching locale, connecting fat caribase living in class 4,5,6 systems with an empire that they urgently need, carrying good buns equally actively in both directions.
A good place for solo PvP, you just need to be patient and wait for your victim, and he will definitely come in a "crab" fit, especially if the static is in highsec. Although it is very possible to fly solo on a bomber, kill the "crab" Noktix and loot all the sweetness for yourself while the crabs rush about in a panic, you can just steal ribons and blue, you can destroy wrecks with bombs while looking at the tears that flow from all the cracks of their ships
A very fun activity is a fuzzy camp, a fuzzy fleet will be driven into a system with a static in low or highsec, an armored house with a gas digger and points fits in, all this is put on a dig of gas and victims are expected))) This is something like an AFK camp, some of the people may just logofnutsya in optimals, everyone sits in a voice talking about life.
If you like extreme caribou, PvP, long ambushes for fat prey, then you are the right place in these systems. If you are a fan of solo crabbing on fractional Tier 3, then these systems are not the best choice.
At the same time, these are the most profitable systems for soloing Radarok and Magnitok directly through the empire, the profit from which can reach up to 200-500kk on a successful evening.
Typically, these systems are populated by very young pilots who quickly become disillusioned with their choice. After all, they did not read this guide and did not know that after they cleared all the anomalies in their system, they would have to sit on a starvation ration waiting for new ones.
Absolutely all level 3 systems are directly accessible from explored space, R12 - 105 systems from highsec, R09,R10,R11,R13,R15 - 294 systems from lowsec, R14 - 96 systems from zeros.
Unexplored systems 4,5,6 classes
Not directly accessible from normal space. Class 5 and 6 systems are often accessible from explored space via random high-pass mass VX (Freiter). Let me remind you once again that it is impossible to get into class 4 systems directly from explored space. Class 4 systems belong to the group of medium complexity, class 5 and 6 systems are complex.
Class 4 systems are sparsely populated due to the great complexity with logistics, it is very difficult to find a way out of them into explored space, this is also the reason for the safety of those living in them. No one wants to stay for a couple of days of eviction of natives in a system from which it will be very hemorrhoid to get out, especially if it is a 4 with a static of 4. From a logistical point of view, this is the worst choice, from a security point of view, this is the best option.
The disadvantages of all upper classes (4-6) are difficulties in logistics, but these are trifles compared to the greater security of these systems, it will be very difficult to smuggle the main enemy fleet and reinforcements into them, because it can take a very long time to find a way to ordinary space, they will have to go through a lot of checkpoints.
Choosing a Grade 4 system as your home system is a better option than living in Grade 2 walk-through systems, which are more suited to corporate VX academies due to the constant wandering and uncertainty of newbies.
In class 4 systems, the likelihood of raiders coming into your system is significantly reduced, since raiders prefer systems with class 5 static, which makes it possible to quickly drag their fleet and reinforcements through explored space (including dragging dreadlocks into the attacked system through zeros).
Residents of class 4 systems with a static in class 5 can allow cleaning class 5 anomalies without capital respawn and protect themselves from the possibility of dragging the capital of the raider fleet (it is impossible to smuggle capital spikes into class 4).
To protect the class 4 system, you can build your capital fleet, which will really complicate your eviction, but it will not be possible to withdraw it from this system.
The difference between combat complexes and class 3 systems is the range of occurrence of waves of sleepers, it reaches 180 km, for this reason, the optimal ship suitable for these systems is Tengu in a remote-rapier fit, their number in the fleet is 2-3 pcs.
Class 4 systems (505 systems):
R18 - static in class 1
R21, R23 - static in class 3
R19.20 - static in class 4
R22 - static in class 5
R24 - static in 5,1,2 classes (hodgepodge by constellations)
R16, R17 - static in class 6
Tier 5 systems, the best choice for mid-strength corporations and raider corporations, in these systems do-respawn capital becomes available on sleeper combat plexes in which very large isk profits are hidden. The best choice of systems with statics in the 5th class that give a lot of room for both isk and kills. At the same time, it is possible to reopen the VX to search for another class 5 pass-through system with a static to any class (for example, 5 with a static to class 1).
Choosing class 5 systems with class 1,2,3 static is a bad decision, in this case it is much safer to move into a class 4 system.

Class 5 systems (512 systems):
R27 - static in class 3
R29 - static in class 4
R25, R28 - static in class 5
R26 - static in grade 6
Class 6 systems (total 113 systems):
R30 - static mostly in class 5 (but there are 1,2,3,4), except for the explored space, again for each constellation individually. Populated densely with real farmers under cover and constant protection of raiders (especially systems with good bonuses). The profit of the tenants of these systems is estimated in the hundreds of millions for a few hours of farming. These systems are guarded exclusively by raider alliances, although sometimes there are empty systems of the 6th class with bad bonuses, but there are also abandoned systems.

Differences of unexplored solar systems
To be honest, I didn’t really understand this issue, because during my travels, with a periodic start from the klonilka, many aspects did not concern me.
In order not to blow up all the game mechanics, and so that everyone would not just be dumped into unexplored space, because it is cooler and more interesting there, the developers made it impossible to live in them autonomously. All this is due to the fact that it is impossible to obtain ice isotopes, use clones, set a claim on the system, set stations, dig moons (it would be better to add technomoons to VX than alchemical formulas, it would be a freak show !!! and would make you fight for systems , and not for dorespa capital).


The current state of the uncharted space provides: mining of minerals, planetary resources, all resources for the invention and production of T3 ships and their subsystems, elements for the production of fractional modules that use the skill of the ancient races, data blocks that are bought by NPC corporations. We can say that ships with pilots and caps fly into VX, only minirals, planetarka, sleeper fat, T3 ships with or without eggs fly out
In unexplored space, there are no asteroid belts as such at all, the only thing you can dig there is gravimetric signatures (gravic). All objects are scanned exclusively by the onboard scanner and samples. An onboard scanner can only find combat anomalies without sampling. New VX (including here, through which you entered), ladar, radar, magnetic and gravity can only be found by samples.
The inhabitants of uncharted space are exclusively frenzied mutant drones called "Sleepers". They fly in places strictly designated for them, a certain amount and a certain suit. You can look at a bunch of them in the museum, at the link.
The description of the available anomalies can be peeped elsewhere, just select the appropriate class.
In principle, it is not difficult to calculate from the above two links how much and what damage you will receive on each anomaly on each spawn and at what distance they will orbit.
Unlike explored systems, some unexplored solar systems are subject to bonuses and penalties, something similar to penalties when a system is captured by a sansha, only penalties are always offset by bonuses, for example, a 50% penalty to a booster shield is offset by a 50% bonus to remote pumping systems shield.
All this is related to the type of sun in the system, because unlike the studied systems where the sun is in an active stable phase, in unexplored systems you can see all types from newly born stars to black holes, pulsars, binary stars, etc.
System bonuses do not apply to Sleeperv, the table of bonuses can be viewed at the link
In view of all that has been said, life in unexplored systems is possible in two versions, life on a POS (star base) and life on spots (bookmarks) in a clock or logon quarry.
I think you already know that in unexplored systems there is no “local”, if you have gone into “invisibility”, then it is impossible to find out about your presence in any way, but you can unsubscribe to the “local”, but it’s better not to do this, of course. Actually for this reason, you should not be surprised when you are caught by a "ratty" ship. But you have a chance to notice a ship that has entered the system in the range of the scanner by heart-rendingly pressing the subscan button, there is a chance that you will notice it at the moment of transition from insta cloka to covert cloku.
I hope now it is clear how unexplored space differs, how to get there and get out. Now it's time to answer the question "what to do there?"

Ore Mining (Gravimetric Signatures)

The life of an ordinary miner in zeros is similar to the life of his fellow in unexplored space, exactly the same digging of ore exclusively on gravity (gravimetric anomalies).


Gravimetric types can be viewed at the link in the Gravimetric section.
Judging by the stories of those miners with whom I am familiar - in unexplored space, the main advantages are quite expensive ores and the fact that, unlike zeros, "beavers" will not constantly fly to you as if on duty, waiting in the "clock" when you get into your grave and stand under his torpedoes, in a word, safer.
To find the ship on the gravimetric signature, the stray hunter will have to somehow scan you with samples that you will immediately see on the scanner. Therefore, being careful to catch you will be very difficult. If you close all BX leading to your system and do not activate statics, then your security will increase significantly.
The composition of the ores can be found in the description of gravimetric anomalies, the link is given above. After activation (the beginning of the warp), the anomaly will live for 3 days, or until it is all dug up.
It is better to mine ore in the home system, in neighboring unexplored systems it is also possible, but it is worth paying attention Special attention on the residual mass of VX through which you carry ore so that you don’t close it from greed.
The main disadvantage of mining ore in unexplored space is the problem with its "refining" into minerals. The fact is that in the refinery installed on the POS, the efficiency will be fixed - 75% (regardless of your skills).
There are several ways out of this situation. The easiest is to settle in systems with a static output in highsec, and therefore export the ore directly to the empire.
The next option that is suitable for the inhabitants of class 4-6 systems is to wait for a random BX to zero space, through which you can "drag" the "roar" and compress raw ore on it. "Rorca" can also be built on the spot. Compressed ore can also be taken out in different ways, or you can wait for a random BX in highsec and take the ore out with the Freiter.
But for a start and acquaintance with unexplored space, it is still better to settle in class 1.2 systems with static access to the empire, since there are enough of them.

