Posts Tagged ‘Capitals’

Oppinions on Fatigue

I have to admit that I had read about the changes to Jump Mechanics well before I returned home from Honeymoon. Oops. But in my defence, I suspect that this change will have the largest impact on my gameplay since the original Dominion Sov Changes back in 2009(!). What’s more ccp seems to be promising that this is the first of several changes to Nullsec of equal of greater impact. So really when I happened to see that Dev Blog title on my travels, I couldn’t resist reading up on it during a quiet moment in China.

So having had a few weeks to mull on it, and to look at the general reactions of the rest of eve, how do I feel about the changes? In short, I’m mostly happy. Mostly? I hear you ask? Yes mostly. The mostly bit really is a little thing, a small niggle that comes from my personal views on game mechanics. Before I detail that let me explain what I think is good about the change.

It’s going to really shake up Nullsec, in fact you could argue that it already has. This change pretty much removes capitals from Nullsec except when used within 10ly of your home base. That’s pretty awesome. No more slowcats, no more triage to save the day from halfway across the universe. That’s good news all around as far as I’m concerned. It does mean that entities defending small areas will get an overwhelming advantage, we will likely see more

However this is where the “Mostly” comes in. This is a nerf to capital jump drives. I’m not going to argue that Force Projection didn’t need a nerf, not in a month of Sundays. Force Projection was 50% of what’s caused the stagnation in Nullsec (with the current sov system being the other 50%), and as such it needed a hit with the bat. This change will do that, but it does so with blunt force. Here is the issue. Not every use of a Jump Drive is directly force projection. CCP admit as much in the changes they are making that allows a corp sponsored remote jump clone installation once per year.

So where is the line? Clearly jumping Slowcats into a fight half way across the universe is Force Projecting, and moving a character into Nullsec to join a corp is not. But where does the line between the two lie? I’m going to give some examples below of Jump drive usages. I have my opinions on what does, and what does not constitute Force Projection, draw your own and we will compare notes.

Scenario A. Ketchup Alliance wants to force The Mustard Collection out of Nullsec because of what their leader said about them on the forums. Unfortunately Mustard hold space in Geminate, whereas Ketchup hold in Querious.  So Ketchup forms a war party of half their forces and use carriers to deploy to Geminate.

Scenario B. The Marie Rose Group are being attacked by the far superior Soy force (no pun intended for once). MRG is slowly bleeding their meagre holding of systems in Cache. Because it’s clear that the MRG will lose, they have managed to arrange a diplomatic truce with Soy in order to facilitate a peaceful handover of sov, in exchange for an evacuation period. The evacuation from their capital station NG-M8K to the nearest lowsec system (Konora) including using gates to minimise jumps is going to take a minimum of 4 jumps (30 mins started unfatigued).

Scenario C. Salsa Alliance is has been contracted by Wasbi Holdings  to help them in a fight against 1000 Island Coalition. Salsa are currently rated as one of the best Merc Alliances in the game, which is why Wasabi have picked them. However the fight is almost exactly on the other end of a universe to Salsa’s last operation. Because of the travel distance, and the fatigue involved, Wasabi have had to offer Salsa a very lucrative contract, which Salsa’s leaders have accepted. Salsa must now load up carriers and move their warships to the new deployment.

What do you feel constitutes Force projection in these situations? All three, by the letter of the word could be terms “Force Projection” as they all involve projecting a force from one location to another. However I don’t feel that any of the three examples are the kind of force projection we should be looking to nerf. But all three are going to be nerfed by the changes. Because of the new mechanics all of these pilots could end up with significant periods of time where they are forced to sit in a station waiting for a cool down timer. To me forcing players to not play the game is a poor mechanic which should be relegated to Facebook games, certainly not found in premier MMO’s. It’s just about excusable to punish a player who wants to force project with a timer, but there are situations where non-force projection is going to be punished, and that doesn’t feel right to me.

I realise of course that situation A, B and C are going to be rare, and far out numbered by Scenario D “Salt coalition want to drop a massive unbreakable carrier force on Pepper Group to ensure their defeat and minimise losses”. That’s why this change is needed, but there is going to come a time for every Nullsec player when they are going to have to log out of the game half way through traveling somewhere for reasons that do not involve force projection, because they have to wait for their timers to run down, and that’s a sad thing.

I guess it’s something I can live with, as long as CCP don’t implement a pay 1 Aurum to remove 1 minuet of fatigue button :P.

Fly, log out, fly, log out, fly log out, fly safe

Hark

Tuesday Training: Tactical Weapon Reconfiguration

Every Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players. Yeah so once again I missed this one out last week as it was the beginning of a very long working hours week (which I am now writing to you from the of, so please excuse the large number of mistakes!).

