Wednesday, November 30, 2011

100 Tristans - My First Solo Kill

With Crucible released, I was hoping I might have the powergrid and CPU room for 150mm Railgun IIs. That is not going to be the case. Whereas I do have some spare powergrid and CPU, not nearly enough for the 150mm's.

I changed up the current fitting a bit. Not really to take into account anything concerning Crucible, but to take some of the advice given in the comments of previous 100 Tristan posts. Made two small changes. Switched out the 200mm Reinforced Steel Plates II for 200mm Reinforced Rolled Tungsten Plates I (for a reduction of 3hp, the Rolled Tungsten has 50000kg less mass, not too mention a cost that's 500K ISK cheaper per unit.) I also got rid of one of the Small Trimark Armor Pump I rigs in exchange of a Small Anti-Explosive Pump I rig, to shore up the explosive resistance hole that most Gallente ships have.

[Tristan, Solo PvP]

2x 125mm Railgun II (Javelin S)
OE-5200 Rocket Launcher (Caldari Navy Gremlin Rocket)
OE-5200 Rocket Launcher (Dread Guristas Phalanx Rocket)

Cold-Gas I Arcjet Thrusters
J5b Phased Prototype Warp Scrambler I
'Langour' Drive Disruptor I

Adaptive Nano Plating II
Damage Control II
200mm Reinforced Rolled Tungsten Plates I

2x Small Trimark Armor Pump I
Small Anti-Explosive Pump I

1x Warrior II


Tristan 002
The University is really taking a liking to the Hagilur pocket. Seems to be a recent thing. There are usually fifteen or so of them split between Hagilur and Dudreda each evening. Has the Uni already implemented their Forward Bases initiative? If so, this may be the start of that program.

I jump into Hagilur. There's a lone Uni on the gate, Hindrance Mercer. A Hurricane. I warp off, heading for Dudreda. Halfway there, I think it might not be a bad idea to see how I fare against a battlecruiser. So, I warp back to the Bei gate at zero. Land 3km from the Hurricane. I target him, but do nothing. I wait for him to fire first, so that he has gate guns to deal with as well. Fire he does. The race is on. We eat through each others shields at about the same rate. He starts eating through my armor, but I cannot seem to break into his. He eventually pops me, and I'm only about 10% of the way through his armor. The gate guns were not any sort of problem for him, obviously. Plus, he was neuting me to hell.

Tristan 003
After grabbing a new Tristan in Bei, I head back to the pocket. I skip on by Mr. Hurricane and head for Dudreda. As I've come to expect, Dudreda is loaded with Unistas. It doesn't take long, and Victor Breau asks for a 1v1. He's flying a Thrasher, so I decline. Destroyers just got a major Crucible buff, making them into actual destroyers. I'm not going to fare well against that. He offers to go get himself a frigate. I agree. It's a Rifter.

Rifter's can be fit about 6 million different ways, but I load in the EM rockets just the same. Play the odds, hoping he hasn't plugged the EM hole. We start about 20km off. I afterburn in, to start orbitting at 3.2km. He seems happy to orbit at the same (I'm thinking the choice of railguns was a good one, since I don't have to struggle to get in closer with a blaster fit.) I pretty much tore him apart. By the time he popped, I was only 50% into armor. I quickly looted the wreck, and warped off as a Taranis, flying Uni colours, landed on grid (wasn't going to stick around to see if he wanted to get some revenge for his buddy or just a cheap killmail.)

My first solo kill. (I do have a Mackninaw gank to my name, but I'd like to think that a gank and a solo kill are different -- that one warrants more hurrah than the other.)

Hauling - Freighters Side-by-Side

I talk about using the Obelisk quite a bit for my hauling. I didn't choose the Obelisk because I think it's the best freighter available. Hell, I checked out zero stats when I created my hauling alt. I fly an Obelisk because I chose Gallente as my character's race. The only reason I did so is because I like the Gallente ship designs (one of only six people who do.) So I fly the Obelisk for that reason alone.

For those who are more pragmatic, let's compare all four racial freighters. There are only a few stats that are important, that give each freighter their little niche.

The Charon has the greatest cargo capacity, but is the slowest and least agile of the bunch. It can only haul pancakes and waffles. To reach the Red Frog capacity minimum (860,000 m3), you'll have to train Caldari Freighter II.

The Fenrir is the speediest, most agile freighter, but has the smallest cargo capacity. It looks like a rusted-out mechanical bull; this is not a cool look, but it does look freighterish. To reach the Red Frog minimum, you'll have to train Minmatar Freighter IV.

The Obelisk is the toughest of the bunch, the hardest to gank. It looks like a condominium, which may not be cool, but it does look like a freighter. It sits in the upper half for freight capacity and in the bottom half for speed and agility. To reach the Red Frog minimum, you'll need to train Gallente Freighter III.

