SLEEPERS: Without question the most challenging NPC's in game, sleepers offer a change from the usual NPC's you'd find in missions or belts. They have no shields, but their armor is 70% resistance across the board. They are extremely fast (even BS move upwards of 1.5km/s) and they deal ALL DAMAGE types. Many of them also have webs, scrams, nos and nuets, and unlike their empire NPC counterparts, Sleepers can web or scram you from far ranges.
WHERE ARE THE LOCALS?: That's right, in WH space there is no local channel (well there is, but nobody appears in it unless they speak). The only way to know if someone else is in the system is to find them either on your overview, or on scan.
AN ISOLATED INCIDENT: In WH's, there are no stargates. No easy way to go in or out of the system. The only way to travel is by other WH's, which move often, and rarely go to the same place twice. We have a static WH (meaning there is always a WH going to another system) and from there the next WH could go to anywhere from another WH, to empire high sec, to 0.0. ANYWHERE, ANY REGION.
DOCKING NOT ALLOWED: There are no stations in WH space. The only way to change ships, store items, or do any of those lovely things you do in stations is in one of our POS. Even so, there are limitations.
FORGET THE BOUNTIES: Sleepers (our main income) do NOT give bounties, not one isk. They also drop NO loot. What you do get from them is Sleeper tags (called blues) and the salvage from the wrecks.
THE PAYOFF
SLEEPERS: While they don't give bounties, sleepers drop considerable isk in the form of Blues. A single low end Sleeper BS (Sleepless Defender) will drop around 10 mil worth of blues. In addition, Melted Nano-ribbons, which are gained by salvaging, are worth anywhere from 5-8 mil a piece depending on the market. Though random in drop rate, nano-ribbons can easily turn an op worth 80 mil in blues into 140 mil including salvage.
MINER'S DELIGHT: Though we don't always take advantage of gravimetric sites, they are still a stable source of income for those who wish to use them. Grav sites in WH's have all ore type from arkonor to veldspar. They are hard to find, which means so long as you are careful and watch D-scan, they can be a relatively safe means of income. We have a Rorqual to further increase miner revenue.
VARIETY: As mentioned above, WH's can have exits going anywhere. One day we may have an exit 1 jump from a mission hub in Amarr space, the next day it could be to a backwater system in Null-Sec (0.0). We've done bomber runs, 0.0 sanctums and havens, DED sites, or lvl 4 mission ops. The only limit to what you can do with your exits is knowing that they are only temporary, and only allow for a certain amount of ships to pass through them before they collapse.
A LIFE LESS CLUTTERED: One true benefit to WH space, is the feeling that it really is YOUR SPACE. You wont find local jammed with 50 people peddling contract scams. You wont leave the POS and find yourself being scanned by suicide gankers. It's a life of isolation and relative peace (most of the time).
SYSTEMS IN PLACE: Whenever fleet ops are done, we log all participants and all goods obtained. We use a highly effective payroll system. You only have to join in on the killing, We take care of dividing the loot and paying out the participants. All ops are logged on a daily basis through a corp viewable leaderboard which lists all ops done, as well as current payouts.
REQUIREMENTS AND EXPECTATIONS
SCANNING: Let's make this clear, if you cannot use the scanning/scan probe system, you will not be admitted to LEEOLE. Everything you can do in a WH, from finding exits, to combat sites, must be done with scanning. Combat sites can be found with the on-board scanner, but anything else requires scan probes. Cov Ops ships are ideal for this role.
SHIPPING UP: We'd like to see applicants who can fly either a BS, or a T3 ship. The only BC truely capable of solo'ing a C3 site is the drake, but it takes considerable time and ammo to do so. Even some BS will struggle to not only tank a site, but also provide enough DPS to complete it in reasonable time. Also remember that WH's are remote, and getting ammo is not always easy to do.
SALVAGING/HACKING/ARCHEAOLOGY: The ability to salvage is a REQUIREMENT. Half of the income from killing sleepers come from nano-ribbons (used to make T3 ships and subsystems). Hacking and Archeaology are preferred as well for doing magnometric and radar sites, but are preferred, not required.
A PROPER MINDSET: The main thing to remember is, WH's are not a quick thing to get into. If you think you could just log on, find a site, make some isk and log off you are mistaken. It can take an hour just to find our exits and map the combat sites, then you have to run them, and then salvage and collect your loot. Even then, you won't recive your isk until the goods are exported and sold. (fleet ops are done for you)
WHERE WE GO FROM HERE
Anyone interested in joining the WH must submit an application. Please include your skill sets and a general run-down of your abilities. Include which ships you normally fly, any addtional information (mining ability, production, etc.) Also include your prime-times and days in which you play and your overall intentions and goals.
Let us know why you choose us, and why we should choose you.