This week’s Choices:

  • Explosive Armor Compensation V
  • Surgical Strike V
  • Tactical Weapons Reconfiguration V
  • Command Centre Upgrades  V

I have to admit that it’s not a particularly inspiring line-up, being all high level boring trains which increase aspects of your character by a few percent. So I’m going to try talking less about what the skill does this week, and instead discuss why I am training it personally. So let’s go with Tactical Weapons Upgrades V. Again as usual I am going to list its official  *words*:

Tactical Weapon Reconfiguration (x8) Per, Will

Skill at operation of siege modules. 25 unit reduction in strontium clathrate consumption amount for module activation per skill level.

So what does this skill really do? Well from level 1-4 all it does in reduce the operating costs of the Siege module (and not by a lot). However at level 5 it allows you to upgrade your Siege module to Tech II, giving a significant increase to the efficiency of your Dreadnaught in Siege mode. So other than simple getting a T2 Siege mod, why am I training this? Well the character training this is my new Dread alt, currently only capable of jumping dreads from X -> Z, completely incapable of using it for anything but travel. I have decided that it’s time to upgrade this character from travel only, to a combat Dread alt. It’s a pretty significant train, at 140 days optimized and implanted, but in exchange I will be able to operate two accounts during large fights such as B-R, or Structure Bashing ops, it will also mean that when traveling between staging systems, I will no longer have to swap the dreadnought between accounts, and, more importantly, I will stop invalidating my insurance everything we move system. Who knows, perhaps one day it may lead to a dedicated Super Capital alt, but that’s a very long way off. For now I am simply looking forwards to having a dedicated capital alt.

Fly Dreads,

Hark.

Don’t call it a comeback…

One month I will come on here and tell you all about how wonderful everything is, and how well all my endeavours have gone. This is not that month.

 

Activity wise however, this month has actually been pretty amazing, with PL finally recouping and deploying after the wrecking shot which has B-R (#NOMAD). The new deployment, while a little unclear on purpose, has both promised and delivered great content. The deployment has, so far has already used more Turret based ships that I have used since the beginning of the Halloween war in total. I’ve never been a huge fan of capital combat, but as a realist I have to accept that Slowcat doctrines do get the job done. They just don’t get it done in a fun way. So returning to the turret based ships of yesteryear has been a truly pleasant experience.

 

I’ve also had the chance on this deployment to use a new Turret based ship, I’d never used before: the Dreadnaught. My Moros moved with me to our new staging system, and I got the opportunity to deploy it on what was a fairly (for eve) safe fleet. This gave me the chance to get used to its operation, and  foibles so that I now feel confident enough to deploy it in earnest. The staggering damage output has blown me away, and I look forwards to doing more with it

 

Xa has also begun to shake of the sluggishness of a winter hibernation. Other than the casual selling of assets in the name liquidation, she’s really done nothing since late last year. With the liquidation now coming to a close, I am starting to think about what to do with her next. Exploration was fun, and I intend to go back to that at some point, however first I think I need to finish the Epic Arc quest I started well over a year ago… the Isk/Hour ratio on that one is way down.

 

Unfortunately to finish that, I’m going to need to move Xa from her current corporation (which is in Faction Warfare), to allow her free movement across New Eden. As Xa is currently the CEO of the corp, I will need to train another alt to take her place during her absence. Still it’s worth it to make more money and play more eve.

 

The Manufacturer has also remained busy this month, with production increasing exponentially again this month, something I doubt will continue much further. With any luck I will bring her total assets up to about 600m next month, allowing me to pay back her loans, and begin processing blueprints I bought in a fit of unfounded ambition before checking build costs. It’s all part of the learning curve they say. Still I’m not counting my chickens before they are hatched here, this is after all New Eden, and all kinds of things can go wrong between now and then.

 

She has also dusted off the PI factories and actually started to process the glut of raw product I have been building up over the last 5 months. When Highsec POCO’s hit TQ, I was stupid and forgot to empty my materials out of the now vulnerable Interbus POCO, losing about 50m’s worth of Raw mats to an entrepreneurial capsular. For some reason, since then, although my extraction planets have been going from strength to strength, I was never bothered enough to shift it to the production planet for processing. The net result is a massive build-up for Mats, I am now starting to work my way through; though again not counting that profit until it’s in the bank.

