FANDOM


Introduction

Allow me to be the first to welcome you, capsuleer, to Wormhole Society! This guide is intended to guide you in your first new days within the alliance, and serve as a reference guide to fall back on in the future. Some of this information will be overlap from the in-game automated welcome mail, WHSOC.org, and forum posts.

Revoke non-WHSOC ESI

Before we move any further, please take a minute to revoke ESI access to any former corporations. We don't want them to have the ability to track you in WHSOC. Simply log on here, look for any accesses you've given previous Corporations, and delete them.

Trial Period

All new WHSOC members—whether they have 2 months, 2 years, or 12 years in EVE—will be subject to a trial period of approximately four weeks upon joining. The purpose of this trial is to determine whether the member is a good fit for WHSOC, and whether WHSOC is a good fit for the member. At the end of the trial period, trial members will either become full members or part ways with WHSOC. Currently, to become a full member, those on trial are assessed on the following:

  • Does the member have a rolling ship?
  • Does the member have a scanning ship, and are they regularly out scanning and looking for content?
  • Is the member proficient in TripWire and the bookmarking scheme?
  • Does the member have at least 1 mainline DPS ship from each of the main doctrines?
  • Is the member a good fit for WHSOC mentally?
  • Does the member actively and regularly pursue PvP and engage with members?

Trial period details are subject to change.

Basics

Corporations

WHSOC ("Woah-sock" or "w-h-sock") is a wormhole alliance comprised of two corporations:

  • Violence is the Answer [VITA] ("VEE-tah"): The primary corporation of WHSOC, containing a majority of the alliance's members and all alliance leadership.
  • The Doppler Effect Holdings: Alliance executor corp, merely administrative in nature.
  • Ambivalent Inc [PHIKL], we can't really decide what they do. CEO: Whothephuck
  • Dolphin Noises [D0LF], they'll remind you that nobody expected the Spanish Inquisition! POC: Tis-A-Shart

Leadership

WHSOC is managed by a group of five individuals: a CEO and four directors. Collectively, these individuals are referred to as "Leadership."

Officers

Under the direction of WHSOC Leadership, the alliance is supported by a group known as "Officers." These individuals fill a large variety of functions within WHSOC. Officers are trusted members with higher responsibilities than the average line member, each with a specific assignment to aid in the day-to-day administration and operation of the alliance. WHSOC officers include:

Fleet Commanders (FC)

The final role worth mentioning that you'll see within the alliance is that of Fleet Command. Fleet commanders lead doctrine fleets in fights, calling targets, assigning duties, and giving fleet commands. Junior Fleet Commanders (JFCs) are newer fleet commanders with all the same roles and responsibilities as—and mentored by—full FCs. The JFC tag simply denotes a fleet commander with less experience FC-ing than full FCs. The current list of FCs can be found here.

Home Hole

WHSOC's home is affectionately known as (and referred to as) "Home Hole." Home Hole is a Class 4 wormhole, with static Class 3 and Class 5 connections, and out of where you should plan to base yourself and your operations.

Doctrines

WHSOC has different doctrines for different situations. It is the expectation that all members will have at least one mainline ship in the hole from each doctrine. More ships (logi, utility, etc) are encouraged, but a minimum of one mainline DPS from each doctrine is mandatory.

That being said, the majority of the time you will be flying non-doctrine ("kitchen sink" or KS) ships. Our regular, day-to-day operations usually consist of KS ships. KS is individualized by each member, and there is no particular standard. While we require members to have doctrine ships, we also want them to bring in their favorite hulls with their favorite fits, as that is what you'll be using in 70% of the fights. Doctrines and fittings can be found here.

Misc.

