What is an ore anomaly in eve online. Nullsec anomalies in EVE Online - the near future of ores and minerals

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 VX", - usual description the pilot's location is 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 attraction of unexplored space is that the number of pilots and the size of the corporation does not matter. practical value, 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 zeros, painting them in a shamefully bright red color with a killboard, killing packs of careerers, dreadlocks and capsules with complete impunity fear and horror jump out of them. 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 such systems in groups of at least 3-10 people. 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 solar EVE systems are not available to us for direct visits through regular gates, and their occupancy 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 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 server-created VX always has unique number signatures displayed on the scanner, as well as the place 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 observe how our own life and the life of 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) VX are first pressed through to half, along which the initial full size mass, then VC is pressed 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 lifetime of the VX left, you just need to remember that after setting the status " Life cycle 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 a pass, 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 and in them random VCs leading to the 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 VC type 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 is always 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 entrance to a system with a high level of security, it will simply open the entrance to the empire in different places 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 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.
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 the previous regions is the static output to 505 class 4 systems, which, of course, are much richer than class 3 systems, moreover, they are closed to access from the explored part of space directly, 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” 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 gas, ladar, radar and magnetic anomalies that are not in demand by anyone 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's 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 is no one, you sit calmly and casually cut 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 caribass 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 shredded 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 caribace, PvP, long ambushes for fat prey, then you are in these systems the right place. 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 techno moons to VX than alchemical formulas, it would be a freak show !!! and would make you fight for systems , and not for capital dorespa).
Current state 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 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 uncharted space, no asteroid belts as such in general, the only thing that can be dug 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 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, 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 at 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 exported 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 completely pumped out 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 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 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 300 km, for which 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 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, a reaction program is loaded into it, according to which it will work, 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 next kind 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 reactors on it. 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 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.
The BPO of hybrid components is not as demanding on skills, T3 blueprints are not covered by production efficiency and production skills, blueprints are waste-free 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 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, 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 the 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 magnetic anomaly Forgotten Frontier Quarantine Outpost, 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 the 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 is harvested entirely from resources mined in unexplored systems, minerals, gases and salvag, the only thing needed from the explored part of EVE is imperial datacores scientific centers, after all, no matter how T3 ships are a common technology adapted for 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 the blueprints (BPC) on T3 - the blueprints are the result of reverse engineering the remains of sleepers to 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 which ships the blueprint will be adapted depends on the Racial hybrid decryptor “Pills”, there are only 4 types of pills, the most expensive are Caldary pills due to 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 a rare thing, 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 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 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 a victim at them, preferably as often as possible.
But the passage of anomalies by drones is possible, after warping several ships into the anomaly, the 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 the first capital ship warps, 6 BSs respawn, 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
Dead sleepers drop databanks that are bought by NPC corporations at fixed prices, the higher the BX class and the more complex the anomaly, the more databanks 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 Assalt 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. it general rule for EVE as a whole, but especially for hunters in VX.
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 3rd class, to pump out all the ships of the fleet, it is enough to have one Scimitar logistician, for its repair, one large transfer shield 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

Some information about wormholes and what you can find there - sleeper NPCs, various anomalies and sites...

VX - wormholes are areas of unexplored space, with a certain periodicity opening a passage to the populated systems of eve.

These passages are called wormholes. You can find wormholes to enter the VX by scanning space. For more information about the characteristics of VX and wormholes, see the article "Parameters of VX and wormholes ..."

On a note.

  • There are no stargates in W-space. Caught inside w-space, wormhole the only way to return this output scan with probe launcher and probes. Or put a beech on the entrance wormhole.
  • No local chat in W-space. You won't see if there is someone on your system.
  • All BX spaces are treated as areas with zero security.
  • There is no asteroid belt in W-space. Ore sites are the only source of ore.
  • VCs can have anomalous effects that positively or negatively affect your ship.
  • No market access. Contracts will not work.
  • There are no ice clouds in the VX either.
  • You can develop planets.