The Providence looks the coolest, but the least freighter-like. It is bottom half for capacity, top half for speed and agility. To reach the Red Frog minimum, you'll need to train Amarr Freighter IV.

CharonFenrirObeliskProvidence
Cargo Capacity (m3)785,000720,000750,000735,000
Max. Velocity (m/sec)60806570
Mass (kg)960,000,000820,000,000940,000,000900,000,000
Structure HP106,250100,000120,000112,500
Armor HP20,00021,25022,50024,000
Shield HP6,0005,6255,3135,000

EVE Blog-a-Day #008 - Crucible Fluff

What is EVE Blog-a-Day?

Similar to the EVE Blog Banter, which occurs once per month, EVE Blog-a-Day will pose a short simple question for EVE's bloggers. It's meant to give bloggers a jump start into posting. You want to post something, but you're stuck for a subject? EVE Blog-a-Day can help. Feel free to use it every time a new question is posed, or only when a new question piques your interest.

Even though it is called EVE Blog-a-Day, questions won't come daily. Probably around four to five per week.

Question #008
What is your favourite fluff feature in Crucible?

Fluff can be defined as something that doesn't necessarily impact the mechanics of the game. Things like ship/module nerfs and buffs, those would not be fluff. Nebulae, loot all buttons, fonts, UI scaling, and autopilot features, those would be fluff. Use your best judgement. If you're unsure, maybe justify why you believe the feature to be fluff.
My Response

Autopiloting to stations. I autopilot a lot through high security space. Doesn't matter the ship, if the route is through highsec, I'm likely autopiloting.

I'll spend the time my ship is getting to a destination doing something else. Making a sandwich, doing some work, or looking at porn. Jumping 20 systems through highsec is one of the most boring aspects of EVE Online, and I've always mitigated it by using autopilot.

Now that I can autopilot straight into a station, my chances of getting ganked are greatly reduced. Not that I've ever been ganked, or had anyone even try. (Which is odd, considering how many people seem to think I'm a douchebag.)

Participants

I also call on folks to send me their questions to ask the community. I'll post them, crediting you for the question, as well as a link back to your blog (give me your blog address too.)

When posting a link to your blog entry on Twitter, use the #eveblogaday hash tag, as well as the usual #tweetfleet hash tag.

If you partake in a particular question, please post a link to your blog entry in the comments. I'll compile them all, and every 25 questions, I'll post a big recap.

Hauling - The Crucible Effect

While working, I decided to do some Obelisk hauling in the background. Seventy jumps so far and am making more per jump than I've ever made in the Obelisk pre-Crucible. Hell, I'm making a little more per jump than I usually do in the Viator. Currently at 456000 ISK/jump.

Everybody must be hauling materials hither and yon so they can beat everybody else to the punch on T3 Battlecruiser and POCO (Player-Owned Customs Office) production. Not too mention all the new T2 modules. And fuels. Hopefully this mad rush of hauling necessity keeps up for a week or two.

Concerning some of the new Crucible features, as they relate to hauling. Gotta say, loving the ability to set autopilot straight to a station and have it dock up. Makes AFK hauling that much more passive. Also enjoying the new nebulae; seeing the relationship of the regions to one another ... pretty sure that's Metropolis I can see here from The Citadel ... oh, and there's The Forge ... some of these other reddish smudges, not quite sure what regions they are yet (the reddish smudge near Metropolis might be Heimatar.)

A question for other freighter pilots. Do you insure your freighters, if you're only keeping to highsec? I know it's possible to gank a freighter in highsec (with something like 10-15 battleships), but that seems like a few and far between occurrence. Platinum insurance on my Obelisk is nearly 200M ISK. That's pretty pricey, and I'm thinking "Am I really going to lose one of these in three months?" Seems to me that I'd just be throwing 200M ISK away. So have not insured it yet.

Tuesday, November 29, 2011

100 Tristans - Damned Bubble-Wrap

Finally got killed. One down, ninety-nine to go. I wanted some sort of action before the Crucible downtime and got it. Thanks to Horatio de Gaulle of EVE University. His Navy Slicer versus my Tristan.

Tristan 001
So this loss was a major fuck-up for me. For the first 20 seconds of the fight, the only damage I was delivering was from a single drone. All my weapons were mysteriously unloaded. Holy crow. That had me completely baffled. I load my ammo straight into their respective weapons when I fit a ship. So every time Aura announced that I was out of ammo, it made no sense to me. For the first ten seconds, I was wondering if there was some sort of mod that unloads a target's weapons. So ten seconds into the fight, I have to load the railguns and the rocket launchers. Twenty seconds into the fight, I actually start doing damage.