Gas production and polymer production (Ladar signatures)


Gas production - with the birth of unexplored systems, a branch of T3 ships was born (Tengu, Loki, Proteus, Legion) all these ships can be assembled exclusively from resources mined in unexplored space.
Ladar anomalies contain gas clouds. Polymers are brewed from the produced gas at the POS, after which hybrid components are assembled from polymers and salvag sleepers, from which T3 products are already made.
Blueprints (BPC) for the production of T3 modules are mined from magnetic and radar anomalies, the production process will be described in detail below.
There are 9 types of gas, ordered by profitability (at the moment) from top to bottom based on a 40 second production cycle of 5 "Gas Cold Harvester II":
C320 - 2,600,000 isk (Instrumental 6000-C320,500-C540)
С540 - 900,000 isk (Vital has 6000-C540,500-C320)
C50 - 850,000 isk (Barren 3000-C50, 1500-C60)
C32 - 400,000 isk (Vast has 5000-C32,1000-C28)
C72 - 350,000 isk (Ordinary 3000-C72,1500-C84)
C28 - 300,000 isk (Bountiful 5000-C28,1000-C32)
C60 - 90,000 isk (Token 3000-C60,1500-C70)
С84 - 34 000 isk (Sizeable 3000-C84,1500-C50)
C70 - 28,000 isk (Minor 3000-C70,1500-C72)

Current prices can be viewed at the link. To extract gas in the prefect, you need to spend about 10 days on skills for 5 T2 gas harvesters. Gas anomalies are available from the empire in class 1,2,3 static VC and 5,6 random VC systems.
Beginners living in the system of 1-3 classes per evening, if they wish, accumulate gas for 60-150kk, in principle, players from the empire can do the same. In general, in my opinion, digging gas is the best thing for a beginner EVE player than a digging of ore.
The peculiarity of ladar and gravimetric anomalies is that after you scanned them and went to warp, you got a window, a 10-20 minute timer turns on, after which sleepers will arrive that will interfere a little (C50 often managed to be pumped out completely before they arrived), canceling the warp "CTRL+SPACE" does not cancel the timer, so there is no need to warp to activate on the anomaly.

You shouldn't warp to the "Ordinary Perimeter Reservoir" on a scanship even at 100 km, because if you get hit by turrets and immediately burst, don't repeat my mistakes
Another top anomaly "Instrumental Core Reservoir" is the most profitable, contains C540, C320 and is guarded by a BS with scrum (will not let you warp), it digs from the spot. The peculiarity of digging from the spot is that sleeper ships start attacking if you approach them at the minimum distance for each of them, while they don’t give a damn about the Zephyr-type ship, it is on it that you fly up to the place where gas is available and where the distance to BSH is more than 76km (far side of S-320), but the distance to the gas cloud is no more than 1km, press "People and places, make a bookmark", then you can safely warp to the bookmark and pump out gas already on a normal ship. (Level the ship and steer it in any direction - two quick clicks in clear space).
With "Vital Core Reservoir" which also contains these two top gases but in inverse proportion is a little more difficult, due to the fact that it is guarded by "Sleepless Keeper" who attack if you are closer than 300km, for that they have no scrum, so after they will appear you can warp or kill 4 BS (DPS from each 245-EM, 245-TERM, 30-EXP, 30-KIN).
Usually, Ladarks and Graviks are cleared by normal BC, the main damage is EM + TERM.


How to pump gas? I personally chose the "Hurricane" BC for myself, in fit 5 T2 gas harvesters, sample launcher, clock, 10AB, 4 warp stubs, 3 rigs + cargo expanders, it also acts as a hole presser. Why warp stubs? because no matter how you turn life more expensive, why khurik? because it looks scarier than "Moa" on the subscan.
And so you became the owner of raw gases, what's next? you have two ways, sell and process into polymers. If you decide to process into polymers, then you will need a POS standing in a system with a low level of security or an unexplored system.
The gas is converted into polymers in the polymer reactor "Polymer Reactor Array" installed on the POS-e. Since the reactor can cook any polymers, the reaction program on which it will work is loaded into it, these programs can be bought at NPC stations, the price of one program is 10kk, 9 programs will cost you 90kk.


Each reaction has input elements, these are two types of gas and one type of mineral, at the exit from the reactor - polymers.
To assemble a chain at the POS, you need to complete all this:
1 - Polymer Reactor Array (cooker) = 12kk
2 - Biochemical Silo (in each one type of gas) = ​​30kk
1 - Coupling Array (mineral) = 2kk
1 - Hybrid Polymer Silo (storage of obtained polymers) = 6kk
One line will cost about 50 million ISK without POS, then everything is set up, resources are thrown in, the program is put into the reactor, connections are set up, online and cooked.
Usually (except for C-50) 100 units of gas are spent per hour on the reaction, 20-100 units are produced in 40 seconds, 3000 - 5000 in ladarka, which is 50 hours of cooking. If you dug up 2 ladarki in the evening, then your reactor is provided with work for 30-50 hours (because the reaction requires a pair of gases).



I came to the following type of brewing - I put the minis and all the resources on the POS into trucks (I have a habit of not putting anything in the corp hangar), then when they accumulate, I pull out the large "Caldari Control Tower" POS (otherwise the reactors won't climb) and hang 3 on it reactor. No one wants to kill such a POS from which nothing will fall, and the main POS remains under full protection, but fuel costs per 1 reactor are minimal.
When the reactions have boiled the PIC is removed. Don't forget Golden Rule- if something can be taken to the empire - take it away, and store everything expensive in the cargo of ships, if your POS is driven into the "reinforce" then you will not pull anything out of the corp hangar, but the ships can be taken and everything valuable will be stored in their cargo , which gives a one and a half day odds (you can also keep a reserve settlement in cargo, and this is another 1.5 days on top). The rest of the T3 assembly process is best done at the imperial POS closer to the trade hub, where reverse engineering and assembly are also carried out.
For those who decided to set up the production of T3 - it is very easy to purchase sleeper lard in the empire, it is not so difficult to invent BPC yourself, especially since there is an imperial POS.
Since you have polymers, and you bought sleeper fat in the empire, you can produce hybrid components, there are 11 types of them. BPO for hybrid components can be bought again from the NPC, the price is the same - 10kk apiece.
BPO of hybrid components is not as demanding on skills, T3 blueprints are not covered by production efficiency and production skills, blueprints are wasteless as non-learn efficiency, although production speed is improved.
The hybrid components themselves are assembled at the "Component Assembly Array", then the finished T3 products of the "Subsystem Assembly Array" are assembled at the imperial POS, there is also usually a reverse laboratory for obtaining BPCs for T3 ships and the "Experimental Laboratory" subsystems.

Before I start digging gas, when I scan the system, I do a spot next to the BX through which I entered at a distance of about 2-au. Next, I throw gas into space at this spot, periodically updating containers (it’s unpleasant if everything disappears after 2 hours).
In the process of digging, I constantly watch the podscan, and as soon as I see ships or traffic jams, I turn the fishing rods, warp to the spot and go to the "cloak". Within 10-20 minutes I look at what is happening at the VX, if sabras, onyxes, etc. appeared there. ships inflating the bubble, then I wait for them to leave, in any case, it is better to leave this system or rest for another hour while watching the podscan.
But you will never see locals who have all their ladarks in their bookmarks, and they warp on "ragged" spikes, and 4 warpstabs in a fit save you from such people.
Ladarka has a small plus in that sometimes it removes the clock when the ship flies into a gas cloud, and you visually see your death, even though it is far away.
I think you know how to make a spot (point) in flight, I think you know, before starting the warp, open "People and places, bookmarks, press: Make a bookmark" write its name but do not press "OK", then go to warp and when you fly away a bit press "OK" , so you have a bookmark in the middle of the path. It’s great to have a bookmark over the BX at 300 km, then you will visually see it and those who are next to it, if a bubble gun is blocked there, then it won’t be able to do anything and you will have time to leave for the empire. In order to learn how to run well, the best option is to learn to catch, as your mistakes will turn into your experience.


Magnetic and Radar anomalies


Magnetic and Radar signatures, two types for each class.
A little more difficult than ordinary combat anomalies, they are not found by the onboard scanner without probes, they have the weakest signal level of the signatures. These are the most lucrative of all Combat Anomalies and can be done either in full or as a Flash.
The main purpose is to provide the production of T3 ships with copies of blueprints (BPC), data banks, tools, elements of ancient technologies. When clearing an anomaly, the profit is fully adequate to the passage of 5-10 ordinary combat anomalies.
Even in cleared systems of class 2.3, one can find magnetic and radar signatures that have not been passed, apparently players who are not able to master them are completely unaware of the possibility of making a profit without killing sleepers.
After the warp to the anomaly, gray containers are visible, which must be opened using the appropriate modules. For radar signatures it is "Codebraker" for magnetic "Alalyzer" and "Salvager", these containers are guarded by NPC sleepers.
According to the prewarp, the Talocan wreck of the ship that is guarded by the sleeper may accidentally appear, only from such wrecks can you get a sample of the T3 hull, only samples of subsystems fall out of ordinary containers, if during the warp a talokan wreck appeared on the anomaly, then your ship will be pulled into the center of the anomaly, it doesn’t matter on how far did you warp to the plex.
The talokan wrek spawns randomly when you warp a ship, so if you really need it, the best option is to warp from the spot with a shuttle before it spawns.
To gain access to containers, it is not necessary to destroy all NPC ships, you can limit yourself to killing NPCs that do not have a trigger. After breaking the first container, the anomaly is considered passed, if all players warp from it, then the anomaly will disappear completely.
On radar signatures using "Codebreaker" you can get datacores, hybrid dicryptors, hybrid technology tools. From one container you can get 1-10 Datacores, 1-4 Decryptors, 1-2 Tools. Radar signatures contain exclusively technological data and tools.
Magnetometric signatures contain ancient components, from which copies of drawings are invented at reverse laboratories - BPC T3 modules (using of course datacore and decryptors previously mined in radar signatures).
To access the containers, there is no need to destroy all the NPC ships, in addition, you will probably meet the ship's "Talocan" wreck, by hacking it with the "Salvager" you can get a sample of the ship's T3 hull and other goodies.
The obtained ancient components can be of different quality, their price depends on this, and of course this is due to the complexity of the anomaly.
As well as in combat anomalies, by warp to the anomaly of a quarry or dreadnought, a doresp capital appears in the form of 6 BS. After the down time, the capital respawn from magnetometric and radar anomalies disappears and can be called again.
There are two types of radar and magnetic anomalies for each class, one of them is dominated by EM + TERM damage, the other by EXP + KIN. What actually can be seen from the types of NPC ships.
In principle, the number of magnetic and radar anomalies in class 1.2 systems is large, and if such an anomaly was tucked under one's hands, then one did not throw it away.
Anomalies of these types can be blitzed by cutting down in the first wave all ships that prevent them from going to warp, or if tanking is impossible. Next, tanking the rest of the respawn, we break open the containers and fly away.
As an example of flashing, let's take the Forgotten Frontier Quarantine Outpost magnetic anomaly, in which 3 sleeper cruisers are triggers, therefore 6 frigates with meshes can be killed quite calmly and hack containers. The radar anomaly of the Unsecured Frontier Database has frigates using scramble as triggers - therefore, we only kill cruisers, and after hacking the anomaly, we kill frigates and warp. After a while, you can return and salt the vrek hanging in empty space.
In principle, you already have all the tools in your hands, it remains only to learn how to use them.
Flashing magnetic anomalies in class 4 systems brings 80-250kk Isk from the anomaly, it flashes for about 10-20 minutes with a regular passive drake. It is very possible to make money on PLEX by such flashing magnets in VX 1-4th class in a day, Drake in a passive tank is very suitable for this. I will not describe the flashing of anomalies, let this be your homework. It's more fun to do it with a fun team