 

Regular readers will have a good idea of my current skill status from the now (slightly ir)regular Tuesday training post I do. But to give a month forecast:

Hark is finishing sub systems this month and moving into perfecting tanking

Xa is filling gaps in her racial skill set

The dread Alt is finishing Fuel conservation and considering her next move

And the Indy is perfecting her production before moving into PI

 

Isk wise is where the slight bump in the road for this month lies. They say never to fly drunk, however I would further add to this, that trading when ill is also a poor life choice. While home ill last week I attempted to do my regular trading log in, and managed to sell 3 Rokhs for 100m under their RRP, netting the trader a loss of 300m ish. This is now third top on my most costly mistakes list, after Jumping to a beacon blind, and accidentally trashing a Hulk and then confirming it (drunk).

 

Despite this I am still cruising in for 500m profit this month, even including the 500m I have spent on Dreadnaught insurance. This is pretty impressive as between a cold, and bone-idelness I have only logged in the trader ~6 times in the 30 days. I’m expecting next month to come in far better, both in logins and in profit.

 

Fly with turrets,

 

Hark

 

 

 

 

Tuesdays Training: Jump Fuel Conservation & Infomorph Sync

Every Tuesday I take a skill which one of my characters is training and discuss why I am current training that skill. I will also look at other uses for the skill, and who else might benefit from it. As I have several Characters across the skill spectrum I expect to cover skills for Young, Middle Age and old players.

Note: I took a break last week while on a training course in Town, and was then waylaid this week due to the UK storms. Back on schedule now and hope to return to a Tuesday post next week!

This week’s skill training choices were a little more boring that last weeks. My choices were limited to:

  • Infomorph Synchronising V
  • Propulsion Jamming IV
  • Jump Fuel Conservation V
  • Mechanical Engineering V

In the end I decided to talk about two of these skills, both aimed at older player. First up is Jump Fuel Conservation V. Each level of JDC reduces the per light-year jump cost of Carriers, Dreads and the Roqual by 100 Units of Isotops. It also drops Jump Freighters by 290 units, and Black Ops Battleships by 30. If we take the current PLEX cost (~650m Isk), and break that down to a Isk Cost per hour of skill training (902,777.78) we can calculate how many light years we need to jump to save the money invested in our skill points in Jump Drive Calibration at current fuel costs (~600isk/unit).

Jump Fuel Cal

The question you have to ask yourself is: “How long will it take me to jump far enough to make it worth it?”. If your character is a dedicated Black Ops Pilot, the chances are the answer is never going to be past III-IV. For a Suitcase only Carrier (non-nomadic), level IV is likely fine. For a Nomadic Character fly Carriers, Dreads and Black Ops ships: I suspect those 1706 light-years will just fly by.

For me, PL moves home around 6-7 times per year, at an average of 2 carrier jump distance. That ends up with 3x Dread jumps, and 10x Carrier jumps to move all my ships, which is a total of 180 light years travelled per move, or 1260 light years per year just for relocations. Of course that doesn’t include random trips to high sec, or combat operation jumps. Certainly I feel that for me JDC V is justified on all 3 of my Carrier Characters.

I also wanted to quickly write a little about Infomorph Synchronising. IS is a relatively new skill added a few patches back (I can’t remember exactly which one), and reduces the delay between Jump Clone activation by 1 hour per level. For me this skill as been a “No brainer”, but one I haven’t gotten around to training since it was introduced. My eventual plan is to create a high sec +5 implant clone, which I jump after each night in Nullsec. As most of my playtime is around 5 hours on a weekday, this means that at level 5, I can Jump Clone to my +5 alt, and the timer will reset in time for the next night’s game time. Of course I will then have to spend 20 hours in Nullsec before I can return to the +5’s, but 20 hours out of 40 on 3 extra attribute points, is better than a kick in the teeth. By my calculations in fact I will spend 72 hours out of 168 (43%) in +5’s using this plan, giving me an average attribute bonus as near as damned it +4, with only the cost of replacing +3’s when I die (a saving of 40m per death). I’ll admit that’s it’s a lot of cost to gain only +1 to attributes, but again, playing the long game, I think it’s worth it.

While were talking about Jump Clones, I would also like to ask the question “In times when Slowcat fleets can maraud across the galaxy in minutes (or seconds if they are going to a TiDi battle), does the argument that a massive reduction in Jump Clone time (down to say every 12 or even as low as 5 hours) would cause an issue with force projection?” Furthermore, would the ability to move sub capital pilots, as fast a capital pilots, not give a good counter point to the current slowcat proliferation?