Given that giant fuck-up, I did okay. He was nice enough to be orbiting at my optimal, so the weapons where hitting hard. By the time the Slicer popped my ship, I had it 25% into armour. Not saying if I had been firing my weaps for the first 20 seconds that I could have won, but it certainly would have been damned close. I'd like to have a rematch on that fight.

I did figure out why all my ammo was sitting in the cargo hold. Earlier in the day, I was out in Enden, but it was completely dead. So I bubble-wrapped five rigged Tristans for hauling out to Bei (to roam the Hagilur Pocket.) As it turns out, bubble-wrapping a ship transfers the ammo from the weapons and launchers straight into the cargo bay. Had no idea that was a side-effect of contracting assembled ships. So that was lesson #1 learned in this little adventure. When I got the pod back to Bei, I immediately jumped into each of the four Tristans and loaded all the weapons and launchers. Not going to let that happen again.

---------------------

Logged out now. Forty-five minutes until downtime. Today is the winter expansion. Woot. Going to be a bit of a different story flying Gallente in eight or so hours.

Crucible will change things tremendously, with respect to fitting out a Gallente ship. For the frigates alone we get the following:
  • All small hybrid turrets now receive a -1 CPU reduction, with the exception of the 75mm Railgun.
  • Hybrid turrets now use 12% less powergrid, rounded to the nearest number, with the exception of the Light Electron Blaster I, Light Ion Blaster I, 125 mm Railgun I and 75mm Railgun I which remain unchanged.
  • All hybrid turrets have had their reload time reduced to five seconds.
  • The capacitor usage for all hybrid turrets has been reduced by 30%.
  • Small, medium and large blasters will now receive +20% to tracking.
  • Small, medium and large blasters will now receive +5% to damage multiplier.
  • Small, medium and large railguns will now receive +10% to damage multiplier.
  • Small, medium and large railguns will now receive +5% to tracking.
  • All sizes of Javelin ammunition have had their capacitor penalty removed.
  • Javelin, Gleam and Quake have had their tracking penalty turned into a bonus. The tracking speed multiplier has been increased from .75 to 1.25 x.
My gunnery skills are half-decent for a 10.7M SP character. Especially for frigate PvP.

Advanced Weapon Upgrades IV
Controlled Bursts V
Gunnery V
Motion Prediction IV
Rapid Firing IV
Sharpshooter IV
Small Blaster Specialization IV
Small Hybrid Turret V
Small Railgun Specialization IV
Surgical Strike IV
Trajectory Analysis IV
Weapon Upgrades V


Every one of those skills is in the queue to V. Once that is done (85 days), then it is onto drones (120 days), then missile launcher operation (144 days.)

If I can get competent at the PvP, I'm going to have the skills to be a wrecking machine (in frigates, at least.) Of course, that all hinges on becoming a competent pilot.

Monday, November 28, 2011

EVE Blog-a-Day #007 - Scheduled Downtime

What is EVE Blog-a-Day?

Similar to the EVE Blog Banter, which occurs once per month, EVE Blog-a-Day will pose a short simple question for EVE's bloggers. It's meant to give bloggers a jump start into posting. You want to post something, but you're stuck for a subject? EVE Blog-a-Day can help. Feel free to use it every time a new question is posed, or only when a new question piques your interest.

Even though it is called EVE Blog-a-Day, questions won't come daily. Probably around four to five per week.

Question #007
Today, Monday November 28 2011, CCP will announce the scheduled downtime for the Crucible expansion. Specify when the servers will come back on line, in hours and minutes, before or beyond when they are scheduled to be live. Use a negative number if you think the servers will come online early, use a positive number if you feel the servers will come online late.

The person closest to the actual online time will win 50M ISK.

Answer as a comment. Everyone needs to see all of the answers. If you need to keep your identity a secret, simply use EVEMail to tell me which comment is yours. Again, only answers given as a comment will be considered. One answer per comment. One answer per person.

Post your guess before Crucible's scheduled downtime begins (Nov 29 2011 08:00 UTC). Answers posted after 08:00 UTC will be ignored.

For the servers to be considered online, they have to be up and running for three (3) continuous hours with no downtime.

So, the downtime is currently scheduled for 6 hours (08:00 to 14:00 UTC.) If your answer is 4.25 hours, then you expect that the servers will come back online 10.25 hours (18:15 UTC) after being initially shutdown.

My Response

I don't get to answer this one.

Participants

I also call on folks to send me their questions to ask the community. I'll post them, crediting you for the question, as well as a link back to your blog (give me your blog address too.)

When posting a link to your blog entry on Twitter, use the #eveblogaday hash tag, as well as the usual #tweetfleet hash tag.

If you partake in a particular question, please post a link to your blog entry in the comments. I'll compile them all, and every 25 questions, I'll post a big recap.