Production Tech III


I decided to add this topic to the guide because I got acquainted with the production process of T3 and I can tell you about it in detail. And so, as it was written above, T3 ships appeared in EVE before I started playing it and for me they have always been, T3 are ships dark side EVE they are only partly similar to the usual imperial developments, everyone knows about them that they are good and very expensive.
T3 ships are assembled entirely from resources mined in unexplored systems, minerals, gases and salvag, the only thing that is needed from the explored part of EVE is the data cores of imperial research centers, because no matter how T3 ships are a common technology adapted to people.
No matter how crazy it sounds - the cost of materials for building any T3 with any set of subsystems is the same and is in the range of 350-400kk isk. The ship's T3 hull is 70% Melted Nanoribbons, 30% gas polymers, the lion's share of which is C320 and C540 gas.
You probably have a question, why is it so cheap? after all, on the market a ship with subsystems will cost 450-550kk. The answer lies in the fact that a significant part of the cost of a T3 ship is not materials, but copies of blueprints.
Let's start with copies of blueprints (BPC) on T3 - the blueprints are the result of reverse engineering the remains of sleepers on the reverse of the laboratory using hybrid tools, a racial decryptor, datacore sleepers and people.


A set of:
- A sample of the remains of sleepers of different quality;
- Hybrid tool;
- Racial tablet;
- 3 datacores of hybrid components;
- 3 datacores of imperial technology.
The remains of ships and sleeper subsystems are mined from magnetic anomalies, they can be of different condition and quality, the quality of these remains determines the number of batches of the blueprint. Wrecked - 3 wounds, Malfunctioning - 10 wounds, Intact - 20 wounds. There are 5 subsystems and a case in total.
The race for the ships of which the drawing will be adapted depends on the Rass hybrid decryptor "Pills", there are only 4 types of tablets, the most expensive are Caldary tablets in view of the demand for their subsystems and ships.
Pills are mined in sleeper radar signatures, along with a hybrid tool and datacores for hybrid components. The missing 3 datacores will have to be purchased from the empire market or earned from RD agents.
As a result of the invention, you will receive a copy of the blueprint for the race selected by the decryptor and a certain type of subsystem determined by the remains, but the subtype of the subsystem will be random one of four, then how lucky.
How better quality of the original component, the greater the chance to get a blueprint, sometimes the invention process ends at the stage of dismantling the remains, in which case the remaining already unnecessary datacores or a tablet will be returned to you.
Success rate formula: success rate = base rate x x
If all skills are in 3 then the statistics will be: Wrecked: 32.96% Malfunctioning: 49.44% Intact: 65.92%
If you learn the datacore skills at 5 and leave the reverse at 3 it will be: Wrecked: 41.2% Malfunctioning: 61.8% Intact: 82.4%
Due to the low probability of obtaining the desired subtype of a subsystem, blueprints are quite rare, their cost is also quite high, it is for this reason that some subsystems are 1.5-2 times more expensive than the materials required for their production, here is a link to the Calculator.



And so we have blueprints (BPC), for the blueprints we need hybrid components from which we will assemble T3 ships or subsystems at the POS.
Blueprints for hybrid components can be bought on the market from NPCs, hybrid components are assembled at the POS. The production of components does not require the study of production efficiency skills, a non-manufacturer can actually produce the components. Hybrid components are assembled from salvag sleepers and polymers (digested gases).
Polymers - Gas digested in the Reactor at the POS-e under the program purchased from the NPC corporations, the cooking process was described above.
The production efficiency skill only affects when building a T3 hull, subsystems can be built without it.
In principle, the whole process is quite simple, the main problem is obtaining a base of drawings of T3 components and the need to invest heavily if the process is to be configured in pipeline mode.

Combat anomalies

The main place of extraction of ISK, they are the most dangerous in terms of PvP death. All combat anomalies are scanned without samples, by a regular onboard scanner, in fact, this allows you to find a potential victim of a warp in the "clock" by combat anomalies without throwing out samples, etc., as a result, you will be suddenly caught with a "clean subscan".
In class 1,2,3 systems, NPC ships do not have warp engine jamming modules, so if it’s tight you can always retreat to the “spot” in disgrace, in higher classes they won’t give you such an opportunity, in fact, you can escape from uninvited guests You won't be able to for a while either.
Combat anomalies are divided by difficulty levels (prefix in the name):
perimeter - lungs
Fronter - Medium
Core - heavy


On average, on combat anomalies, you will receive even damage of all types, in addition, sleepers very actively use network stasis, neutrals, vampires, warp engine jammers on all types of ships from frigates to BSh. Actually for this reason, it is worth abandoning the use of the "MVD".
The main feature of sleepers is the ability to change targets on the fly, while the focus also changes and they pick up targets in their optimal. If the sleepers fail to push through the target, they switch to the next one, including your drones. When there are live sleeper frigates around and you release the drones, then for them it is like a red rag for a bull, at the same time, if you suddenly want to distract the frigates, then throw them a victim, preferably as often as possible.
But the passage of anomalies by drones is possible, after warping several ships into the anomaly, sleepers attack the first target, after a while they switch to the next one, and it is at this moment of switching that they remember the composition of your fleet in the anomaly. After the sleepers have switched to the next ship, you can safely release your drones. But it is worth remembering that after warping or warping a ship to an anomaly, the composition of the fleet changes and your drones in space will be included in the list for attack.
There is a very popular bug for class 4 Combat Anomalies called "Frontier Barracs..." which is loved by two-window hamsters on the Tengu PP.
Its essence is that if you warp on this anomaly, wait for a volley of sleepers and warp, then the anomaly disappears from the scanner and you can find it only by battalion tests when there are ships on it or according to a bookmark made earlier. As a result, you can’t scan anomalies, you can’t catch the fat factional crab Tengu on the usual and most profitable combat anomalies without combat traffic jams, it turns out that you can steal combat anomalies purely for yourself without going through them. In general, the petition has already been written, we are waiting for it to be fixed
Yes, yes, I already know that the hamsters have already run in a panic and shed tears "Guys, let's live honestly!"
Let's get back to the anomalies, actually the waves of "respawn" sleepers are tied to trigger ships, if you don't shoot the triggers first, then everything is not so scary.
I did not participate in the capital (dreadlocks, punishment) murder of sleepers, so I will say what I heard.
In ladar and gravimetric anomalies, there is no capital dorespawn. In combat, magnetic and radar anomalies, after warping the first capital ship, 6 BSs are respawned, after the arrival of the second 8 BSs, the rest of the ships do not cause a respawn. Capital respawn occurs only in systems of 5.6 classes and is tied to two types of ships - dreadnoughts and carriers.
In class 5,6 systems, anomalies do not go away completely, but only kill the capital of the respawn after each "DT".
The actual extermination of sleepers is a very stupid task, we killed hundreds of thousands of them, but they still appear again, this has already been verified
Any combat anomaly has a concept of center and range, sleepers will chase you only up to this limit, they will not fly beyond the allowed distance, but will beat against the wall of their maximum range, a sort of pantomime of sleepers. This border is called the wall, it is fashionable and safe to beat the sleepers from the wall with a dreadlock
As it was written above, sleepers have an aggression distance, it is clear that if you appear at a distance of 300 km from sleepers, behind their wall and attack range, they will not move towards you, for this you just need to throw a light victim into their zone, which will immediately warp, after her quick warp, the sleepers re-aggress on the next one, no matter what range he is standing at.
From the killed sleepers, data banks are falling that are bought by NPC corporations at fixed prices, the higher the BX class and the more complex the anomaly, the more data banks the sleepers carry with them. The next thing we can get is salvag, but unfortunately it costs a penny except for one thing Melted Nanoribbons, this element is the second half of the profit.
The higher the BX class, the more data banks mean in the profit, in the BX 1.2 class, Melted Nanoribbons has the most profit, in the BX 3rd class 50/50.
It is necessary to talk about how sleepers actually protect themselves from hunters from explored space.
Sleeper ships are armed with EM+TERM lasers and EPX+KIN double damage missiles. The tracking speed of sleeper cannons is different, for snipers it is lower, for orbiters it is higher, for missiles they have a penalty on the explosion radius, which is compensated by the explosion speed bonus. The most important feature this is the low signature size of their ships, for a frigate 35m, a cruiser 150m, a BSh 400m.
And now let's remember the size of the signatures of the cannons in service with the imperial invaders, a small turret - 40m, a medium one - 125m, a large one - 400m. It turns out that we can deal full damage with cannons only at worthwhile targets, while firing from large turrets is advisable only at sleepers that are stationary from the spot, the size of the signature of the sleeper frigate is equal to the signature of the interceptor and its speed is also very high. Therefore, the main task in the extermination of sleepers is to inflate their signature and reduce their speed to a minimum. For this reason prerequisite The successful extermination of sleepers is the presence of a stasis network and a painter's target, the more of them in the fleet, the more damage the target receives. Two stasis nets on a sleeper cruiser double the damage of conventional heavy missiles.
Heavy drones are not good at catching up with sleeper BS, heavy drones are unable to catch up with anything smaller than BS. Shooting with large turrets at very fast and fat signature sleepers is also not very effective.
In anomalies high class the main damage comes from BS sleepers, low-maneuverable ships and ships with a large signature receive all the damage inflicted by sleepers. As an example, it can be said that it takes 4 shield transfers to pump out one Drake in BX class 3, while at the same time, 1 shield transfer is enough to pump out a heavy assault cruiser, which is extremely rarely used.
If you want to live - move, and the faster you move and the smaller your signature, the longer you will live. This is a general rule for EVE as a whole, but it is especially learned by crabs in BX.
There is another serious problem that you will have to face, these are energy neutralizers. In principle, they do not pose a danger in class 1,2,3 systems, but starting with class 3 magnetic and radar anomalies, this problem becomes more and more urgent.
Taking into account all the above features, the optimal ship is rocket ship capable of attacking targets at a great distance without entering the zone of action of neutrics of BS sleepers, having a small signature and high speed. Only one ship fits these requirements, and that is T3 Tengu.
In BX 3 class, to pump out all the ships of the fleet, it is enough to have one Scimitar logistician, for its repair, one large shield transfer is enough, if there is a logistician, the fleet can include 3rd generation BCs that are successfully pumped out by one logistician and have a target painter in the fit. Two logisticians on Baselisk ships are able to pump out the fleet in class 4 systems and compensate for the loss of energy lost by sleepers to the entire fleet. In Class 4 systems, anomalies can pass 2-3 Tengu in a remote shield transfer fit quite successfully.

