Grid-fu Manual.pdf

(579 KB) Pobierz
Grid-fu: A practical Manual
Page 1
Grid-fu: A Practical Manual
Page 1 of 18
128092127.012.png 128092127.013.png
Page 2
Grid-fu: A Practical Manual
This Document is classified as Hurf-Blurf . If you are not a
member or GARPA , a Goonswarm Director or a qualified Fleet
Commander , reading this document will cause your balls to shrivel
up and fall off, get cancer and/or AIDS.
Grid-fu: An Introduction
Everything you know about Grids is wrong.
Through experimentation and luck we have discerned not only the nature of grids, but a set of
techniques to quickly shape them to our advantage. We have dubbed this knowledge Grid-fu.
You may have heard people refer to the grid at this or that location as being strange, big or fucked up, but
in fact they were nothing of sort as that would imply that grids are of a fixed size or shape. The grid is
simply a subset of objects in space that are able to see each other. With knowledge of the underlying
code dynamics, it is possible to maintain that relationship regardless of speed or location.
Grid-fu makes it possible to quickly create multi 1,000 km warp-ins on grid with the target, grids within
other grids, and a variety of shapes useful for hiding forces or confusing and tricking opponents. This
knowledge has been used in the past to save POS, provide spots for fleets to load grids without the
hindrance of lag and create truly debilitating confusion among the enemy.
Lesson 1 – Expanding Grids
The "Natural" Grid
It should be remembered that grids are only defined in space that contains objects (because grids are
generated on-the-fly by the server when needed). When you warp to a location, the server checks to see
if you're landing on a grid that has already been defined (by other objects in the vicinity). If you are, you
load that particular grid and your client attempts to render everything that it contains. If not, the server
creates a new grid, and you're all by yourself there (until someone warps to you).
Static celestial objects ( stargates, planets, moons, asteroid fields, cans, etc ) create their own grids by the very
nature of their existence - they are an object in space. As such, when a system first loads on the server
after downtime, grids are created for each of the static celestial objects present . As such, there is
always a grid present for these objects.
Page 2 of 18
128092127.014.png 128092127.015.png 128092127.001.png 128092127.002.png 128092127.003.png
Page 3
Grid-fu: A Practical Manual
When grids are created, they seem to be (for the most part)
centered on the object that created them. Furthermore, they tend
to be about 400 to 500 kilometers across, meaning that you can go
roughly 200 to 250 km before "dropping off grid," at which point an
entirely new grid is created (though its position and orientation is
dictated not by your position, but by its relation to the previously-
defined grid).
For example, if you warp to a bookmark in empty space, a grid is created at your destination, centered on
you. If your gang-mate warps to you, then motors away in a random direction, he'll typically travel about
250 km before he "drops off grid," at which point a new, contiguous grid is created. This boundary
between grids is hereafter referred to as the " grid wall ," and will be addressed in more depth in Lesson 2.
Remember that this second grid is also roughly 500km across, but is not centered on the ship that made
it, but rather centered relative to the original grid.
Example: If the second ship stops immediately after crossing the grid wall, and a third ship were to follow it
onto the second grid, the third ship would need to travel another 400 to 500 km past the second to drop off
grid again and create a third grid.
Note that grids are dynamically created and destroyed. If there's no object present to "hold a grid open,"
it is disposed of as soon as all of the objects within it are gone.
Page 3 of 18
128092127.004.png 128092127.005.png 128092127.006.png 128092127.007.png
Page 4
Grid-fu: A Practical Manual
Size Variation (or "That's not six inches!")
As indicated previously, the base grid is roughly 500 km across, meaning that traveling 250 km from the
center of the grid will trigger the creation of a new grid. However, CCP has correctly theorized that fleet
battles are ugly, messy affairs. The more objects are on a grid, the larger the "natural" size of that grid
grows (if it can - more on this below).
Experience has shown natural grid sizes as large as 1200km present at gates during large fleet battles, as
well as at POSes while a fleet is idling there. It is clear that there is some kind of dynamic sizing going on
in these cases.
However, there is one immutable factor of grids, and that is that once created, they can not be merged.
Furthermore, once a gridwall has been created, it cannot be moved. As such, a grid will only expand its
volume until it reaches a grid wall. If a gate or a POS had grids created around it such that boundaries
already existed, that grid would not be able to expand to accommodate a large, sprawling fleet fight, and
targets roughly 250km from the POS or stargate would drop off grid.
Grid Expansion
In addition to expanding because of a large number of objects, grids can be expanded manually. This can
be done because the grid always tries to keep objects that are within about 250 km of each other on the
same grid where at all possible, and because stationary objects can never swap between grids.
Example: You warp to your bookmark deep in space and cause a grid to be created. Your gang-mate warps to
you, and motors away at top speed. At 200 km away from you, he drops a jettison can. This can "holds the
grid open." Now in order to drop off grid, the second ship would have to go another 250 km away from the
can , or a total of 450km from you. And if he dropped another can at 200 km from the first can, the grid would
be held open again, and he could travel 650 km from you before dropping off grid.
Page 4 of 18
128092127.008.png 128092127.009.png
Page 5
Grid-fu: A Practical Manual
Here's where the fun starts - there doesn't seem to be much of an upper limit on this kind of expansion
(so long as your patience holds out and you don't hit and existing grid wall). The Grid-Fu team has
successfully created grids that are 10,000 km long. That's right, you can be 10,000 km from another
object and it will still appear on your Overview. One obvious application of this is clear - you can create a
grid that is large enough to allow ships to arrive safely and load the grid without being in range of POS
guns, Doomsdays, or an enemy sniper fleet.
Holding a Grid Open
So long as two objects are on the same grid, that grid is held open. This occurs regardless of whether
things between them come or go.
For example: You have warped to your bookmark and a grid is created. A gangmate warps to you and goes
200 km away. A third gangmate warps to him and goes a further 200km away (400km from you). At this
point, the 2nd gangmate leaves. Even though you're 400km away from the nearest object, the grid is "held
open" and you will appear on each others' Overviews. So long as neither of you warps away, or drops off grid,
the grid is "held open."
It is important to note that any object can be used to hold open a grid. Ships, cans, probes, and even
corpses work. Corpses in particular are especially useful. They do not have an icon in space , and since
they no longer de-cloak ships, they are filtered out of most peoples' Overview in order to reduce lag. This
makes them a virtually invisible method of holding open a grid.
If even more subtlety is called for, cloaked ships can hold open a grid . Using this technique, a group of
Covert Ops or recon pilots can quickly expand a grid with no outward sign at all. This requires a little bit
of time and some good coordination, but it can be used to radically alter the size or shape of a grid
without alerting your enemy.
Page 5 of 18
128092127.010.png 128092127.011.png
Zgłoś jeśli naruszono regulamin