Sunday, November 27, 2011

100 Tristans - The Beginning

So, gonna take some advice from the Who's a Carebear? thread at the EVE Online forums. As Khanh'rhh wrote "You 'kinda suck at PVP'? Well, guess what. Everyone does when they don't try." So, instead of just procrastinating about it (I'll wait until this eight day gunnery skill is trained), it's time to dive into it. One hundred Tristans.

Much like the nullsec circumnavigation, I'll document all the results and learnin' from this exercise. Fight by fight.

This will be the initial fit. It was tight, even with a 3% powergrid implant. 155.5/156.25 CPU. 48.56/48.93 powergrid. I'll likely use this fitting, up until Crucible is released. The changes at that point to hybrids should make it easier to come up with some more powerful fits. My thinking with the rails, at the moment, is that with the Trimark rigs and the 200mm plating, it might be easier keeping range between 3 - 9 kilometres, rather than the sub-1.5 kilometres with a blaster fit. We'll see how it works out. (Comments are, of course, welcome.)

[Tristan, Solo PvP]

2x 125mm Railgun II (Javelin S)
OE-5200 Rocket Launcher (Caldari Navy Gremlin Rocket)
OE-5200 Rocket Launcher (Caldari Navy Phalanx Rocket)

Cold-Gas I Arcjet Thrusters
J5b Phased Prototype Warp Scrambler I
'Langour' Drive Disruptor I

Adaptive Nano Plating II
Damage Control II
200mm Reinforced Steel Plates II

3x Small Trimark Armor Pump I

1x Warrior II


Will spend the first 25 Tristans in the Metropolis region. Will start off in Enden, and if that proves to be dull, will move to the Hagilur area. Afterwards, will use the next 75 Tristans in lowsec around Old Man Star.

EVE Blog-a-Day #006 - The Alright Capsuleer List

What is EVE Blog-a-Day?

Similar to the EVE Blog Banter, which occurs once per month, EVE Blog-a-Day will pose a short simple question for EVE's bloggers. It's meant to give bloggers a jump start into posting. You want to post something, but you're stuck for a subject? EVE Blog-a-Day can help. Feel free to use it every time a new question is posed, or only when a new question piques your interest.

Even though it is called EVE Blog-a-Day, questions won't come daily. Probably around four to five per week.

Question #006
Name three capsuleers you've not met in-game, but who you would like to meet at a future fanfest and shake their hand.

Bonus: Name one capsuleer who should diaf (die in a fire). Figuratively, of course.
My Response

I'm not the type of person that needs reciprocation. To respect someone, I do not need their respect first. The three people I'd like to meet, I have respect for different reasons. All of them, though, I talk to regularly, either via the forums or the twitters. I'll link them either to Twitter or to EVE Gate, the location through which I communicate with them most.

Bagehi
Ever since Bagehi was brought into EVENews24 as an editor/reporter, the quality of the reporting there has gone way way up. The reporting is orders of magnitude better than it's ever been. Not only does he understand punctuation, sentence structure and spelling (something most of the EN24 reporting in the past lacked), he understands how to engage his readers in the coverage of an event. He does his best to just report, not to insert his own alliance prejudices into what he writes. He also seems to have a tonne of respect from the unruly readership at EN24 (which is saying something, because the EVENews24 readership will shit on pretty much anything.) He's also a funny, pretention-free dude.

Darian Reymont
He's my favourite director in EVE University. Actually, that would suggest that I have other favourite directors. I don't. (But I won't get into bitching about them.) Darian would be an excellent representative for any large corporation, much less the University. He's easy to talk too. Intelligent. Not conceited or full of himself or his organization. He has a good outlook on the big picture. Unfortunately his director role is an internal one (human resources) when he has the better skills for dealing with outside influences (he really should be the Public Relations director.)

Khanh'rhh
Khan gives me a hard time continually on the forums. That's okay, though. (Fuck, if I had issues with everyone who gave me a hard time, I'd be one bitter-assed man.) I think on most issues, Khan and I agree. I understand where his bitching comes from. I bitch about people like me as well on the forums. That said, he seems like a pretty alright guy.

DIAF List
The capsuleers who can diaf are the ones who want highsec to be even safer. They want a PvP-free zone in New Eden. There are too many to list. (I don't literally want them to die in a fire, but they can literally fuck off and go play SW:ToR.)

Participants

I also call on folks to send me their questions to ask the community. I'll post them, crediting you for the question, as well as a link back to your blog (give me your blog address too.)

When posting a link to your blog entry on Twitter, use the #eveblogaday hash tag, as well as the usual #tweetfleet hash tag.

If you partake in a particular question, please post a link to your blog entry in the comments. I'll compile them all, and every 25 questions, I'll post a big recap.