Survival in unexplored solar systems

Respect and respect to everyone who helped, helps and will help!

Usually everything has two sides, our beloved moon also has a visible and invisible side. What you see on a regular EVE map is the light (explored) side - visible to all regular pilots. What is on the back side of it, and not visible on the map, is the dark (unexplored) part of EVE.
The unexplored part of the universe is quite similar to the usual EVE universe, it also has its own regions, star systems, moons, planets, but meanwhile it is significantly different from what you are already used to. "I'm in the hole", "I'm in the wormhole", "I'm in the BX" is the usual description of the location of the pilot familiar to our ears and chat.
Wormhole (VX), “Wormhole”, “Hole”, this is just a temporary bridge (gateway) between two star systems and stay in it usually lasts less than a second, being in VX for a long time is a sign of poor internet quality.
In space, VX is seen as an object in the form of a sphere that refracts light from stars and makes a special and unique sound. Wormholes (WH) can be contacted as with ordinary gates (gates) - just go through them.
Wormholes (WH) can connect any solar system, except for the solar systems of the Jovi region (they are inaccessible under the terms of the game mechanics) and explored space with unexplored systems (except for class 4 unexplored systems).
Since the VX appeared in EVE, many singles and groups of players rushed into them, they were brave and at the same time curious players, because they did not have any information about what they were dealing with, it was truly fantastic research.
Life in unexplored space is a special style of play, not everyone is able to adapt to this kind of game. Different formations of players live in unexplored space, miners, caribers, raiders, lone wanderers and stray caribers from ordinary space.
The attractiveness of the unexplored space is that the number of pilots and the size of the corporation is of no practical importance, everything rests on the ability to control wormholes, which means that a fairly small corporation of raiders is able to completely clean out the system belonging to the most numerous and invincible alliance from zero, painting them with a killboard in a shamefully bright red color, completely with impunity, killing packs of careers, dreadlocks and capsules that jump out of them in fear and horror. Axiom of the unexplored space "Who controls the holes controls everything!"
Of course, some players go to unexplored space solely for the purpose of stuffing their pockets with lawsuits, but playing for the sake of playing further is not the best option, because they spend real hours of their real life for worthless lawsuits! which are then taken or destroyed by the raiders. In fact, the raiders of unexplored space are not robbing lawsuits, but real days, weeks, months and even years of people's lives.
In any case, if for some reason you are not interested in life in the familiar explored part of EVE, or you are not interested in hidden slavery in exchange for lawsuits, mandatory CTAs, betrayals, intrigues, deceptions, wars for other people's technomoons, stations, claims, or endless CTAs for killing structures and you are looking for new worthy options for killing the most valuable resource for all - time, then this text is written just for you.
In unexplored space, a game fan can be obtained on the spot “on the spot” on your territory and on your own terms, at the same time, unexplored systems are the best place to mine ISK and free T3 ships. But the most valuable thing is the constant growth of experience, coherence and quality of the corporation's pilots. In any case, you have nothing to lose by getting acquainted with this part of EVE.

Unexplored part of EVE
I will not pull, "cat" for personal belongings. I will start with the facts known to me at the moment, and I will try to state everything as briefly as possible, but at the same time fun and interesting.
The EVE Universe is made up of 23 Imperial Regions, 41 Low Security Regions, and 3 Jovi Empire Restricted Regions, all of which you can see on the regular EVE map. These 67 regions are already well researched and have jump gates installed and added to the visible map of EVE.
In addition, there are 30 regions not shown on the map, in which there are 2498 star systems of dark space that you have not yet explored, which cannot be reached in the usual way. Personally, I am amazed by such a number of unexplored systems, and you?
In general, at the moment, the alignment in terms of the number of star systems is as follows:
Low seki zeros - 3294
Unknown Systems - 2498
Hi seki - 1907
Jovi - 230
In total, 7699 systems come out without isolated Jovies. Unknown regions make up 32% of the star systems available to players. The potential hidden in them is not yet sufficiently appreciated by the EVE community, the mythical isolation and inaccessibility of some of these systems is both a minus and a huge plus. I'll tell you a secret - in fact, everything is much better than it seems at first glance.
Many people are very much afraid to explore unexplored space, believing that this is a one-way road - a clone (this is mainly the result of an unsuccessful first acquaintance due to lack of experience). I think many will be interested to know the death statistics for different types of systems. If we add up all the kills in total and calculate the percentage for each type of star system, we get percentage results.
- NPC deaths (PvE): High: 84%, Nulls: 8%, Low: 7%, Unexplored: 2%
- By PvP kills: Nulls: 52%, Low: 30%, High: 15%, Unexplored: 3%
The fact is that when calculating the number of PvP kills and deaths from NPCs, their percentage does not exceed 3, and this despite the fact that the number of solar systems is 32% of the available ones.
Based on the statistics of deaths, it can be assumed that approximately 3% of EVE players are actively active in unexplored systems (they die equally from NPCs and PvP). With 40,000 people online, 3% of their number will be 1,200 people. If one player is placed in a separate unexplored system, then they will occupy only 48% of the unexplored systems, but usually players are in groups of at least 3-10 people in such systems. As they say, fear has big eyes, but you shouldn’t relax either. And not to enter these 3% is very possible by reading the guide to the end.

Wormholes (WX)

We now know that 32% of EVE's solar systems are not available to us for direct visitation through regular gates, and their population is quite low. If you are an adventure seeker, then of course you already have a logical question - “How to get there?”
To do this, the developers of EVE have made a very interesting way for you - randomly (well, not always randomly) created wormholes, wormholes (WH), through which you can enter and exit these systems, as through ordinary gates. Once the BX is created by the game server, it becomes available for probing (using the "Probe Launcher"). Holes scan very easily, and have a much stronger signal than many other anomalies, so they are accessible even to a not very pumped pilot with ordinary samples.
If a novice researcher knows how to drag and drop samples using the " SHIFT» and/or « ALT“The cost of his time will be significantly reduced. In addition, taking into account the latest updates, the number of VC in highsecs, it seems to me, has increased dramatically, before you had to look for them, and now an excess of VC creates problems. At the moment, it is not at all problematic to find one or even two VX in one highsec solar system.
For those who have not done this before, but have just started, I will give the composition of the minimum set of researcher:
— Racial frigate with bonuses (Magnate, Heron, Imicus, Probe) — 1 pc. (120 thousand ISK).
- Expanded Probe Launcher I - 1 pc. (7.5 thousand ISK)
- Small Gravity Capacitor Upgrade I - 2 pcs. (150 thousand ISK)
- 1MN MicroWarpdrive I - 1 pc (20 thousand ISK)
- *Prototype Cloaking Device I - 1 pc. (900 thousand ISK)
- *Sisters Core Scanner Probe - 6 pcs. (2 400 thousand ISK)
In total, your first ship will cost 4 million ISK with fractional probes and a stealth module, or 500 thousand in the budget version.
A VX created by the server always has a unique signature number displayed on the scanner, as well as the location and coordinates from where it opened and the exact location and coordinates where it opened. All these coordinates can only be obtained by scanning or creating a bookmark if the BX is in the grid (pilot's visibility zone), and of course in corporate bookmarks made by your comrades living in an unexplored system.
It is worth paying attention to the fact that the unique signature number of all created anomalies in the system changes after the next daily restart of the server. Their numbers after reloading and indexing become sequential: AAA-100, BAA-100, CAA-100, DAA-100, etc.
If you see on the scanner a signature with a number that is clearly different from the sequence, then you can definitely say that this signature appeared after “DT”. In the same way, you can quickly find a new "rediscovered" VX.
What you should pay attention to when evaluating VC, first of all, is its type. The exit (in the place where it leads) is always marked "K162", this indicates that this VX was born in another solar system and we found only the place of its exit. To find out in which particular system it originated, there is only one correct option, brazenly climb into it and look. Although, of course, you can wait near the VX, and ask the player who left it where he came from, but I would advise you to refrain from such conversations if you are not a fan of extreme meetings.
You can also pay attention to the color of the VX, the blue color often indicates that the VX leads to class 1.2 systems, yellowish to class 3 systems, etc., in general, the color of the VX corresponds to the color of the solar system on the reverse side, and taking into account the new beautiful textures of imperial space, even on the "K162" BX, you can accurately determine which region it leads to.
The birth (creation) of a new VX is either a matter of chance or the need for game mechanics. It is very likely that you will find a VX created in the place where you actually found it, then its type will be different from "K162" by which you can already determine where it will lead you. I don’t know what guides EVE fans read, but for some reason there is an opinion that the “K162” wormhole appears at the moment when someone found it with a scanner and “warp” to the place of its birth, while no one can provide clear evidence of this, but many blindly believe in it.
Let's say you found a VX type D845, and only by these figures you, as a VX specialist, determined that this VX lives for 24 hours, it leads to star systems with a high level of security (highsec), the total mass that it can miss is 5kkk tons, the maximum ship mask for passage is 300kk (BSh without AB / MVD weighs about 100kk), etc. Exactly how did you know it? You simply use a long-explored sign at the link, because you previously added it to your bookmarks in the in-game EVE browser, but there are many other more convenient options. You can also seedotlan.
Let's not rush, and let's take a closer look at VC, since this is the key point on which everything rests and interacts in the EvE nutria.
Any VX is called unstable for the reason that it is not eternal. For natural death (closing) of the VX, one of two events must occur:
1. The lifetime of the VX counted from the moment it was created by the server has expired.
2. The mass of VX that she could pass through herself has ended.
It immediately becomes clear to us that we cannot speed up the passage of time, but only watch how our own life and the life of the VX created by a computer inevitably flies into the past.
The residual mass is very subject to us and we can influence it by pushing our ships back and forth, thereby depleting the energy of the BX. It is thanks to this feature that we have the opportunity not only to close but also to open (reopen) the VX, the same feature allows us to “press down” the VX for the purpose of security.
Some VCs have the ability to slowly regenerate their mass, but only mass, not time. In fact, the only way a player can affect the VX is with the mass of his ship.
The developers gave us an indulgence, or rather a gift - by adding its remainder in time and mass to the description of the wormhole, but for this they introduced some error in the parameters of the created VX, which slightly complicates the calculation.
As for the mass of VX, then in the information about VX one can read the following:
1. Was not significantly disturbed by passing ships - 100-49% of the mass.
2. Was significantly impaired but not in critical condition - 49-10% of the mass.
3. Was significantly disturbed and began to collapse - 10% or less.
Do not forget that the mass of the created VC may differ from the tabular indicators by both +10% and -10%, taking this into account, it will go into a state of collapse with a different residual mass.
As an example, an M267-type VX leading to an unexplored class 3 system, its tabular mass is 1kkk, taking into account the error in both directions, its mass differs by 200kk, this is the mass of one BC on the Ministry of Internal Affairs or about 18 BC without the Ministry of Internal Affairs.
Since you are experienced pilots and you know that AB or MVD change the mass of the ship, that is, it is possible to change the mass at the time of passage through the BX (by installing 10MW and 100MW "AB" on the Battle Cruiser, you will get masses of 10k \ 20k \ 60k, respectively).
Suppose we have a “Dominix” with a mass of 146k on “AB” and 96k without “AB”, the resulting mass of 146k is more than 10% of the rest of the mass that has passed into the critical state of BX, the passage of a ship with such a mass will completely exhaust the remainder and force BX to dissolve. The main thing left is to learn how to calculate the residual mass of VX.