Fly wondering if you’re the original,

Hark

A Part of the Problem

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Sieged

So last night Arian went on his first Capital operation which should have been a pretty simple task; taking down a couple of POS’s half way across the universe in Aridia (entrance to delve).  Because it was his first op (and only my third) we were both slightly nervous, and I was doing my best to listen to the FC while simultaneously giving advice and help to Arian over our private coms. Things went pretty well at first. Despite Arian joining at literally the last second, we traveled through a few mid’s to the target without incident. Upon entry we had a short but sweet scuffle with the locals, who seemed to be attached to the POS in question. We held the grid, and won the ISK war (~2.5bn : 4.5bn) despite the loss of a dreadnought. Before long the POS was sieged

During this was the when my introspection occurred. In a lighthearted comment post fight, Arian said: “Well, that’s it now; I’m part of the problem”. It was aimed as a joke celebrating his first c
apital kills. But the fact is: he’s right. We are part of the problem. This isn’t really a revelation, let’s face it, you can’t be part of an organisation as famous and infamous as ours and not know this at least on some level. But it is a stark reminder of the duality of thought which we require to operate in Nullsec. We are loyal to our organisation, and will fight alongside them. We are willing to get podded for their cause (although trying to make others die for it instead for preference). Yet at the same time we are against the values and core of what they fight for.

We believe smaller groups should be able to get into Nullsec. Yet last night we helped curb stomp a smaller alliance’s  attempt at moon goo holdings.

We dislike the prevalence of Capital combat. Yet we have skilled into Carriers to fight with.

It’s a conflict of interest that I believe is not unusual in eve. Sure we disagree with the things we are doing, but at the end of the day, that does not mean we shouldn’t do them. The matter of fact is that within eve you do anything; fight tooth and nail, knee and fist, to gain and keep the advantage over your enemies (read everyone else in the game). Of course you use tactics you don’t agree with, to not do so is suicide, others won’t heed that compunction and hold back on you. Am I conflicted on this? I am against people kicking others in the nuts, but try to mug me and I might just do it to you.

NerfIf capitals were nerfed into the ground I would likely celebrate (as long as I could still use them to transport my sub capitals around!). But until then I will use what I have to keep afloat in this game. We are Pacifists with a gun in a zombie apocalypse, if we don’t pull the trigger, they’re going to eat our brains.

That doesn’t mean we don’t occasionally shoot ourselves in the foot; as evidenced when we followed the wrong FC’s orders and jumped to the beacon meant for people staying in the system for a secondary operation later that night. Thankfully being an experienced player (experienced at fucking up that is), I quickly took stock of the situation. We had way over stocked on fuel, meaning that we should just have enough fuel to get home still. Even better the mid points were all in station systems, meaning that we could, at worst, dock up and beg lore to come rescue us with his carrier as a fuel hauler. But we had to be quick, they cyno chain was lit all the way home now, and the pilots who hadn’t whelped, were well on the way home. Warping to the systems station and capping up, we jumped back to the cyno in the system we had come from. Another dock to cap up and we jumped again, this time to the correct system. Docking up again we discovered that Arian was just slightly short on fuel; so I quickly transfer him some of my surplus. At this point we had caught up with the tail end of the train heading home and one jump later, were quite literally home free.

I don’t mind telling you that this got the adrenalin pumping quite a bit (despite being all in all a pretty low risk fuck up).

Stop flying and have a mug of coco so you can get to sleep,

Hark

Strangers waiting in the night

So another month has passed, and its been a busy one here at E-V. Between the beginning of the CSM election process (or at lest the beginning of the beginning) and our surprise entry to Faction Warfare, the blog has had its bloggyest month yet at 17 posts. I cant promise that the almost Rippardian fever of posts we have churned out in the last week will continue here onwards, but Arian has a few month things he wants to write about (mostly new an interesting ways he is killing people, and getting killed), and perhaps even a new toy to talk on. It might also help that I have now started a new job, which gives me 30 mins on the train to write and edit blog posts.