Friday, November 25, 2011

EVE Blog-a-Day #005 - EVE Podcasts

What is EVE Blog-a-Day?

Similar to the EVE Blog Banter, which occurs once per month, EVE Blog-a-Day will pose a short simple question for EVE's bloggers. It's meant to give bloggers a jump start into posting. You want to post something, but you're stuck for a subject? EVE Blog-a-Day can help. Feel free to use it every time a new question is posed, or only when a new question piques your interest.

Even though it is called EVE Blog-a-Day, questions won't come daily. Probably around four to five per week.

Question #005
Do you listen to any EVE Online podcasts? If so, what are your favourites?

Bonus: What podcasts have you tried but did not enjoy? Why?
My Response

I currently only listen to one. The Voices from the Void (VandV) podcast. They keep on the topic of EVE, but keep it light and fresh. The rapport between the hosts, Arydanika and Seismic Stan, is fabulous. (Seismic Stan is a new co-host for Arydanika. I cannot comment on the previous co-host, since I am a new listener, but I hope to hell that Seismic sticks with VandV.) The audio quality is great as well (I just can't listen to any podcast if it has crappy audio quality.)

Arydanika is bubbly and cheerful. Her voice is sunshine. She also does some great voice impressions, such as Natasha on episode #28. And what can you say about Seismic's accent; if the dude were a woman, I'd want to bang him.

So huge props to the VandV podcast. If you aren't listening to it already, you should ask yourself "Why?"

Participants

I also call on folks to send me their questions to ask the community. I'll post them, crediting you for the question, as well as a link back to your blog (give me your blog address too.)

When posting a link to your blog entry on Twitter, use the #eveblogaday hash tag, as well as the usual #tweetfleet hash tag.

If you partake in a particular question, please post a link to your blog entry in the comments. I'll compile them all, and every 25 questions, I'll post a big recap.

Thursday, November 24, 2011

Who's a carebear?

I'm a carebear? I get accused of it. Not quite sure why. I suppose when it comes to EVE specifically, I have a different definition of carebear than other people. Hell, I think I have the better definition.

On the face of it, the way I've been playing up until now, you might mistake me as a carebear. I kinda suck at PvP. I mission. I incursion. I haul and do industry. I pretty much mind my own business and do my own thing in the game. If that is someone's definition of carebear, then it is far too broad. That could apply to a majority of the people playing EVE Online.

I see carebears as dangerous entities to this game. Thus, I get a tad more specific in my definition.

To me a carebear is ultra-risk averse. A carebear will rarely, usually only under duress, leave highsec. A carebear may engage in activities similar to mine, the difference is that the carebear feels entitled to do those things and to never be bothered while doing them. A carebear loses a ship in highsec to a gank or a wardec, the fault does not lie with the carebear for being inattentive or naive. No, it's the fault of low-life psychotics, which the game should be actively trying to curb. A carebear loses ISK in a scam? Not the carebear's fault, the game should protect people from the unscrupulous. A carebear's bottom line is affected in any way, they are bitching to anyone who will listen that the game needs to change, that their choice of playstyle needs to be accommodated. The game mechanics should allow them the choice to engage in conflict at their whim, not at someone else's whim. When a carebear seeks out conflict, it's because of a desire to achieve a perfectly reasoned goal. When a carebear is forced into conflict, it's due to purposeless unmotivated aggression from players with anti-social disorders.

That's not me at all.

I love risk. It is why I play this game. It reminds me of the glory days of Ultima Online (the first two years), when it was the only wild-west anything-goes environment available. They tried to create a sandbox. It had an economy. It was dangerous -- you died in UO, you got looted and lost all your stuff, "Ooo ooo oooooooooooo!" Those days of UO are long gone. We have EVE as our replacement. A better replacement. Ultima Online was the pinnacle of MMO play until CCP developed their little flying in space game.

So yeah, I go about my business in game. People might mistake me as a carebear. Except. I'm well aware that anyone at anytime could come along and try to ruin my day. And I accept that. Happily. I've lost ships. I've lost billions in ISK. I would never complain about losing stuff. It sucks when it happens, but afterwards it is really why I love this game.

I'm fucking passionate about this game. EVE is conflict. I don't want that conflict to ever go away. It needs to permeate every iota, every segment, every nook and cranny of this game. And I will fucking scream and shout and point fingers at anyone who says it should be otherwise. Carebears ruined Ultima Online with their incessant whining and screaming and demands to curb non-consensual conflict. I do not want to see that happen to EVE Online. It's the only sandbox on the block. Where the fuck am I going to play if the carebears take this sandbox too?

Wednesday, November 23, 2011

EVE Blog-a-Day #004 - EVE Online Fiction

What is EVE Blog-a-Day?