As an example, the calculation of the influence on the residual mass of VX with a mass of 1kkk during the passage of ships:
- 146 + 146 Dominix round trip (292 tons);
- 146 + 146 Dominix round trip (584 tons);
- 146 - Dominix entered, (accumulated 730 tons, the mass was significantly broken, Dominix remains for the final closing);
Thus, we have reached the minimum limit of -10% error, then a light ship (BC class) VX is brought to critical mass without causing the VX to close. As soon as the mass has reached a critical point, the passage of the 146 ton Dominix prepared for closing will lead to the exhaustion of the VX mass and its death.
With the correct calculation of the masses of the ships and the presence of several pilots, it is possible to terminate the life of the VX ahead of schedule within a few minutes, without taking into account the time for its scanning.
Heavier (larger in mass) VC are first pressed through to half, along which the initial full size of the mass is very accurately determined, then the VC is pressed through in the same way.
There are several reasons for closing the VX, the main one is reopening the VX into new ones, and the secondary reason is bringing statics to a critical state or closing non-static VX through which unwanted guests can come to you (which will be discussed below).
There is a life time left for VX, just remember that after setting the status “Life cycle is coming to an end”, the remaining life of VX is less than 3 hours and VX is on the verge of death from old age, if you do not plan to stay on the other side, then it is better to refrain from traveling.
Any of the unexplored solar systems can simultaneously have 7 VX, four of which are outgoing, and three are incoming "K162" types, judging by the info in EVE WiKi.
Inside unexplored systems, all restrictions are removed, you can use all PvP modules and mass action modules, you will not be attacked by the passage, which means that during the battle near the VX you can fall into it on the structure without waiting for the aggression timer.
After passing through the BX, a 10 second session change timer is activated, before the expiration of which you will not be able to go in the opposite direction, this is another reason not to rush to reset the insta clock. If you have passed through the BH twice in both directions in less than 4 minutes, then until the next attempt a 4-minute timer is imposed on you until the expiration of which the passage through this particular BH will be prohibited, so you will not be able to often jump through the BH when you are caught from both sides.
An undoubted plus is the speaker's ability to put a bubble and immediately fall to the other side without a timer and put the second one. At the same time, the timer can be used by spreading the enemy directly to the BX, winning the timer if the enemy retreats back through the BX.
The size of the VX visually changes when its residual mass changes, the moment of the change in the residual mass is accompanied by effects (trembling and compression of the VX), with sound accompaniment of course.
If inside an unexplored system it is precisely a random VC that opens that leads to highsec, then the maximum ship mask that it can miss is 1kkk, regardless of the class of the unexplored system A641.
Capital ships can only enter class 5.6 unexplored systems through zero security systems, in other classes of BX they can be built on the spot without the possibility of taking out to protect these systems.
There is some exception with class 4 systems, of which random VX leading to explored space are never created, Class 4 systems can only be accessed through unexplored through passage systems of other classes.
With VX it seems that most of the questions are resolved, and the needy will find the answer if he wants. Now it is time to move on to the description of unexplored regions and the solar systems located in them.

Unexplored solar systems

Unexplored star systems are located in 30 regions, the regions are divided into levels of difficulty, accessibility and profitability, respectively.
There are 6 types (classes) of systems from the 1st most simple to the 6th most complex - not subject to a lone researcher.
In any unexplored solar system, there is at least one VC, which, in the event of its closure or death as a result of aging, is immediately reborn along new coordinates in the same system, but leads to a new random system, while the type of VC remains the same.
This means that you can endlessly close such VCs and get new VCs with the same parameters but leading to other star systems in accordance with the VC type. This feature is inherent in all unexplored systems and ensures the constant availability of all unexplored systems from the outside and among themselves.
Such infinitely reborn VX are called static “Statics”, the expression: “two with a static in three” means that we are talking about an unexplored system of the 2nd class in which there always exists a VX leading to an unexplored system of the 3rd class of complexity, and when closed or death from old age this BX the new BX will lead to another class 3 system with the same parameters (because the BX type is preserved).
Maps of statics from research projects can be viewed at the link , Project Atals , Project Snapshot
In some unexplored systems, there can be up to 3 such static VCs (but of a different type) at the same time, a kind of crossroads of unexplored systems. For example - if you settled into a system with a static exit to the empire “N110”, this means that although you live in an unexplored system, in any case you will have an entry into a system with a high level of security, it will simply open the entry in different places of the imperial highsec. A kind of small zeros - a paradise for the production of boosters, polymers, periodic mining, etc.
In addition to the "static" VX, there are also "random" VX - they are born randomly with a random type, they can lead anywhere and from anywhere (except of course the Jovi region). Thanks to such random VX, the inhabitants of all unexplored and explored systems have the opportunity to get directly into any solar system (taking into account the above-described feature of class 4 systems).
Such a feature in the game mechanics adds more surprises and amenities, makes it possible to populate an unexplored system of 5.6 classes directly from highsec without dragging structures and fuel along the chain of walk-through systems.
The developers divided the unexplored solar systems into 6 classes (levels of difficulty), distributing them into 30 regions:
R01-R03 - Class 1 - 348 systems
R04-R08 - Class 2 - 525 systems
R09-R15 - Class 3 - 495 systems
R16-R23 - 4th class - 505 systems
R24-R29 - Class 5 - 512 systems
R30 - 6 class - 113 systems

Based on some observational experience, I will describe some of the unexplored regions in the light in which I have an idea about them (it is worth remembering that there are some exceptions and what has been said is not 100% reliable for all systems, I will tell you how to get 99% reliable information later) .

Unexplored 1st class systems

Very simple, but in view of the fact that they live in themselves and almost never have a static in other VX, they are sparsely populated, but the absence of a static does not mean that a static from another system will not open into this system, or a random VX will not open.
Good systems for digging ore in gravel for a small group of people, an excellent choice for production workers with structures that cannot be installed in systems with a high level of security, a lot of gas anomalies, worthy of planetary resources. In addition, killing a large POS in such a system is almost not a real task, and finding your VX will not be easy. The R01 region mostly has statics in zeros and lows, R02, R03 are almost completely connected only with highsecs, they have holes like "N110" into which the maximum BC can climb. In systems of the 1st class, with one combat anomaly, it was sometimes possible to get 100kk (in one they are sawn very quickly), in any case, an average profit of 150kk Isk is quite possible in an evening. A very successful ship for these systems is Proteus, given its damage and the fact that NPC flies into near orbit.
The inhabitants of these systems are often planetarists, fanatical miners, drug producers, and alchemists with lunar materials.