  • It is expected that all members will be in TeamSpeak and in fleet while online.
  • To the maximum extent possible, please do not AFK logged into EVE or TS3. We don't want people stopping by our WH and thinking we have 25 people docked up for a fight when we really only have a handful. Likewise, on TS we don't want members to think they have numbers that they don't. We have an AFK channel on TS for a reason.
  • Call bluefires as you travel through the chain. Watch TripWire. If you see people congregated around a hole you need to pass through, or the hole is flared, ask. They my be stalking content or setting up a fight and you might ruin it by running your alt/hauler/scout through there. Likewise, if you're entering/exiting a high sec connection, or entering/exiting our home WH, announce "blue fire [location]" on TeamSpeak so that you don't get bubbled/jumped by someone not expecting you to be there.

Getting Started

Get Connected

The first thing all new members need to do is to get connected with WHSOC. The alliance communicates outside of EVE using Discord, and in-game using TeamSpeak 3 (TS3) voice. Members receive full access to each of these applications via SeAT authentication.

Please note: Though you listed your characters in SeAT already, you will be unable to join Discord, TS3, the WHSOC Forums, or see TripWire until your EVE ESI updates in SeAT—which could take as long as 24 hours.

Once SeAT shows your main character as belonging to WHSOC, follow the instructions (here) for TS3. For Discord go to SeAT > Connector (left menu) > Identities > click "Join Server" under Discord and follow the instructions it will take you through. Note: Have your Discord username and password handy.

TripWire

Now that you can communicate with your new WH family, you need to find your way to Home Hole. WHSOC uses a visual mapping tool known as TripWire to track all WH connections branching out from Home Hole (each branch is called a "chain"). By using this tool, you can find an entry point close to your location and begin the move in. Follow this guide here to get TripWire set up.

Once set up, you can watch a video on how to use TripWire here on the forums.

Move In

Follow this guide (here) to help you make your way into Home Hole. Once established, follow the chain of wormholes back out in your pod, grab another ship, and make the trip in again. Rinse and repeat. Alternatively, you can also self-destruct your pod from inside the station back to wherever your k-space clone system is, and save yourself some jumps. If you are hauling things into Home Hole using a hauler, the rule of thumb is: no more than 100M worth of cargo in a T1 hauler, and no more than 2B worth of cargo in a DST. Make sure to ask other members to scout for you, especially if you are bringing in large, high-value, or slower ships. If you have any trouble or questions, speak up in TS3 and ask.

Set Up Clones

Clones prove to be an essential asset to WH life. It is suggested that you always use a clean clone (no implants) for regular, day-to-day operations. When you log off for the day/night, you should have a clone with implants designed to speed up your training queue. Each citadel in Home Hole has a clone bay. Unlike k-space, you cannot clone jump between citadels in the same WH system. However, when docked, you can swap from your current clone to one stored in that citadel without a waiting period. Ideally, you would have one clone with training implants stored in your main citadel, and then create specialized clones in other structures to use as needed. When you log off for the night, jump into your training clone. When you log in for the day, jump into your clean clone.

Get Indoctrinated

Two classifications of ships exist in WHSOC: doctrine ships, and non-doctrine ships. The former includes all ships and their respective fits specified by the different corp doctrines. You can find doctrine ship lists in SeAT (here). All members are expected to have different ships from each doctrine available in Home Hole. This way, when an FC calls for a particular doctrine, you can fill different roles based on the FC's needs. Doctrine ships flown in fleets led by a designated FC (from the list above) are the only time losses are eligible for SRP.

The latter, non-doctrine ships, include all ships that are not...wait for it...doctrine ships. If you come up with your own fit, or like to fly a particular hull, it is often referred to as a "Kitchen Sink" ship. Though we greatly encourage members to fly their favorite ships with their favorite fits, doctrine ships should have priority. One of the strengths of WHSOC comes from our strength in numbers—numbers of doctrine ships on the field. Doctrine ships are designed to be flown en masse. Thus, without enough on field, they become ineffective. For example, with 30 people online, if we only get 5 DPS ships (or 1 Logi, or not enough of whatever else), the entire fleet may have to stand down. One last note regarding ships: a wormholer's bread and butter is D-scan. To quickly differentiate between friendly and non-friendly ships in-game, WHSOC mandates that members follow a particular naming scheme. See the in-game welcome mail for details.