Similar to the EVE Blog Banter, which occurs once per month, EVE Blog-a-Day will pose a short simple question for EVE's bloggers. It's meant to give bloggers a jump start into posting. You want to post something, but you're stuck for a subject? EVE Blog-a-Day can help. Feel free to use it every time a new question is posed, or only when a new question piques your interest.

Even though it is called EVE Blog-a-Day, questions won't come daily. Probably around four to five per week.

Question #004
Do you read any EVE Online fiction, either player-created or CCP-created? If you do (or do not), why? Do you have a favourite piece of fiction? If so, what is it? And if player-created, post a link to share.
-- question by Darth Skorpius (@skorpion352)
My Response

I haven't read any of the novels. Have not read any of the stuff put out by CCP Dropbear. I have dipped a toe into the fan fiction pond, just in the last month. Small amount due to participating in a writing contest being run by Darth Skorpius (more on that later), and listening to a story-telling showdown on the VandV podcast between Seismic Stan and Mord Fiddle.

If you've not engaged any EVE fiction, I'd at least suggest listening to Seismic and Mord's Throwdown Showdown in Blogtown on Episode 29 of the VandV podcast. Both stories were quite good, and their voice acting equally so. It all starts at 39:45 of the podcast.

There's only one week left in Darth Skorpius' fiction contest. The task, to help him expand on his character bio. He makes writing about his past quite open-ended, given his character has amnesia. There are two Plexes up for grabs.

Participants

I also call on folks to send me their questions to ask the community. I'll post them, crediting you for the question, as well as a link back to your blog (give me your blog address too.)

When posting a link to your blog entry on Twitter, use the #eveblogaday hash tag, as well as the usual #tweetfleet hash tag.

If you partake in a particular question, please post a link to your blog entry in the comments. I'll compile them all, and every 25 questions, I'll post a big recap.

Tuesday, November 22, 2011

EVE Blog-a-Day #003 - What is a nullbear?

What is EVE Blog-a-Day?

I'll add this little preface to the first bunch of EVE Blog-a-Day posts.

Similar to the EVE Blog Banter, which occurs once per month, EVE Blog-a-Day will pose a short simple question for EVE's bloggers. It's meant to give bloggers a jump start into posting. You want to post something, but you're stuck for a subject? EVE Blog-a-Day can help. Feel free to use it every time a new question is posed, or only when a new question piques your interest.

Even though it is called EVE Blog-a-Day, questions won't come daily. Probably around four to five per week.

I also call on folks to send me their questions to ask the community. I'll post them, crediting you for the question, as well as a link back to your blog (give me your blog address too.)

When posting a link to your blog entry on Twitter, use the #eveblogaday hash tag, as well as the usual #tweetfleet hash tag.

Question #003
Use of the word nullbear has been seeing more frequent use on the forums and in blogs. How do you define nullbear?

My Response

I suppose I would define nullbear as a player belonging to a nullsec alliance, yet spending most of their time either:
  1. earning ISK in highsec
  2. performing industrial activities
  3. performing PvE activities in nullsec
When most people think of the nullsec player, they assume a player spending most of their time engaged in PvP activities. Thus the nullbear monicker evolved to describe the nullsec player engaged mostly in non-PvP activities.

I've yet to see the term used as anything other than an insult or criticism.

Participants

If you partake in a particular question, please post a link to your blog entry in the comments. I'll compile them all, and every 25 questions, I'll post a big recap.

Hauling - The Blockade Runner

The hauling has been pretty good. Got into a blockade runner two days ago, my Viator. So have ditched Obelisk hauling for the time being, simply because hauling through lowsec is a bit of fun. And generally more lucrative.

I'm not using the best Viator setup. The lows are all Expanded Cargohold IIs and the rigs are Medium Cargohold Optimization Is. Nothing to help increase align time, which is probably a no-no with most folks using blockade runners. My setup has 10279m3 cargo space, which gives me more choices in the types of cargo I can accept. Until I'm blowed up good, I'll likely stick with this for lowsec hauling. I know it is vulnerable due to lack of align buffing, so am playing it cautious.

I'll take any lowsec run (which of course sounds like I am throwing caution to the wind.) Have delivered to Auga, Amamake and Criliere, some of the more infamous lowsec systems. I do all my Jita to Hek/Rens runs through the Rancer pipe, it saves 10 jumps -- it's all about the ISK per jump in the hauling trade.

I am playing it safe, though. I make good use of the starmap to show me which systems are PvP active. If there's currently a lot of ship losses in the last hour along a particular lowsec route (or destination), I'll sit on the cargo and deliver something else, until those ships losses are down to under five per hour. Five per hour, I've determined, is acceptable risk going through a lowec system. Any more than five per hour, I deem the system too active.