Unexplored 2nd class systems

Here prospects begin to open up, as they say - "small and large." In fact, these are the doors between the worlds (2 static VX at the same time), almost all unexplored systems of the 2nd class serve as passing gates to the world of higher classes, of which there is no access in a static form to the explored space. These systems are very promising, and despite their low class, they are an excellent base for all types of activities of start-up corporations. It is very easy to get into these systems from explored space, on the one hand it is good for logistics, and on the other hand it is very bad for system defense because your enemy will be able to send hordes of ships to you from the empire nonstop camping your system like a regular gate on the border of lowsec.
R04 - 104 systems with static gates between highsec and class 3 systems, almost universally occupied, sometimes defended systems, with constant presence of players. A good base for the extraction of polymers, ore, sleepers, anomalies from class 3 systems, which are mastered by pilots with 2-3 months of experience in the game, and most importantly, on unskilled ships, mainly Drake. Quick and easy mobilization allows you to gather people from the empire (or other systems) directly to the place to protect the infrastructure if the attackers allow it, this is a very popular region.
R05 - 102 solar systems are interesting for experienced pilots, sometimes you can find them abandoned. The main difference from previous regions is the static output to 505 class 4 systems, which, of course, are much richer than class 3 systems, besides, they are closed for direct access from the explored part of space, and therefore safer for resource extraction. Simultaneous static VH in highsec makes this region a target for many corporations, holding such systems is not an easy task due to its constant availability from highsec. All the pros and cons of a static output to imria also apply to these systems. Static VX with a mass of 2kkk and a maximum passage mass of 300kk in both directions contribute to this. For the same reason, you should not choose class 4 systems as your home, sooner or later you will wait for good guests who will arrive again and again directly from the wick in life, although who knows, this time, as always, they only need your anomalies.
R06 is a passage region of 141 systems between lowsec and class 2 systems, a dubious choice, since with some wealth it always leads to the above-mentioned class 2 systems, where you will certainly be welcomed and sent with pleasure by express to clone, not the best choice and in terms of logistics. Usually an empty region, but if the system is busy, then as a rule, novice raiders settle in it, who are looking for their victims in the 2nd class systems and like to throw the fleet into the low, something like a small titan))) then, at the right moment, unexpectedly for the enemies, help comes from nowhere. Mountains of anomalies, gas and ore sometimes accumulate in these systems because it is problematic to remove them.
R07 is a pass-through region of 50 systems that makes class 5.6 systems available, but you have to pay for this luxury with a static output to zero. The region is not heavily populated, because it is impossible to get rid of guests from the zero space, but you can crit every day BX leading to zeros. This region is a good option for "top" polymer mining groups, since C-320 becomes available from the spot, the polymer of which is much larger in class 5.6 systems. Random VX periodically give access to highsec, which allows you to take out polymers and get fuel for the POS. At the same time, going to zeros allows you to throw a gank on the “nasty” enemy in zeros directly from the VX, this is a very interesting thing to do! with an empty security channel, the inhabitants of zeros are very willing to assemble a fleet to capture two ordinary BCs, which they then suffer from. In principle, the same forwarding is possible through BX connecting different regions of zeros.
R08 - An excellent choice for start-up corporations, 128 systems with statics in class 1 systems and an empire. No matter how they say, “nanoribons” don’t smell, but they fall from frigates and cruisers in 3 pieces, easily accessible anomalies allow you to start the production process on stream, a lot of unclaimed gas, ladar, radar and magnetic anomalies are always available. It's not a problem to return to the home system after exiting the class 1 system and fly to the entrance to the home system if the VX closed unsuccessfully. It is also very nice to open BX into a class 1 system that has statics in low or zeros, since there are a lot of different polymers that are waiting for you to make brand new T3 ships out of them. In addition, you will often get access to the R06 region, which is not very suitable for permanent life, but if it opens only to you, then you can safely and relatively calmly clean it without consequences.

Unexplored 3rd class systems

The maximum complexity of the system directly accessible from the explored space. The main purpose is a place for a hunt with PvP elements. Caribass and caribass benders enter and meet in these systems, entering them through unexplored systems of class 2,4,5 and ordinary explored space. Dangerous systems, something like a dark forest, found a clearing of mushrooms, there was no one, you sit quietly and casually cut the fly agarics, folding them into a cargo tied from twigs. Suddenly, someone grabs you and holds you, something big and blue with a bat immediately runs up and sends you into an endless jam.
If you have already gone through this, then you understand that it is better to die with dignity - you have time to open your veins, while talking about compensation or the weather, and while the rapists are waiting for the whole team to take you hard at the same time, or each little by little you suddenly die for them. The funniest thing about this is that they have been waiting for you in this clearing for a long time and were disguised, all the fly agarics and their coordinates were in their notebook. They knew that you would come, but you actually were not the first.
In a word, grade 3 is a place of concentration of the evil of the unknown space, they don’t go there one by one, and even more so, this is not the best place for the life of honest and kind people.
But this is a great place that does not have a scorching locale, connecting fat caribase living in class 4,5,6 systems with an empire that they urgently need, carrying good buns equally actively in both directions.
A good place for solo PvP on Tier 3 ships, you need to be patient and wait for your prey, and it will definitely come to the "karibir" fit, especially if the static is in highsec. While it's very possible to fly a bomber solo, kill a Caribear Noctix, and loot all the sweet stuff, you can just steal ribons and expensive databanks, although you can just destroy wrecks with bombs.
If you like extreme caribou, PvP, long ambushes for fat prey, then you are the right place in these systems. If you're a fan of solo caribai on a Tier 3 ship, then these systems are not the best choice.
At the same time, these are the most profitable systems for solo flashing Radarok and Magnitok, the profit from which can reach up to 200-500kk on a successful evening.
Usually populated by very young pilots who quickly become disillusioned with their choice. After all, they did not read this guide and did not know that after they cleared all the anomalies in their system, they would have to sit on a starvation ration.
Absolutely all Tier 3 systems are directly accessible from explored space, R12 - 105 systems from highsec, R09,R10,R11,R13,R15 - 294 systems from lowsec, R14 - 96 systems from zeros.

Unexplored systems 4,5,6 classes

Differences of unexplored solar systems

To be honest, I didn’t really understand this issue, because during my travels, with a periodic start from the klonilka, many aspects did not concern me.
In order not to blow up all the game mechanics, and so that everyone would not just be dumped into unexplored space, because it is cooler and more interesting there, the developers made it impossible to live in them autonomously. All this is due to the fact that it is impossible to obtain ice isotopes, use clones, set a claim on the system, set stations, dig moons (it would be better to add technomoons to VX than alchemical formulas, it would be a freak show !!! and would make you fight for systems , and not for capital dorespa).
The current state of the uncharted space provides: mining of minerals, planetary resources, all resources for the invention and production of T3 ships and their subsystems, elements for the production of fractional modules that use the skill of the ancient races, data blocks that are bought by NPC corporations. We can say that ships with pilots and caps fly into VX, only minirals, planetarka, sleeper fat, T3 ships with or without eggs fly out
In unexplored space, there are no asteroid belts as such at all, the only thing you can dig there is gravimetric signatures (gravic). All objects are scanned exclusively by the onboard scanner and samples. An onboard scanner can only find combat anomalies without sampling. New VX (including here, through which you entered), ladar, radar, magnetic and gravity can only be found by samples.
The inhabitants of the uncharted space are exclusively frenzied mutant drones called "Sleepers" or in our language - "slipaks". They fly in places strictly designated for them, a certain number and a certain suit. You can look at a bunch of them in the museum, at the link.
The description of the available anomalies can be peeped elsewhere, just select the appropriate class.
In principle, it is not difficult to calculate from the above two links how much and what damage you will receive on each anomaly on each spawn and at what distance they will orbit.
Unlike explored systems, some unexplored solar systems are subject to bonuses and penalties, something similar to penalties when a system is captured by a sansha, only penalties are always offset by bonuses, for example, a 50% penalty to a shield booster is offset by a 50% bonus to remote pumping systems shield. All this is connected with the type of sun in the system, because unlike the studied systems where the sun is in an active stable phase, in unexplored systems you can see all types from newly born stars to black holes, pulsars, etc.
System bonuses do not apply to Sleeperv, the table of bonuses can be viewed at the link
In view of all that has been said, life in unexplored systems is possible in two versions, life on a POS (star base) and life on spots (bookmarks) in a clock or logon carrier.
I think you already know that there is no “local” in unexplored systems, if you have gone into “invisibility”, then it is impossible to find out about your presence in any way, but you can unsubscribe to the “local”, but it’s better not to do this, of course. Actually for this reason, you should not be surprised when you are caught by a "ratty" ship. But you have a chance to notice a ship that has entered the system in the range of the scanner by heart-rendingly pressing the subscan button, there is a chance that you will notice it at the moment of transition from insta cloka to covert cloku.
I hope now it is clear how unexplored space differs, how to get there and get out. Now it's time to answer the question "what to do there?"

Ore Mining (Gravimetric Signatures)

The life of an ordinary miner in zeros is similar to the life of his fellow in unexplored space, exactly the same digging of ore exclusively on gravity (gravimetric anomalies).
Gravimetric types can be viewed at the link in the Gravimetric section.
Judging by the stories of those miners with whom I am familiar, in unexplored space, the main advantages are quite expensive ores and the fact that, unlike zeros, “beavers” will not constantly fly to you as if on duty, waiting in the “clock” when you get into your grave and stand under his torpedoes, in a word, safer.
To find the ship on the gravimetric signature, the stray hunter will have to somehow scan you with samples that you will immediately see on the scanner. Therefore, being careful to catch you will be very difficult.
The composition of the ores can be found in the description of gravimetric anomalies, the link is given above. After activation (the beginning of the warp), the anomaly will live for 3 days, or until it is all dug up.
It is better to mine ore in the home system, in neighboring unexplored systems it is also possible, but you should pay special attention to the residual mass of VX through which you carry the ore.
The main disadvantage of mining ore in unexplored space is the problem with its "refining" into minerals. The fact is that in the refinery installed on the POS, the efficiency will be fixed - 75% (regardless of your skills).
There are several ways out of this situation. The easiest is to settle in systems with a static output in highsec, and therefore export the ore directly to the empire.
The next option, which is suitable for the inhabitants of systems of 4-6 classes, is to wait for a random VX to zero space, through which you can “drag” the Rorka, and compress raw ore on it. "Rorka" can also be built on the spot. Compressed ore can also be taken out in different ways, or you can wait for a random BX in highsec and take the ore out with the Freiter.
But for a start and acquaintance with unexplored space, it is still better to settle in class 1.2 systems with static access to the empire, since there are enough of them.