Sleepers

Descendants of the ancient civilization Sleepers (Sleepers) live in VX - sleepers. Sleepers are based in VX anomalies and hidden locations - space signatures. They are much more dangerous and have more advanced AI than NPCs in regular space. For that, the profit from the destruction of sleepers is more than from simple NPCs.

You need to look for anomalies with an onboard navigation scanner, and for signatures with scanning probes. Everything that can be found in the BX is required to build T3 strategic cruisers.

NPC sleepers are present in both anomalies and hidden signatures.

The higher the BX class, the stronger the NPCs live in them, have more powerful damage and better protection.

NPC ships come in three classes: BSh, cruisers and frigates, there are also turrets (Sentry Turrets).

Sleepers are protected from all types of damage by equal resistances to

  • EM : 40 min. - 70mah
  • THERMAL : 40 min. - 70mah
  • KINETIC: 40 min. - 70mah
  • EXPLOSIVE : 40 min. - 70mah

With such a tanking of sleepers, you can choose any weapon to destroy them, the most important thing is that it inflicts as much damage as possible.

Slipra have no shields. And there is armor and structure. So the damaged NPC ship is not restored. The larger the sleeper ship, the better its protection in terms of resistances, the thicker the armor and structure. And also more signature of the NPC ship. Sleeper ships actively use electronic countermeasure systems:

  • Warp Disruptor - jamming the ship's warp drive
  • Stasis Webifier - ship speed reduction
  • Nosferatu - neutralize the ship's energy
  • Some sleeper ships act as logisticians and restore armor to damaged NPC ships.
Sleeper ships deal damage of all types of damage in equal proportion:
  • NPC guns - EM, THERMAL
  • NPC missiles - KINETIC, EXPLOSIVE

Sentry Turrets sleepers damage in two spectra EM, THERMAL

So you need to tank your ship against all types of damage.

Sleeper ships can be salvaged and looted from them. You can salvage the wreckage of sleeper ships with the Salvaging skill learned to at least level 4.

For the destruction of each NPC, a reward is issued in claims.
An example of the parameters of the NPC sleeper ship type BSh, class 4 wormhole.


Example of a ship to pass

BX 4th class is Galente Dominix, you need to fly a fleet of at least 6 ships in a spider tank (lock each other and repair the armor of a damaged ship). The target takes aim at one ship, to which you give drones to help.

An example of a Dominix fit for VX-4cl.

Top slots

2x Drone Link Augmentor II3x Large "Solace" Remote Armor Repairer

Heavy Diminishing Power System Drain I

Medium slots

5x Cap Recharger II

bottom slots

2x 1600mm Reinforced Steel Plate II

Damage Control II

Armor Explosive Hardener II

Armor Kinetic Hardener II

Large Armor Repairer II

Energized Adaptive Nano Membrane II

Riga

2x Large Capacitor Control Circuit I

Large Sentry Damage Augmentor I

Dronbey

5x Hobgoblin II - for frigs

5x Garde II - for close targets

5x Bouncer II - for long range targets

The dronebay is not full, so you can stuff spares or experiment with medium drones. In principle, two years ago, the 6th class BX also took place in such a fit (the BX was with armor bonuses), but it’s not profitable in terms of claim / hour.

If we add teams with armor links to this fleet of 6 ships, it will be even better.

The main nuance of such a fleet is the need to give all the drones to help one ship. It turns out that all your drones will be controlled by one person. Two years ago, in this scenario, slippers very, very rarely aggroed at drones.

Ore anomalies and sites.

In addition to profits from the destroyed NPC sleepers on anomalies in VX, there is an opportunity to earn on the development of ore anomalies and archaeological sites, data sites, sites with gas.

Sites by profitability and complexity are roughly divided into three types, which is reflected in their name

"Perimiter" - light complex

"Frontier" - medium complex

"Core" - complex complex

asteroid belts(Ore sites) - mining of ore of all types. Anomaly - search with an onboard scanner.

  • The VX contains exceptionally rich asteroid deposits with various ores, including Mercoxit.
  • The type of ore depends on the type of site. The amount of ore depends on the BX class.
  • The average lifespan is 3-5 days.
  • New asteroids will appear during the life of the field
  • NPC sleeper ships no longer respawn after the first clear.

gas clouds(Gas sites) - gas-fullerenes (Fullerenes) are mined for the production of polymers, such as Fullerite-C540. Signature - search with scanning probes.

