ok from what i understand..., first of all grids are recalculated at downtime, and if all objects leave grid the grid information is discarded.
think of grids as balloons or bubbles, and the objects within as air...
grids can be expanded manually by travelling outward. if you put objects at the end of the grid and leave them there and travel outwards from there you can expand the grid. a single object moving outwards will leave the grid but two objects will expand the grid size manually. the grid size is usually 250-500 km radius, if those two objects go farther then that without any single object between the object in the center of original grid linking them together a pocket will form(imagine an amoeba dividing and the new cell floats away as a separate part, that is what the grids look like), and the objects can be thousands of KM away from the base grid and still be on the same grid, but if you travel between them you fall off grid before coming back on. this explains the phenomenon of runaway rats 10,000km off a belt but still on grid. if you destroy the objects expanding the grid, the grid decreases in size to its original. you can create arbitrarily large, arbitrarily shaped grids in this way.
the practical application of above? with some prior arrangement, we can ensure that we will never fall off the grid if we don't want to.
second big thing... grids cannot merge. if you MWD 300 off the station until you fall off grid, and then drop objects to cement the existance of that neighboring grid, then you try the above technique to expand the station grid in that direction, it won't work, you'll travel to the new grid. until you destroy the objects holding the grid up. in one post the goons described pulling a pocket grid away from a pos close to a station, all the way to that station, then some gankers went there, flew off the grid and ended up on the pos grid with the pos being thousands of KM away. it was undone after the next DT though.
third big thing... grids increase in size the more objects are present, even if they remain in the center of the grid. thats why fleet battles in our style dont often end up with funky grids, but if we run into grid problems we just need to destroy or warp out all objects in that grid and then expand the base grid in the direction of the sun(or wherever we are headed). this also has the implication that an enemy with the knowledge of the grid can box us in and force us off grid as we mwd to the sun. the only way to counter it is to destroy him, his wreck and his corpse and get everyone off the bugged grid.
if we are defending a pos, i dont think its possible to shrink a grid from its normal unmanipulated state(it may have been patched, i may not have actually had the patience to do it right maybe?). however if we believe a fleet fight is about to happen sometime during that day, then after down time we can send ceptors and haulers with giant secure containers out to create grids ARОUND thе pos grid‚ effectively preventing it from growing any further without deѕtroying thе objects holding the new grids up. i do not know if grids can be boxed in in such a way that the arrangement persists after down time. the nesw pos "house of wind" in mn5 had a 500km radius grid in the direction of opposite-sun. goons said the grid sizes were not perfectly spherical and they did not know what decided the exact "center" of the grid
right now the top station in mn5 has 3 giant secure containers anchored at the very edge of the grid named "test"‚ itѕ bеen that way for hours and the boundaries have not changed
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