Gas production and polymer production (Ladar signatures)

Gas production - with the birth of unexplored systems, a branch of T3 ships was born (Tengu, Loki, Proteus, Legion) all these ships can be assembled exclusively from resources mined in unexplored space.
Ladar anomalies contain gas clouds. Polymers are brewed from the produced gas at the POS, after which hybrid components are assembled from polymers and salvag sleepers, from which T3 products are already made.
Blueprints (BPC) for the production of T3 modules are mined from magnetic and radar anomalies, the production process will be described in detail below.
There are 9 types of gas, ordered by profitability (at the moment) from top to bottom based on a 40 second production cycle of 5 "Gas Cold Harvester II":
C320 - 2,600,000 isk (Instrumental 6000-C320,500-C540)
C540 - 900,000 isk (Vital has 6000-C540,500-C320)
C50 - 850,000 isk (Barren 3000-C50, 1500-C60)
C32 - 400,000 isk (Vast has 5000-C32,1000-C28)
C72 - 350,000 isk (Ordinary 3000-C72,1500-C84)
C28 - 300,000 isk (Bountiful 5000-C28,1000-C32)
C60 - 90,000 isk (Token 3000-C60,1500-C70)
С84 - 34,000 isk (Sizeable 3000-C84,1500-C50)
C70 - 28,000 isk (Minor 3000-C70,1500-C72)

Current prices can be viewed at the link. To extract gas in the prefect, you need to spend about 10 days on skills for 5 T2 gas harvesters. Gas anomalies are available from the empire in class 1,2,3 static VC and 4,5,6 random VC systems.
Beginners living in the system of 1-3 classes per evening, if they wish, accumulate gas for 60-150kk, in principle, players from the empire can do the same. In general, in my opinion, digging gas is a better activity for a novice EVE player than digging ore.
The peculiarity of ladar and gravimetric anomalies is that after you scanned them and went to warp, you got a window, a 10-20 minute timer turns on, after which sleepers will arrive that will interfere a little (C50 often managed to be pumped out completely before they arrived), canceling the warp CTRL+SPACE does not cancel the timer, so there is no need to fly to the anomaly.
You should not warp to Ordinary Perimeter Reservoir on a scanship even at 100 km, because if you get hit by turrets and immediately burst, don't repeat my mistakes.
Another top anomaly "Instrumental Core Reservoir" is the most profitable, contains C540, C320 and is guarded by a BS with scrum (will not let you warp), it digs from the spot. The peculiarity of digging from the spot is that sleeper ships begin to attack if you approach them at the minimum distance for each of them, while they do not care about the Zephyr-type ship, it is on it that you fly up to the place where gas is available and where the distance to The BS is more than 76km (the far side of the S-320), but the distance to the gas cloud is no more than 1km, press "People and places, make a bookmark", then you can safely warp to the bookmark and pump out gas already on a normal ship. (Level the ship and steer it in any direction - two quick clicks in clear space).
With "Vital Core Reservoir" which also contains these two top gases but in inverse proportion is a little more difficult, due to the fact that it is guarded by "Sleepless Keeper" who attack if you are closer than 300km, for that they do not have scrum, so after they will appear you can warp or kill 4 BS (DPS from each 245-EM, 245-TERM, 30-EXP, 30-KIN).
Usually, Ladarks and Graviks are cleared by normal BC, the main damage is EM + TERM.
How to pump gas? I personally chose the Hurricane BC for myself, in fit 5 T2 gas harvesters, sample launcher, clock, 10AB, 4 warp stubs, 3 rigs + cargo expanders, it also acts as a hole squeezer. Why warp stubs? because no matter how you turn life more expensive, why khurik? because it looks worse than the Kruzak on the subscan.

And so you became the owner of raw gases, what's next? you have two ways, sell and process into polymers. If you decide to process into polymers, then you will need a POS standing in a system with a low level of security or an unexplored system.
The gas is converted into polymers in the polymer reactor "Polymer Reactor Array" installed at the POS-e. Since the reactor can cook any polymers, the reaction program on which it will work is loaded into it, these programs can be bought at NPC stations, the price of one program is 10kk, 9 programs will cost you 90kk.
Each reaction has input elements, these are two types of gas and one type of mineral, and polymers at the exit from the reactor.
To assemble a chain at the POS, you need to complete all this:
1 - Polymer Reactor Array (cooker) = 12kk
2 - Biochemical Silo (in each one type of gas) = ​​30kk
1 - Coupling Array (mineral) = 2kk
1 - Hybrid Polymer Silo (repository of obtained polymers) = 6kk

One line will cost about 50 million ISK without POS, then everything is set up, resources are thrown in, the program is put into the reactor, connections are set up, online and cooked.
Usually (except for C-50), 100 units of gas are spent per hour on the reaction, 20-100 units are produced in 40 seconds, 3000 - 5000 in ladarka, gas for 50 hours of cooking. If you dug up 2 ladarki in the evening, then your reactor is provided with work for 30-50 hours (because the reaction requires a pair of gases).
I came to the following type of brewing - I put the minis and all the resources on the POS into trucks (I have a habit of not putting anything in the corp hangar), then when they accumulate, I pull out the large "Caldari Control Tower" of the POS (otherwise the reactors do not climb) and hang 3 on it reactor. No one wants to kill such a POS from which nothing will fall, and the main POS remains under full protection, but fuel costs per 1 reactor are minimal.
When the reactions have boiled the PIC is removed. Do not forget the golden rule - if something can be taken to the empire - take it away, and store everything expensive in the cargo of ships, if your POS is driven into the "reinforce" then you will not pull anything out of the corp hangar, but the ships can be taken and that's it valuables will be stored in their cargo, which gives a one and a half day odds (you can also keep a reserve post in cargo, and this is another 1.5 days on top). The rest of the T3 assembly process is best done at the imperial POS closer to the trade hub, where reverse engineering and assembly are also carried out.
For those who decide to set up the production of T3, it is very easy to purchase sleeper lard in the empire, it is also not so difficult to invent BPC yourself, especially since there is an imperial POS.

Since you have polymers, and you bought sleeper fat in the empire, you can produce hybrid components, there are 11 types of them. BPO for hybrid components can be bought again from the NPC, the price is the same - 10kk apiece.
BPO of hybrid components is not as demanding on skills, T3 blueprints are not covered by production efficiency and production skills, blueprints are wasteless as non-learn efficiency, although production speed is improved.
The hybrid components themselves are assembled at the Component Assembly Array, then finished T3 products of the Subsystem Assembly Array are assembled at the imperial POS, and there is usually a reverse laboratory for obtaining BPCs for T3 ships and the Experimental Laboratory subsystem.

Before I start digging gas, when I scan the system, I do a spot next to the BX through which I entered at a distance of about 2-au. Next, I throw gas into space at this spot, periodically updating containers (it’s unpleasant if everything disappears after 2 hours).
In the process of digging, I constantly watch the podscan, and as soon as I see ships or traffic jams, I turn the fishing rods, warp to the spot and go to the "cloud". Within 10-20 minutes I look at what is happening at the VX, if sabras, onyxes, etc. appeared there. ships inflating the bubble, then I wait for them to leave, in any case, it is better to leave this system or rest for another hour while watching the podscan.
But you will never see locals who have all their ladars in their bookmarks, and they warp on “ragged” spikes, and 4 warps in a fit save you from such people.
Ladarka has a small plus in that sometimes it removes the clock when the ship flies into a gas cloud, and you visually see your death, even though it is far away.
I think you know how to make a spot (point) in flight, I think you know, before the start of the warp, open “People and places, bookmarks, press: Make a bookmark” write its name but do not press “OK”, then go to warp and when you fly away a bit press “OK” , so you have a bookmark in the middle of the path. It’s great to have a bookmark over the BX at 300 km, then you will visually see it and those who are next to it, if a bubble gun is blocked there, then it won’t be able to do anything and you will have time to leave for the empire. In order to learn how to run well, the best option is to learn to catch, as your mistakes will turn into your experience.


Magnetic and Radar anomalies

Magnetic and Radar signatures, two types for each class.
A little more difficult than ordinary combat anomalies, they are not found by the onboard scanner without probes, they have the weakest signal level of the signatures. These are the most lucrative of all Combat Anomalies and can be done either in full or as a Flash.
The main purpose is to provide the production of T3 ships with copies of blueprints (BPC), data banks, tools, elements of ancient technologies. When clearing an anomaly, the profit is fully adequate to the passage of 5-10 ordinary combat anomalies.
Even in cleared systems of class 2.3, one can find magnetic and radar signatures that have not been passed, apparently players who are not able to master them are completely unaware of the possibility of making a profit without killing sleepers.
After the warp to the anomaly, gray containers are visible, which must be opened using the appropriate modules. For radar signatures it is "Codebraker" for magnetic "Alalyzer" and "Salvager", these containers are guarded by NPC sleepers.
According to the prewarp, the Talocan wreck of the ship that is guarded by the sleeper may accidentally appear, only from such wrecks can you get a sample of the T3 hull, only samples of subsystems fall out of ordinary containers, if during the warp a talokan wreck appeared on the anomaly, then your ship will be pulled into the center of the anomaly, it doesn’t matter on how far did you warp to the plex.
The talokan wrek spawns randomly when you warp a ship, so if you really need it, the best option is to warp from the spot with a shuttle before it spawns.
To gain access to containers, it is not necessary to destroy all NPC ships, you can limit yourself to killing NPCs that do not have a trigger. After breaking the first container, the anomaly is considered passed, if all players warp from it, then the anomaly will disappear completely.
On radar signatures using "Codebreaker" you can get datacores, hybrid dicryptors, hybrid technology tools. From one container you can get 1-10 Datacores, 1-4 Decryptors, 1-2 Tools. Radar signatures contain exclusively technological data and tools.
Magnetometric signatures contain ancient components, from which copies of drawings are invented at reverse laboratories - BPC T3 modules (using of course datacore and decryptors previously mined in radar signatures).
To access the containers, there is no need to destroy all the NPC ships, in addition, you will probably meet the ship's Talocan wreck, by hacking it with the Salvager you can get a sample of the ship's T3 hull and other goodies.
The obtained ancient components can be of different quality, their price depends on this, and of course this is due to the complexity of the anomaly.
As well as in combat anomalies, by warp to the anomaly of a quarry or dreadnought, a doresp capital appears in the form of 6 BS. After the down time, the capital doresp from magnetometric and radar anomalies disappears, although I have not personally verified this yet, and no one wants to show it to me.
There are two types of radar and magnetic anomalies for each class, one of them is dominated by EM + TERM damage, the other by EXP + KIN. What actually can be seen from the types of NPC ships.
In principle, the number of magnetic and radar anomalies in systems of class 1.2 is large, and if such an anomaly comes to hand, then I don’t throw it away.
Anomalies of these types can be blitzed by cutting down in the first wave all ships that prevent them from going to warp, or if tanking is impossible. Next, tanking the rest of the respawn, we break open the containers and fly away.
As an example of flashing, let's take the Forgotten Frontier Quarantine Outpost magnetic anomaly, in which 3 sleeper cruisers are triggers, therefore 6 frigates with meshes can be killed quite calmly and hack containers. The radar anomaly of the Unsecured Frontier Database has frigates using scramble as triggers - therefore, we only kill cruisers, and after hacking the anomaly, we kill frigates and warp. After a while, you can return and salt the vrek hanging in empty space.
In principle, you already have all the tools in your hands, it remains only to learn how to use them.
It is very possible to make money on PLEX by such flashing magnets in VX 1-4th class in a day, Drake in a passive tank is very suitable for this. I will not describe the flashing of anomalies, let this be your homework.