Gas quantity

  • Barren - 3000 C50 and 1500 C60
  • Token - 3000 C60 and 1500 C70
  • Minor - 3000 C70 and 1500 C72
  • Ordinary - 3000 C72 and 1500 C84
  • Sizeable - 3000 C84 and 1500 C50
  • Bountiful - 5000 C28 and 1000 C32
  • Vast - 5000 C32 and 1000 C28
  • Vital - 500 C320 and 6000 C540
  • Instrumental - 500 C540 and 6000 C320
Do not forget that the gas has a different volume.
  • Each site has two types of gas clouds.
  • NPC guard ships or turrets.
  • If there are no NPCs on the warp, then they will appear after a while. Activation of spawn NPC warp to the site.
  • After the destruction of the NPC, they do not respawn.

Gas can be produced on any ship with large quantity turret slots.

As an example, the Galenta BK Gas can be mined on any ship with a large number of weapon slots.

As an example, the Galenta BC Myrmidon, fit 5x Gas Cloud Harvester II (gas production) and 4x ECCM - Magnetometric II (increases the power of the ship's sensor - reduces the chance of your ship being found by scanning probes to almost zero).

Such a ship can be used after cleaning the site from non-script.

Archaeological complexes(Relic sites) - materials for the invention of T3 components, such as Ancient Relic. Signature - search with scanning probes.

Data sites (Data sites) - blocks of data used in the T3 inventory, such as Datacore Subsystem. Signature - search with scanning probes.

  • Sleeper ships are more powerful in Relic and Data sites
  • Spawn several waves, usually triggered by the last frigate or cruiser.
  • Comte can be opened without completely destroying the NPC
  • There is a possibility of respawning at showdown.
  • When you warp from the site, it will disappear in a minute.

In all of the above anomalies and complexes, there are NPC ships and sleeper turrets. How to open containers in the Relic sites and Data sites complexes is written here ...

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If you are going to live in the VX for a long time, install a large POS and hang around it with cannons and other protective systems to the maximum. When using the hangars of laboratories and production lines, part of the armament of the POS can be disabled. Turn on when threatened. Caldari missile posses are best avoided.

Always use the on-board scanner - directional scanning. It is advisable to set up the overview in such a way that traffic jams - scanning probes - are visible on the subscan. Using the onboard scanner, you will see alien ships and probes in advance, which will help you to warp to a safe place in time.

Use the cloaking system according to ships - scanning ships.

Small (small) ship - frigate.
Medium (medium) ship - a cruiser.
A large ship is a battlecruiser.

Angel Sanctum. The first type of eve-online anomalies, Sanctum "with a base", the most difficult anomaly of all, contain more than five respawns (the appearance of mobs). Small, medium and large mobs fly in each, a good load. Earning about 30-35kk (millions), tengu can pass this anomaly, it is better to pass on Tanatos (Carrier ship) and Vargur (Battleship of the second technology). The second type "with rings" is slightly easier in terms of difficulty than the most difficult haven. Contains mobs of all types, there are five respawns, and six can fly. Earnings 20-25 million, You can go to tengu, preferably Vargur. They can put them in dis and scrambler in all types, only small mobs. Gives a very good exp, but very rarely

AngelHub. The first type is very similar to the second, they contain small and medium mobs at the beginning, and large ones arrive in the last spawn. Earnings 5-7kk. Not a profitable anomaly. They can put them in dis and scrambler in all types, only small mobs. The next four will be better.

Angel Forsaken Hub. Almost the same, earnings 15kk, good loot (cargo). A very beneficial anomaly. There are all kinds of mobs. Small NPCs arrive only in the second pocket (second rep). It goes very quickly, a good exp can fall out, which is quickly done and brings a normal income.

Angel Forsaken Rally Point. Types are like brothers, they are passed very easily and quickly, they bring in an income of 10 - 15 million. Mobs of all kinds. Not a bad loot. It's also a good expedition.