Please note that doctrine ships typically do not work outside of their doctrines. Meaning, they do not make good solo or small-gang ships. You will likely spend 70% of your fights in Kitchen Sink ships, so be sure to bring them in. Yes, we want it to be a priority to have doctrine ships on hand, but the ships you will primarily fly day-to-day will be non-doctrine.

Git Gud

WHSOC does not dictate how members set their skill queues or have a required list of skills. We do, however, have strong recommendations and have developed a guide to help members become more effective WH combatants. Find the guide (here). We suggest members follow the guide in its entirety as soon as practical, but not to the point of becoming a hindrance. The intent is to hone your SP placement, not prevent you from training/doing/flying what you want to.

Make ISK

In some situations, the alliance will reimburse members for losses or purchase items from them. However, it is the responsibility of all members to have their own reliable source of in-game income. Living in WHs provides lucrative ISK-making opportunities, and here are four to consider:

Hunting: Members keep the loot from solo kills or kills in which they identify a target, locate that target, provide a warp-in for other members, and the target dies. (Side note: you may want to consider tipping or sharing the loot with those who help you, especially bubblers, and those who lose a ship while securing the kill. This will make others more eager to help you in the future.)

Planetary Interaction: There are several options for PI, which is a good in-hole source of passive income.

Ratting: NPCs in Relic/Data sites, combat sites, and drifters drop valuable loot, which can be sold. This is one of the more common and lucrative income methods in WHs.

Mining: Wandering ore belt anomalies, moon mining, and gas sites (both in and out of Home Hole) can be good sources of lower-risk income.

Market & Contracts: Using the SeAT stocking tool, one can make a 5-10% profit selling doctrine fits on contract or to the corp. Find a guide here on how to stock doctrine contracts in Home Hole. Additionally, there is an open market in Home Hole. Feel free to list items for sale just as you would in k-space. Here is a basic guide on the forums for some of the above activities. Please take note of WHSOC's tax policy here regarding loot and other income. NOTE: I reference the preceding link several times throughout this guide. Please note that some portions within that forum post may be out of date. When in doubt, always ask a member of leadership for clarification.

Get paid

Rather than sell your loot, material, and wares in k-space hubs, WHSOC offers a Buy-Back Program to members. Essentially this means that the alliance buys your stuff at a discount; the discount is the offset for not having to haul it yourself. Additionally, such programs help the alliance to earn an income. There is some general information included in this post here, toward the end. WHSOC also offers its members a Ship Replacement Program (SRP). When an FC calls for a specified doctrine, and you lose a ship during the ensuing battle, you can apply for the SRP through SeAT. Logi and dictors are paid out at 100%, whereas all others are paid out at less (payouts vary). This is another incentive to flying doctrine ships, as only doctrine fits are reimbursed. Find a brief write-up just below the buy-back info in this post (here) (the same as linked above).

Scout

Lastly, explore. WHSOC is about content. Make your way down and across as many WHs as you can. The deeper our chains go, the more potential content we can encounter. As all WH groups do, WHSOC subscribes to a particular bookmarking scheme. It will take some time to get used to, but you can find the guide (here). It is ESSENTIAL that you adhere to the bookmarking system with precision, both to maintain civility and for survival. Alliance members rely on the accuracy and predictability of your bookmarks, and you on theirs.

Rules and Resources

Make sure you are familiar with WHSOC's rules and policies. Most of them can be found in this post (here). Again, welcome to the WHSOC family. Be social, ask questions, and jump in with both feet. We tend to be rowdy, irreverent, and raucous at times, but we are there for each other—someone will always be willing to help you out (even when you're not asking for it). We have a variety of personalities (some stronger/more annoying than others), experience levels (players with <1 year game time and some with >10 years), and skill levels (less than 10M SP to over 200M SP). Please be tolerant of everyone, and know that sometimes you'll just have to roll your eyes and bite your tongue. Welcome to the circus :)

Community content is available under CC-BY-SA unless otherwise noted.