Eve online how many systems




















If they aren't emperors or warlords, they're most likely scammers, pirates, or thieves. Each is a thread in a bloody tapestry of galactic conflict spanning 16 years—players immortalized by heroic feats, dastardly schemes, or just sheer stupidity.

But Katia Sae is different. In a world full of tyrants and usurpers, she's a pacifist and an explorer. Katia Sae quietly made history and earned a Guinness World Record when they became the first player to visit every single one of EVE Online's 7, solar systems.

It's a monumental quest that took over nine years to complete with the help of hundreds of other explorers, a proprietary AI database tool named Allison, and unfathomable persistence. And Sae did it all without losing a single ship. Though, as Sae told me during EVE Vegas last month, the journey around the galaxy was anything but smooth sailing. Ethan Richards, the actual person behind the Katia Sae character, is far from the first player to have the wild idea to visit every solar system in EVE.

Others had toured "known space" before—the static systems that make up the virtual galaxy of New Eden—but those pilots typically raced from one to the next and lost plenty of ships along the way.

But he was going to do it his way. I'd visit every planet and take a picture of each one in every system. Unlike other space sims, like Elite: Dangerous, New Eden is almost entirely colonized by players, so Sae was rarely ever alone—especially in the beginning.

The journey started in the civilized sector known as high-sec, where unlawful player conduct like shooting one another without due cause is swiftly punished by an omnipotent police force called CONCORD. Almost every system in EVE is connected by stargates, and while some solar systems might have a dozen stargates, others might have only one or two.

Each is a small part in a vast and intricate web of the 5, systems that comprise known space. Most solar systems are indistinguishable from one another, Sae tells me.

After a while, you can only see so many volcanic or oceanic planets before they start to blend together. But EVE does have its tourist destinations. During his journey, Sae visited unique locations like the Molea Cemetery, where a small group of gravekeepers protect and maintain tributes to people both real and fictional.

To keep track of where he'd been and maximize efficiency, Sae created—you guessed it—a spreadsheet.

You're going to backtrack because of the dead ends and stuff like that. But I always tried to work it to my advantage. In those early days, Sae was averaging about six systems a night over the course of an hour or so. It was a meticulous process to not only map the best route but also stop at every planet in each system and catalogue it. Sae also kept a blog that chronicled his adventures with frequent updates and short stories written entirely in-character.

Low-sec space, for example, lies on the fringes of high-sec and is home to tribes of ruthless pirates who prowl about, killing other players and stealing their cargo.

Beyond low-sec things get even more dangerous. There lies a vast periphery where EVE Online's player-built empires battle for sovereignty and resources.

Most of these 3, systems are divided up between just over different alliances, many of which are, in turn, vassals of bigger, scarier alliances. And Katia Sae was going to have to sneak into every single one of their fortified systems to complete his mission. One of the guys who put a bounty on me would message me every once in a while saying 'I'm going to know when you die.

Sae explains that by the time he began venturing into null-sec, word began to spread of his mission and amazing streak of not having lost a ship. It was these encounters that Sae frequently omitted from his blog. I didn't want it to look like I was bragging about it. And so my whole strategy was to keep it low key and vague.

But that didn't stop Sae from drawing the wrong kind of attention. Dozens of players had put bounties on his head just so they would be notified if someone happened to kill him. Others were even creepier. I'm going to know when you die.

But that's a little weird. You're taking this a little too seriously. But talk is cheap. Catching and killing Sae was another matter entirely.

Fitted with warp core stabilizers, an interdiction nullifier, and a covert operations-grade cloaking device, Sae was nearly impossible to pin down long enough for any targeting computer to get a lock. Sae also had some clever tools at his disposal. Websites like Zkillboard , for example, log every player death that happens anywhere in New Eden while Dotlan tracks every time a stargate is used. With these two sources of intel, Sae could reasonably deduce how dangerous a given star system was before risking his neck.

Were they early morning folks, evening folks, or weekend folks? You should be aware that EVE has introduced a new map with the intention of eventually replacing the star map. The new map is called Map Beta.

The Map can be accessed and closed either by clicking the map button in the Neocom Panel or by pressing F You will then be presented with a 3D view of the whole galaxy. Every single dot on the map is a system in itself. Also there you can switch between the star map and the solar system map.

This Control Panel is also where you can modify your view of the map and change your autopilot settings. To change the angle at which you view the map, hold down the left mouse button and move the mouse pointer around. The search tab allows you to search for a specific system, constellation, or region.