For me on the other hand its been a mixed month. Four weeks ago I finally purchased an Archon with the hope of getting on a few more opps with the alliance, but what seemed like a nearly complete skill queue has stretched out over the last few weeks until I am only just finishing it even now. My hope is that in the next week I will take a capital into (consensual) combat for the first time. I have to admit that makes me very nervous. Even aside from the price of the thing, I really don’t know what’s going to be expected of me during the op. Its like back when I went into fleet combat for the first time, way back in ED. Things others will take for granted, I may not understand; and my alliance isn’t exactly known for training people. My intent is to have a good chat with Lore about he experiences with capital ops and try to prepare as best I can. Incidentally now that I have had a month for which the Archon’s looks to grow on me… In still think its ugly as a sin.
The Faction Warfare front has also gone a little quiet for me as well. This is going to sound ridiculous, but ever since the Caldari threw off the oppressive Gallente push and fought them back to t1 control (taking t3 for them selves) I have not really done as much. I’m not sure if its the lack of space to go plex in, the surge of people logging in to farm, my change to the Merlin for combat, the longer distance between me and the plex’s, or just plane old burn out. What ever it is, I have only done a few plexs in the last month. On the plus side, I did manage to get a couple of kills in the process (losing 3 Merlins finding them, but that’s by the by). I am pretty sure that the Slasher was my first ever true solo kill (not counting cyno’s), it felt good.
On a FW side note, I cant help but notice a slight disparity between the Caldari and Gallente low sec space. Black rise, if memory serves has about 19 station systems (between around 40 systems), where as Placid  seems to have one in almost literally every one of its low sec systems (25 stations/31 systems) . It strikes me that this is a little unbalanced giving the Gallente a far better reshipping advantage in its final defensive systems. Its also very annoying trying to plex here, when neutrals and war targets enter system, scan you down, then dock up and bring out a counter ship to whatever your flying. But I am sure there is something balancing the system (I’m only new!)
With just over a month to go the fanfest hype within our group is starting to rise as well, with me Lore and Arian all heading out this year for the first time, were all giddy with school girl excitement. Its like the night before an Essex prom, and were all thinking of getting our vjazzles done. The three of us haven’t met up  in a little while now, so that just adds to the anticipation. I am hoping that with the tablet, I will be able to do a little on site blogging, so watch this space for future updates on the one.
Plans for next month? Well I’m still thinking about getting a faction battleship to join fleets with, but I really need to wait a little while to get used to Archon combat before that. Still knowing me, and my love for spending isk, it may happen sooner rather than later. Other than that really there isn’t much more to do except hope for more combat opps in my timezone, last month is saw a single fleet I had the right ship for (aside from not having a capital, I have a logistics ship for both shield and armour, so its not a lack of ships). Lets hope I can see that change soon.
Skill queue hasn’t changed much, except that I have spotted some more gaps that need plugging. But then there always are… Perhaps there is a post in there somewhere.
Fly inspirationally,
Hark

Elevation

Well its been an expensive month in my little corner of our universe. When I first joined my Current Alliance 3 months ago I was admitted on the condition that I immediately being a strict training course directly into their main ship of the line (take note and newbies, this is pretty normal out in 0.0 and you should embrace it!).

Thankfully I am a dedicated logi 5 pilot, with maxed out skills* so the past 3 months has been spent pretty much exclusively in Logistics ships keeping our dudes alive where I can. Usually I don’t have any problem slipping into most normal ships an alliance requests (all races all weapons systems trained to T2), in this case however our main doctrine is purely capital based, so even flying logistics, I’m missing out on a lot of fleets. But Hallelujah my training queue has almost completed. As of right now I can sit in my shiny new Archon (and do nothing but spin), with all its mods installed, and in just 19 days I will level 4 or higher in every skill which matters (at which point I will be combat ready). It’ll still be another 3 months until I have every skill required by the Corp to its proper level, but for now I am just looking forwards to getting involved in my first consensual capital combat action.
That said there is a LOT of organisation between now and my first Capital Op, but more on that later.
This will be my third capital ship trained out of the four available. My first capital train was into the wonderful Chimera, chosen simply because it was (and still is) without a doubt my favourite looking ship in the whole of eve online.  This is likely heavily influenced by the amazing Fan Video “Day Of Darkness II“, I’m no serious roll-player, but this vid always gets me going.
Then, when my Alt came to the age that it was an actual possibility, I realised that it would be amazingly useful for my alt and main to share a single carrier (or at least fly each others). As my alt was a dedicated Minmatar pilot, who already had Minmatar Battleship 5 trained (as did my main) it made an awful lot of sense for me to bite the bullet and trade in my pretty chimera for a Rough and Rusty Nidhoggure. Don’t get me wrong, the Niddy is a good looking ship in its own Minmatar way, but if were doing a looks contest, the Chimera is the gorgeous chiselled Young Sean Connery, the Nidhoggure is the rough tough bad boy Gerrard Butler (I like boobs, honest).

Sadly the latest trade in has been for the now aging Sylvester Stallone, the Archon. I mean seriously its tough as old blood boots, but the thing looks like its only half finished! I have enough cash that I may end up getting my alt a Niddy just so I can move my stuff around the universe in something better looking, its that or get the Ark (Daniel Radcliffe… Oh gods I’ll stop it now, I promise, boobs damn it).