I'm still doing most of the blockade runner hauling away from the keyboard. If there's lowsec along a route, I'll simply set a waypoint for the last highsec system. When I hear Aura announce "Autopilot disabled; waypoint reached", it means it is time to tab over to the hauler alt, and begin manually piloting through the lowsec systems.

The earnings so far:


I've got my three hauling setups. The Obelisk (862500m3), highsec only. The Iteron V (38000m3), highsec only. The Viator (10279m3), high/lowsec.

I've been tempted by a couple of nullsec (NPC systems), but have not yet taken one. If I do, I'll have to build out a proper Viator for nullsec runs, align and warp disruption buffed.

Monday, November 21, 2011

EVE Blog-a-Day #002 - Influential Alliances

What is EVE Blog-a-Day?

I'll add this little preface to the first bunch of EVE Blog-a-Day posts.

Similar to the EVE Blog Banter, which occurs once per month, EVE Blog-a-Day will pose a short simple question for EVE's bloggers. It's meant to give bloggers a jump start into posting. You want to post something, but you're stuck for a subject? EVE Blog-a-Day can help. Feel free to use it every time a new question is posed, or only when a new question piques your interest.

Even though it is called EVE Blog-a-Day, questions won't come daily. Probably around four to five per week.

I also call on folks to send me their questions to ask the community. I'll post them, crediting you for the question, as well as a link back to your blog (give me your blog address too.)

When posting a link to your blog entry on Twitter, use the #eveblogaday hash tag, as well as the usual #tweetfleet hash tag.

Question #002
What alliances have had the greatest positive (or negative) influence on EVE Online? Why?

My Response

In the old days it might have been Band of Brothers. They don't exist any more, which leads me to what I feel is the most obvious choice. Goonswarm Federation. They've had a hand in shaping sovereignty nullsec, having successfully moved three (four?) separate times. Their CEO is currently the chairman of the CSM. They're fighting in Delve to set-up something called Freeport. They manipulate fuel markets by ganking highsec miners. They have non-aggression pacts with nearly everyone that matters. There's not a person in this game who isn't aware of Goonswarm at some level. They intimately understand the premise of this game, and play it to the fullest. They are both the greatest villians and the greatest heroes in New Eden.

My second choice would be Ivy League, home to EVE University. My few issues aside, they still do train new players (and older players returning from long breaks.) Without a doubt many players who might have otherwise quit the game in frustration have grown to love the game under the tutelage of many knowledgeable EVE University instructors. The ex-Unista network is over six years old and ranges far and wide across New Eden; you'll find ex-members in every corner of the universe. Whereas Ivy League does not have a direct impact on the politics of New Eden, their presence is still felt upon the game in the good relations they have with nearly all the major alliances.

I cannot think of any alliances that have had a negative impact upon EVE Online. Such alliances do not exist for any length of time. Due to the dangerous and devious nature of EVE Online, many who might view an alliance negatively are actually impacting the game positively.

Participants

If you partake in a particular question, please post a link to your blog entry in the comments. I'll compile them all, and every 25 questions, I'll post a big recap.

Sunday, November 20, 2011

EVE Blog-a-Day #001 - Alliance Logos

What is EVE Blog-a-Day?

Similar to the EVE Blog Banter, which occurs once per month, EVE Blog-a-Day will pose a short simple question for EVE's bloggers. It's meant to give bloggers a jump start into posting. You want to post something, but you're stuck for a subject? EVE Blog-a-Day can help. Feel free to use it every time a new question is posed, or only when a new question piques your interest.

Even though it is called EVE Blog-a-Day, questions won't come daily. Probably around four to five per week.

I also call on folks to send me their questions to ask the community. I'll post them, crediting you for the question, as well as a link back to your blog (give me your blog address too.)

When posting a link to your blog entry on Twitter, use the #eveblogaday hash tag, as well as the usual #tweetfleet hash tag.

Question #001
I recently posted a list of all the active alliance logos. What are your five favourite logos? Why? What makes a good logo? 
Bonus: if you don't mind potentially annoying someone, what is your least favourite logo, and why?

My Response

I enjoy simple, memorable logos. Simplicity is best in logo design. Simplicity allows a logo to be easily used across all forms of media. Simplicity allows a logo to remain recognizable at different sizes. Simplicity allows recognition at a glance. Detail is clutter. Detail does not scale.

Favourites:
  1. Goonswarm Federation - Cute, memorable, ironic.
  2. EVE Engineering - Iconic engineering symbol; font style/size is readable at all logo sizes.
  3. Tear Extraction and Reclamation Service - Memorable, scalable, speaks to the stated purpose of the alliance.
  4. Rote Kapelle - Not sure what the logo represents with respect to the alliance, but I still quite like it. Good use of colour. Even with small bits of detail, the logo is scalable and recognizable.
  5. Razor Alliance - Very iconic EVE alliance logo. Simple, yet effective.
Least Favourite:
  1. Death or Glory - looks like it was designed on a Commodore 64. A weird three colour palette (excluding the white and black.) Why is Death wearing a pink robe? Too much detail. Does not scale well.