Production Tech III

I decided to add this topic to the guide because I got acquainted with the production process of T3 and I can tell you about it in detail. And as it was written above, T3 ships appeared in EVE before I started playing it and for me they have always been, T3 are ships of the dark side of EVE, they are only partly similar to ordinary imperial developments, everyone knows about them that they are good and very expensive.
T3 ships are assembled entirely from resources mined in unexplored systems, minerals, gases and salvag, the only thing that is needed from the explored part of EVE is the data cores of imperial research centers, because no matter how T3 ships are a common technology adapted to people.
No matter how crazy it sounds, the cost of materials for building any T3 with any set of subsystems is the same and is in the range of 350-400kk isk. The ship's T3 hull is 70% Melted Nanoribbons, 30% gas polymers, the lion's share of which is C320 and C540 gas.
You probably have a question, why is it so cheap? after all, on the market a ship with subsystems will cost 450-550kk. The answer lies in the fact that a significant part of the cost of a T3 ship is not materials, but copies of blueprints.
Let's start with copies of blueprints (BPC) on Tier 3 — the blueprints are the result of reverse engineering the remains of sleepers on the reverse of the laboratory using hybrid tools, a racial decryptor, datacore sleepers and people.
A set of:
– A sample of the remains of sleepers of different quality;
- Hybrid tool;
- Racial tablet;
— 3 datacores of hybrid components;
- 3 Imperial technology datacores.
The remains of ships and sleeper subsystems are mined from magnetic anomalies, they can be of different condition and quality, the quality of these remains determines the number of batches of the blueprint. Wrecked - 3 wounds, Malfunctioning - 10 wounds, Intact - 20 wounds. There are 5 subsystems and a case in total.
The race on the ships of which the drawing will be adapted depends on the Racial hybrid decryptor “Pills”, there are only 4 types of tablets, the most expensive are Caldary tablets in view of the demand for their subsystems and ships.
Pills are mined in sleeper radar signatures, along with a hybrid tool and datacores for hybrid components. The missing 3 datacores will have to be purchased from the empire market or earned from RD agents.
As a result of the invention, you will receive a copy of the blueprint for the race selected by the decryptor and a certain type of subsystem determined by the remains, but the subtype of the subsystem will be random one of four, then how lucky.
The better the quality of the original component, the greater the chance to get a drawing, sometimes the process of invention ends at the stage of dismantling the remains, in which case the remaining already unnecessary datacores or a tablet will be returned to you.
Success rate formula: success rate = base rate x x
If all skills are in 3 then the statistics will be: Wrecked: 32.96% Malfunctioning: 49.44% Intact: 65.92%
If you learn the datacore skills at 5 and leave the reverse at 3 it will be: Wrecked: 41.2% Malfunctioning: 61.8% Intact: 82.4%
Due to the low probability of obtaining the desired subtype of a subsystem, blueprints are quite rare, their cost is also quite high, it is for this reason that some subsystems are 1.5-2 times more expensive than the materials required for their production, here is a link to the Calculator.
And so we have blueprints (BPC), for the blueprints we need hybrid components from which we will assemble T3 ships or subsystems at the POS.
Blueprints for hybrid components can be bought on the market from NPCs, hybrid components are assembled at the POS. The production of components does not require the study of production efficiency skills, a non-manufacturer can actually produce the components. Hybrid components are assembled from salvag sleepers and polymers (digested gases).
Polymers - Gas digested in the Reactor at the POS-e under the program purchased from NPC corporations, the cooking process was described above.
The production efficiency skill only affects when building a T3 hull, subsystems can be built without it.
In principle, the whole process is quite simple, the main problem is obtaining a base of drawings of T3 components and the need to invest heavily if the process must be set up in a pipeline mode if you supply subsystems to the market.

Combat anomalies

The main place of extraction of ISK, they are the most dangerous in terms of PvP death. All combat anomalies are scanned without probes, with a regular onboard scanner, in fact, this allows you to find a potential warp victim in the “cloak” by combat anomalies without throwing out probes, etc., as a result, you will be suddenly caught with a “clean subscan”.
In systems of class 1,2,3, NPC ships do not have warp engine jamming modules, so if it’s tight you can always retreat to the “spot” in disgrace, in higher classes you will not be given such an opportunity, in fact, you can escape from uninvited guests You won't be able to for a while either.
Combat anomalies are divided by difficulty levels (prefix in the name):
perimeter - lungs
Fronter - Medium
Core - heavy
On average, on combat anomalies, you will receive even damage of all types, in addition, sleepers very actively use network stasis, neutrals, vampires, warp engine jammers on all types of ships from frigates to BSh. Actually for this reason, it is worth abandoning the use of the "MVD".
The main feature of sleepers is the ability to change targets on the fly, while the focus also changes and they pick up targets in their optimal. If the sleepers fail to push through the target, they switch to the next one, including your drones. When there are live sleeper frigates around and you release the drones, then for them it is like a red rag for a bull, at the same time, if you suddenly want to distract the frigates, then throw them a victim, preferably as often as possible.
But the passage of anomalies by drones is possible, after warping several ships into the anomaly, sleepers attack the first target, after a while they switch to the next one, and it is at this moment of switching that they remember the composition of your fleet in the anomaly. After the sleepers have switched to the next ship, you can safely release your drones. But it is worth remembering that after warping or warping a ship to an anomaly, the composition of the fleet changes and your drones in space will be included in the list for attack.
Actually, the waves of “spawning” of sleepers are tied to trigger ships, if you don’t shoot triggers first, then everything is not so scary.
I did not participate in the capital (dreadlocks, punishment) murder of sleepers, so I will say what I heard.
In ladar and gravimetric anomalies, there is no capital dorespawn. In combat, magnetic and radar anomalies, after warping the first capital ship, 6 BSs are respawned, after the arrival of the second 8 BSs, the rest of the ships do not cause a respawn.
Capital respawn occurs only in systems of 5.6 classes and is tied to two types of ships - dreadnoughts and carriers.
In class 5,6 systems, anomalies do not go away completely, but only kill the capital of the respawn after each "DT". The actual extermination of sleepers is a very stupid task, we killed hundreds of thousands of them, but they still appear again, this has already been verified
From the killed sleepers, data banks are falling that are bought by NPC corporations at fixed prices, the higher the BX class and the more complex the anomaly, the more data banks the sleepers carry with them. The next thing we can get is salvag, but unfortunately it costs a penny except for one thing Melted Nanoribbons, this element is the second half of the profit.
The higher the BX class, the more data banks mean in the profit, in the BX 1.2 class, Melted Nanoribbons has the most profit, in the BX 3rd class 50/50.
It is necessary to talk about how sleepers actually protect themselves from hunters from explored space.
Sleeper ships are armed with EM+TERM lasers and EPX+KIN double damage missiles. The tracking speed of sleeper cannons is different, for snipers it is lower, for orbiters it is higher, for missiles they have a penalty on the explosion radius, which is compensated by the explosion speed bonus. The most important feature is the low signature size of their ships, for frigate 35m, cruiser 150m, BSh 400m.
And now let's remember the size of the signatures of the cannons in service with the imperial invaders, the small turret is 40m, the medium one is 125m, the large one is 400m. It turns out that we can deal full damage with cannons only at worthwhile targets, while firing from large turrets is advisable only at sleepers that are stationary from the spot, the size of the signature of the sleeper frigate is equal to the signature of the interceptor and its speed is also very high. Therefore, the main task when destroying sleepers is to inflate their signature and reduce their speed to a minimum. For this reason, a prerequisite for the successful destruction of sleepers is the presence of a stasis network and a target painter, the more of them in the fleet, the more damage the target receives. Two stasis nets on a sleeper cruiser double the damage of conventional heavy missiles.
In high-class anomalies, the main damage comes from BS sleepers, low-maneuverable ships and ships with a large signature receive all the damage inflicted by sleepers. As an example, it can be said that it takes 4 shield transfers to pump out one Drake in BX class 3, while at the same time, 1 shield transfer is enough to pump out a heavy assault cruiser, which is extremely rarely used.
If you want to live, move, and the faster you move and the smaller your signature, the longer you will live. This is a general rule for EVE as a whole, but it is especially learned by hunters in WX.
There is another serious problem that you will have to face, these are energy neutralizers. In principle, they do not pose a danger in class 1,2,3 systems, but starting with class 3 magnetic and radar anomalies, this problem becomes more and more urgent.
Taking into account all the features described above, the optimal ship is a missile ship capable of attacking targets at a long distance without entering the zone of action of the neutrinos of BS sleepers, which has a small signature and high speed. Only one ship fits these requirements, and that is T3 Tengu.
In BX 3 class, to pump out all the ships of the fleet, it is enough to have one Scimitar logistician, for its repair, one large shield transfer is enough, if there is a logistician, the fleet can include 3rd generation BCs that are successfully pumped out by one logistician and have a target painter in the fit. Two logisticians on Baselisk ships are able to pump out the fleet in class 4 systems and compensate for the loss of energy lost by sleepers to the entire fleet. In Class 4 systems, anomalies can pass 2-3 Tengu in a remote shield transfer fit quite successfully.

Survival in unexplored solar systems