Sadly the switchover hasn’t exactly been as easy either. When I swapped the Chimmy for the Niddy I was lucky enough to have a manufacture resident in my preferred low sec system who sold pre-fitted Carriers on contracts. I just jumped the Chimmy out, striped my travel fitting off, put the hull on contracts and waited 48 hours for it to sell. Then I bought the Niddy, tweaked the fitting (read fitted all cap mods), and jumped back home again. Easy. This time things haven’t been as smooth. First and foremost buying a combat fitting turns out to be a lot more expensive than 5 Cap Rechargers 6 Capacitor Power relays. I currently have 6 completely different fittings I need to purchase, as well as 20-30 modules which need to be stored in the ship encase we need to do the old switcher-roo mid-fight.
Between the cost of the fits (faction and dead space kit is standard where I live), the fact that carriers gained about 4-500 Million Isk in value since I last bought one, and “HOLY FUCKING SHIT STICK BATMAN, FIGHTERS COST A LOT”, its been a painful experience.  Don’t get me wrong I can afford to lose 5-6 of these before I’m bankrupt, I’m not about the break the golden rule of eve online here, but even having a fifth of your isk value invested in a single combat ship isnt something I’ve done since I was a fresh player in the game. As a result of seeing a large chunk of cash come out of my main wallet, I have done a little universal spring cleaning to generate some cash. Turns out I had a 4bn isk in assets I never fly anymore (Macharial, Orca, Hulks and Tengu). Which has generated enough instant cash to make me feel a bit better about the purchases.
Perhaps this is a good time to explain what an obsessive compulsive bastard I am? You see I have four main Characters I play:
  1. The Main (0.0 fighter extraordinaire)
  2. The Trader (main accountant and isk holder, also mines in a dire stretch)
  3. The Alt (Makes money through any shooty means, incursions, missions, FW etc)
  4. The hauler (no skills except for moving things and lighting cynos)
The Trader holds pretty much all of my liquid isk, and uses it as capital to invest in my many schemes. The Main char gets paid a salary of 300m isk per month to buy new ships and resupply old. But any additional outgoings from the Trader Char to any of my characters is placed in a debt spread sheet to be paid back into the trader account whenever another account makes some money. As result my trader keeps a steady level of isk in its wallet, slowly increasing as its investments mature and return. Every so often (generally when a wallet gets to fat on The Alt), I will deposit all the cash made across all the characters back into The Traders wallet to give it a little boost in investment cash.
For example with my current expenditure I had 600m saved up on the main for PvP ships. The Trader then lent the main 1bn to cover the purchase the Hull. The hauler already had 1bn saved up from FW exploits, and so was also lent an additional 500m from the trader to cover the Fitting costs. As a result the next 1.5bn made by any of my accounts (in this case by selling their old ships), will be paid directly to the Trader to nullify the debt.
I did mention was anal right? What can I say?

Hopefully the result of this will be something bigger than a Battle Cruiser to fly in combat. Quite a lot bigger in fact. Its been more than a year since I flew a Battleship into combat; sadly my old alliance was desperately short of logistics pilots. As a result I was always either in a Logi ship, or on the rare occasions I could fly combat, we didn’t have enough Logi to bring anything bigger the BC’s, but that’s a story for another time. Ah well, lets hope I don’t lose it to quickly!
Flying a little bit suspect I think,
Hark
*Seriously a tip for any pilot who hasn’t done it already, train into logistics ships. Max out the skills if you can (logistics Ships 5 is a bare minimum requirement btw), every alliance and every corporation wants more logistics pilots, you really wont waste you time.

A sword forged from the skulls of my enemies..

Just a quick one today ladies and gents. Between my new toy and the fact that I appear to have started the process of moving jobs its been a busy few weeks here again. I have also been pursuing the now published CSM notes, and came across this little gem.

Being primarily a 0.0 pilot I skipped through the initial sessions (taking note of POS-gate in passing), and dove right into the null sec points. It was hear that i came across  this wonderful gem of a feature which, if I am reading it right was almost, but not quite implemented over the last few expansions:

On the topic of creation and destruction Soundwave brought up a “neat” game design mechanic that CCP were unable to squeeze into a previous expansion. He explained the mechanic wherein there were a new set of system upgrades, “IHUBs on crack”, that were incredibly powerful. To temper the power creep, the mechanic allowed for only three of such structures to exist. Further, the only way to get said structure is to physically take it from someone else. Elise was quick to praise the idea. Soundwave continued that if he were ever to go into the issue of making an end-game objective that he would definitely put a similar type of hard-cap on it to keep the goals in check.