If you right click the search result, you are given varying options. These are:. Here you choose how you want the systems to be marked. You can choose between options like the actual colors of the star, where you have assets, how many pilots are active in space, etc. Just be aware that the map has a delay, so if you choose 'Number of pilots in space', the information you see may not necessarily be current. This is where you set options such as how many Region labels you want to see on the Map.

This also lets you choose to display constellation names, solar system names, and landmark names. Here you set how many of the lines connecting systems you want to see. You can also choose to color the lines in different ways:. C3 Systems are excellent for beginner wormhole corporations.

They come with a K-Space statics of any kind, allowing you to pick your environment. C3's also offer good ISK for their difficulty, a battlecruiser gang with local rep or a little Tech 1 logi support will burn through the sites. Prior to the Hyperion expansion, C4 Systems were not very loved. C4 combat sites provide a little more ISK than C3 but require quite a bit more effort. C4s, like C5s and C6s, don't have statics to K-Space.

However, unlike any other class, they never have any incoming wormholes from K-Space either, and never generate roaming connections to K-Space other than M and Q small-ship wormholes. This means at least a two-jump chain to reach K-Space. It is worth noting however, that C4 residents like the space they live in mainly because C4s are lower maintenance both on the capital and active player front.

C4s also grant access to frequent PvP. Since the Hyperion expansion in , all C4 Systems have two static wormholes. Each wormhole leads to another system in W-space. The wormholes are always different types so you can't have a C4 system with two C3 statics, for example.

Additionally, while data exists for wormholes connecting C4 system to K-Space systems S, N, and K , no wormholes of these types ever generate. However, wandering wormholes directly connecting to K-Space have recently started appearing, though rarely. This is only confirmed for High Sec space. C5 systems are the premium choice for most hardcore wormhole corporations : C5's are highly connectible to other C5's, giving the nickname "The C5 Highway" to such connections and chains.

The hardest system to tame of them all, C6 wormholes represent the pinnacle of wormhole life. In truth, there is much debate between C5 and C6 residents on the merits and drawbacks of C6 wormholes. These phenomena only affect capsuleer ships, so Sleepers or structures won't be affected. The buff bar above your capacitor shows the wormhole effect in game. Third-party websites related to wormholes typically also list effects. On August 26th, , with the Hyperion update, System Effects were rebalanced.

All tables are updated with these new balance numbers. Dev Blog. Pulsar systems are very powerful when utilized correctly. They provide large improvements to shield hitpoints and capacitor recharge time. They also greatly increase ship signature radii, enabling the effective use of much larger weapons than would be available in ordinary systems. Armor ships will suffer a resistance debuff, and should be used carefully or not at all. And finally, as a partial countermeasure to the capacitor recharge bonus especially against capital ships , Energy Neutralizers and Noferatus are also greatly strengthened.

Black Holes are systems for enthusiasts of high-speed, long-ranged missile ships. These systems feature an enormous bonus to ship velocity, missile velocity, and targeting range, and a further penalty to Stasis Webifier strength, making it difficult to hold down a speeding enemy even if you can catch them.

However, they also greatly increase the inertia of ships in them, making it much slower to accelerate, change course, or align to warp.

Cataclysmic Variable systems are an interesting paradox. On the one hand, they enormously increase the strength of remote repair modules, and the capacitor volume of the ships using them. And while they also slow capacitor recharge times, the larger increase in volume results in increased stability. On the other hand, they also greatly reduce the strength of local repair modules, and remote cap transmitters.

The result is a system type which encourages group play with either spidertanked ships or heavy logistics support, but forces the use of locally cap-stable logistics ships and discourages capital warfare. Magnetars are among the most dangerous and sought-after systems in wormhole space. While they greatly penalize weapon accuracy and damage application, those penalties come as trade-offs for an enormous bonus to raw damage. Red Giants are very specialized.

While their main bonuses may not affect many commonly-used modules, the large bonus to Smartbomb damage and range opens up several combat strategies related to using dedicated smartbomb ships to clear fields of enemies. The other major effects, Overheat Effects and Overheat Damage, promote life on the edge and training Thermodynamics Wolf Rayets are partially opposite to Pulsars, penalizing shields, enhancing armor, and reducing signature radii to reduce the strength of large weapons. However, the most striking aspect of the Wolf Rayet effect is the unbelievably huge bonus to Small weapon damage.

This damage bonus means that the rulers of Wolf Rayet combat are Frigates, Tactical Destroyers , and Cruisers fitted with Rapid Light Missile Launchers as Rapid Lights are also considered "small" weapons, and are one of the few weapons systems that can effectively damage extremely-small-signature Frigates and Destroyers. There are a small number of so-called 'Shattered' Wormhole Systems, which are special enough that they have their own page describing them.



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