Angel Yard. A wonderful exp drops out, the anomaly brings a very small income, but it also passes very quickly in time. Although the income is small, but the exp will pay for everything. The loot is bad, the mobs are only small and medium in size of the ship.

Angel Haven. The difficult type is in second place in difficulty, brings a very good income of 25kk and is also completed quickly. Mobs of all kinds. Loot is normal, you can collect. The expedition is wonderful, the maximum income from it is 2,150kkk (two billion, one hundred and fifty million). The most profitable anomaly of all. The second type, which is lighter, consists of the same mobs, but only fewer of them flies out with each spawn. The income is the same, although there are fewer mobs. Can be done on all upgraded ships, except for frigates and the first cruiser technology.

(This is not a haven.)

Angel Rally Point. Very easy anomaly, brings very little income. Not the same as Yard, the exp did not fall for me, but it fell to my co-corpsmen, it seems to be not bad. Not a profitable anomaly. Contains medium and small ship NPCs.

Angel port. Not a bad anomaly, the profit is several times greater than the rally point, it seems that the expedition falls out. Large mobs will only arrive in the last spawn. Loot is bad.

Angel Hidden Rally Point. Only with small and medium mobs, he didn’t knock out the exp and I think it won’t be there. A very unfavorable anomaly, so I advise you not to pass.

Angel Hidden Den. A good anomaly, but there are only small and medium mobs. There are a lot of respawns, but I know for sure that the exp is falling, it fell to my co-corp. Earnings are not big, you can do it only for the sake of the expedition.

Angel Forsaken Den. I don’t know for sure, there seems to be only medium and small mobs. Not a profitable anomaly, the expedition is unlikely to fall. The income is small and the loot is bad.

Angel Forlon Hub. Large mobs in the last two spawns, small only in a few spawns, will only arrive with medium mobs. Drops expedition difficulty 9/10.

Angel Forlon Den. There are no large mobs, only medium and small, I advise you not to go through, just a waste of time on all sorts of nonsense. Not a profitable anomaly, the exp does not seem to fall either, therefore it looks more like the worst anomaly.

After the implementation of the planned innovations, zeros will become much more self-sufficient than they are at the moment. And although we still adhere to such a concept in which no region of space can be absolutely independent of others, zeros, nevertheless, have quite promising prospects.

The upcoming changes are primarily intended to improve the lives of zero miners and production workers. Conventionally, they can be divided into 3 stages:

  • Increased demand for "Zydrine" and "Megacyte" in production;
  • Rebalancing the proportion of minerals in nullsec and low ores;

Let's dwell on each of them separately.

Increasing demand for Zydrine and Megacyte in production

Although the innovation itself is quite simple, its consequences promise to be quite significant. As you may remember from our talk at the O7 Show, almost all blueprints will now require 2x the amount of Zydrine and Megacyte. This is intended not only to increase demand for them, but also to lead to tangible changes in zeros. Players will have to rethink their priorities when it comes to loot in nullsec (including warholms).

Rebalancing the share of minerals in nullsec and low ores

Perhaps, this stage can safely be called the most voluminous and most significant for the improvement of the nullsec mining environment. After its implementation, all types of ore will become more highly specialized (the variety of miniks in them will decrease, while their content will increase significantly). This will not only allow us to adjust the amount of minerals depending on the needs of the players, but also make it easier for you to choose the ore for mining.

If we talk about low-sec ores, then here the set of minerals will be reduced, and their cost will be slightly increased. Ores with a bonus of 5 - 10% on the number of minerals will remain, the volume will also not be changed. For greater clarity, we have prepared a special table for you:

Rebalancing the volume of ore contained in mining anomalies (ore anomalies) generated using the Ore Prospecting Array.

This stage is aimed at balancing the amount of ore in the Ore Prospecting Array anomaly and the average amount of minerals consumed by the players of "Eve Online". Now alliances will be able to extract most of the necessary raw materials right in their campsites. The differences in anomalies are clearly presented in the table:

Enormous

Colossal