Trebor added that it could in fact be a soft cap that increased (or decreased) depending on a variety of metrics. Using a hypothetical example of how such a feature could be used, Trebor brought up Titans and Supercaps in general. Using this type of soft-cap mechanic, Trebor suggested that to build a new supercap would require the “core” of a dead supercap. So to build a new ship you would need the same materials and time, but also a supercap “core” that has a chance of dropping after a ship is destroyed. With that plus an adjustable drop rate of the cores in rare NPC spawns, one could manipulate the population of the ships. Two step liked the idea and talked about the issue of difficulty scaling; accumulating resources shouldn’t universally make everything easier.

Wow is all I can really say. This really is a stunning idea for a feature, and indeed Trebor’s expansion on the base, is equally awesome. An instant cure to power creep in end game content, fantastic. As is evident from some of my previous posts, I am very much against both super capital proliferation as well as the current overpowered nature of the SC beast.  However as a realist I can see exactly how this situation came about. CCP designed super capitals with the feverant believe (some might argue for ignorance) that they would never be used en-mass. Maybe they didn’t believe that eve would still be about by the time it was a problem. Maybe they assumed that they would eventually find a natural equilibrium of  creation against construction. What ever the reason, they were designed as behemoths of space, with an arsenal to match. Most of the suggestions that I have seen to cure the “Supercap issue” (including my own suggestion) have always been around adding new features to curtail the prevalence of the super capital. However this simple suggestion by Soundwave, expanded by Trebor, could, in essence go back in time to make CCPs assumption correct. An iteration on super caps which would make them function as intended: as a rarity. With this in mind, for the first time ever, I could consider myself in favour of a massive boost to the destructive ability of super capitals. Make them kill dictors, give them a doomsday on every hard-point that fine, as long as there are only ever 5 in existence…  I would still argue that there is a place in the battlefield for a dedicated capital/super capital killer ship, just to ensure that we don’t have single alliances hoarding  large percentage of the Super capitals.

Even ignoring this as an idea to limit  super capital proliferation, and taking it on its merit to allow for future development its a fantastic idea. The concept of adding a “Limited numbers” feature into the game could be a massive conflict driver for nullsec. Adding more items which are coveted (and not tied to a single geographical region of space) we could see a new reason for Alliances to clash broadswords (pun intended). Furthermore, should CCP really take their thinking to another level, Imaged if the destruction of this theoretical item could be accomplished by a relatively small number of players? We could give small alliance a method to hurt larger alliances and, at the same time, boost their own funding and standing in the process. At the moment Nullsec alliances are made or broken by the space they own. Don’t own space and you’ll never make it anywhere in nullsec. At the same time, if you want to own space, you need to have the numbers and funding to do it (for which you need space). Its a classic chicken and egg scenario, which players currently get around by seeking “sponsorship” by alliances/coalitions which have already “made it” in 0.0. Give 0.0 alliances/coalitions a golden goose which young aspirants can steal from them could give groups a new entry into null.

This truly is a fantastic idea and I really hope that it is implemented. However I also hope that CCP takes the time to consider the best way(s) to do it as well.

Fly uniquely

Hark

Ctrl-Alt: Split Personality

Hello every one. My name is Harkonan, and I’ve been an altoholic for three years.
It all started back in August 2009 when I decided to experiment with my first alt. It all seemed so harmless at first; me and a few friends wanted to see if we could get some kills with fresh of the press characters, you know, just a few days training and already killing. We were just messing around, and it worked to. 3 days of training and we got our first kill T2 as well! It kinda went on from there really, oh we never went out roaming again, we had proved our point you see. But after that first taste it was so hard to stop. When the first few months subscription ended, and we still hadn’t gone out roaming again, I should have given it up, and un-subbed the account. But I couldn’t, month after month, I made excuses to keep the account subbed: I need a scout for gate camps, I need a salvager for my ratting, its good to be able to scan down systems without fitting a probe on my main. Its so easy you see. And once you get a capital, well its just a slippery slope from there. That’s the ultimate reason for an alt, because without it, your capital ship cant move anywhere. Oh you could rely on others to light a cyno for you, but who wants to hassle your friends every time you want to go shopping in high-sec? Eventually she became my dirty little secret hidden away in high-sec, where my friends eyes couldn’t see my filthy habit festering and growing. It was so useful by now. I had trained her to cloaky Haulers and Freighters, and that was just so seductive: I could buy things in High-sec with her ship them to a low sec entry point and then slip in and light the cyno for my main. Then it was just a matter of transferring the goods and jumping the carrier away again. My friends thought I was so amazing, so efficient, so organised; they didn’t know the reason was that I was really an altaholic using my addiction to make me look so much better than I was. 
It was about then I started thinking about the harder stuff. I took a few months out of training the alt to create another on the same account. It was just to make a trader, you know, softcore stuff, but it always starts like that doesn’t it? That little trickle of weakness lead to the damn bursting. Before I knew it I had like, 9 more Characters across 3 accounts, every time I justified it to myself with stupid reasons;
“I need a cyno chain now I’m in deep null sec”
“I wonder if I can make billions mulit-boxing miners?”*
“I want to try RvB”
“My first alt is too busy to do freighter runs, I need another hauler alt”
But I was kidding no one by myself. That was the lowest point of my altaholism, I’ve cut it back a bit these days. Just 2 accounts and 3 alts, you know, borderline. Its not my fault though, its the way the system works. They want you hooked, and the dealers, they make it so attractive. The problem is that every step of the way on your main, every decision made in this world means you cant do something else. Null-sec pilots need hauler alts, pirates need traders, every one needs a money maker. Everything is geared to make you work with other people, buts so much easier to give into the cravings and just roll an alt. They say that in eve, every action has a consequence but lots of them can be ignored if you have an alt or two. 
The thing is, although I am here confessing my dark addiction, I don’t intend to ever give it up, its part of who I am now, disgusting as it maybe, I cant be me without my alts any more. That’s just the way it is now.
Fly 4 accounts at once,
Hark¬
*The answer is “No” by the way

Capital Punishment (and reward)

Proposals: I don’t do these very often (yeah I know the last post was one, but I blame Arian…) Today however I wanted to highlight a potential easy solution to the issue I believe is caused by the current dominance of Capitals and Super Capitals in 0.0. Let me first expand on what I perceive as the parameters of the issue:

– Currently Capital assets are frequently deployed without sub cap support fleets

– Not enough super capitals are being killed (look at Jesters Super cap summaries with KOTW).

            – If we nerf super caps they don’t turn up to fights (like at the moment)

            – If we boost super caps they just dominate the field (like before)

To solve both these issues in one swoop we need to do two things:

            – Increase the dependence of capital ships on sub capital support

            – Make supers invaluable on the field, to encourage their deployment, while, giving sub capitals a clear method to destroy them

My suggestion may come a little bit out of the blue; boost the Black Ops Battleships. I discussed this with a friend a good while back during the advent of the first Super Carrier boost (and since then others have posted similar, but not identical suggestions).

Let me introduce the Super Heavy Bomb. Super Heavy Bombs are heavily modified Citadel Class Torpedoes, designed to cause maximum damage to large stationary targets. Fitted only to the highly advanced Black Ops battleships, these “bunker buster” style weapons are deployed to the field in a similar fashion to their smaller cousin; the bomb. Although under half the speed of a bomb these strait fire weapons travel 60km before detonating a full 40 seconds later. When they do detonate these projectiles are designed to cause maximum damage to any object with a signature radius greater than 3000m (a un fitted carrier) and a speed lower than 100m/s, to the point where even the slowest biggest battleships will receive only a tiny fraction of the total damage (around 30 points un-resisted). On the other hand Capital Ships will feel the full brunt of the damage, with synchronised bombers able to destroy a well tanked Carrier. The major issue with these munitions is that due to their large size, and sophisticated containment and trigger systems, they are lockable on all modern space tracking systems, similar to a drone. Despite slimming down the signature radius (to about half the size of an interceptor) and adding a minimalistic tank, the SH-Bomb is easily targeted and destroyed by a sub cruiser locking speed ship.

Coupled with the Black Ops Battleships already advanced cloaking system, these weapons are devastating against pure capital groups who are unlikely to be able to lock and destroy the Black-ops ships before they launch and re-cloak. However with an alert and ready sub capital defence force, the munitions are easily intercepted and destroyed, with a good chance of catching the bombers themselves.

I believe that taking the mechanic which makes Stealth Bombers so useful and fun, i.e. the annihilation of larger class fleets (if they are not alert enough and don’t bring frigate/destroyer class locking times) and up scaling it to the largest sub capital class ship would work wonders in giving sub capital defence fleets a method of destroying un-supported capitals. If this were released, I would actually advocate bringing in a simultaneous and significant Capital Buff, giving capital pilots good reason to want to deploy their assets on the field, where they may fall prey to the SH-Bomb. It would also breathe life into the currently tragically underused BOBS.

Feel free to pick holes, claim it wasn’t my idea, or just tell me super capitals/capitals need to destroy entire fleets, because of the cost and skill point requirements.

Fly theoretically,

Hark¬