Participants

If you partake in a particular question, please post a link to your blog entry in the comments. I'll compile them all, and every 25 questions, I'll post a big recap.

Saturday, November 19, 2011

The Big Alliance Logo List

I was checking out all the alliance logos at Dotlan, and was getting a bit tired of flipping through 25 pages of them. Figured, why not compile them all into one location. So here they are, all of the currently active alliances and their logos.

Friday, November 18, 2011

Emulsion

It doesn't take much but a thin coating of eye candy to create a more immersive experience. The new warp tunnel effect coming with Crucible is a good example of this.

When I first started playing EVE, I nearly gave up on the game the moment I warped straight through my first planet. That was in the first 20 minutes of playing. At that time it was just a sci-fi game. I had no idea, in those first 20 minutes, the sort of complexity that EVE had. All I had were first impressions. Warping through that first planet illicted a groan. I understood the technical reasons for the straight-line travel, but it struck me as super lazy development, especially in a science fiction game.

At that time, that small bit of laziness was reflected on the game as a whole. If they're too lazy to give some basic sci-fi eye candy to something as simple and innocuous as passing through planets, then what other bits of indifference am I going to encounter later in the game. I'm no diehard roleplayer, but I do like my games to be somewhat immersive. I love sci-fi. I prefer it over fantasy any day of the week, any hour of the day. If you're going to throw me into a science fiction setting, then when the necessities of development demand the simple solution (straight line pathing) over the complex solution (curved pathing), then at least go a little bit extra elsewhere so that the choice makes sense within the context of the game.

I decided to stick with the game. Very glad I did, but it was irritating nonetheless.

With no strong visual effect that would suggest that our ships shouldn't be crashing headlong into planets and stations, I tried to create my own rationalizations why they could. Nothing was quite satisfactory, though.
  • The assumption that our particles take on the properties of neutrinos, promising, but it limited travel to the speed of light; we are travelling superluminally, after all.
  • Quantum tunnelling wasn't gratifying, where was the tunnel effect.
  • Small wormhole -- again no visual effect.
  • The creation of a bubble or tunnel that nullified the Higgs field -- this was a promising idea, but I never got around to expanding upon it further.
In the end, I ignored the laziness best I could and got on with the game.

I was not alone.

Apparently this was bugging the hell out of someone else, too -- a developer at CCP. Changing the warp effect could not have been high on any list of fixes, but getting fixed it is. The developer was likely in a Little Things meeting, arguing his case "The warp effect bugs the hell out of me. Give me six hours to fix it. I already know what to do." CCP Soundwave shrugged and said "What the hell, sure! Six hours." Probably not a particularly difficult fix, just distorting the spatial geometry around the warp tunnel even further.

Thus we have a new warp tunnel effect, one that creates the illusion of a wormhole-like tunnel. (The image to the left doesn't exactly showcase the effect well, but it does show the very beginnings of the tunnel opening up as the ship begins to enter warp.) Why CCP did not do this to begin with, it is a mystery. That they finally got around to it, it makes me happy. Almost as happy as the hybrid weapon and Gallente ship buffs. The new warp tunnel effect is one more little annoyance that is off the table; it makes for a better game experience overall.

Interactive Mining

I have learned via the comments that mining is successful because it is an AFK activity. First thing learned, to add in some sort of silly mini-game (which is what this suggestion does) will cause non-bot mining to die. Folks will cancel alt-mining accounts. There'll be all sorts of forum screaming. It will not be good for the game. Second thing learned, bot technology has come a long way since the days of Ultima Online and Everquest. Today, bot technology relies heavily on image analysis. Hell, bots can actually run complexes and missions. So the suggestion below isn't going to stop bots, they'll make them even more necessary. The other thing I've learned is that if you're going to make suggestions on "improving" mining, actually be a miner. Sure, I can fly a Retriever, but I only mine very occasionally.

Mining, as we all know, is boring. Passive and boring. It's also extremely prone to botting. How, then, to combat both boredom and botting? Add some interactivity to the mining process. Someone, somewhere, posted a similar idea, linking to some existing game. I decided it might be useful to mock-up the EVE Online user interface to show the concept in situ.
This full screen game view shows the new Mining window in context. As soon as you start cycling your mining laser, the mining window pops up.

Here is the larger view of the mining interface, animated.
The blue line, with the little sparks coming out of it, is the laser. The concentric rings denote mining efficiency from some base yield. The mining laser moves erratically to the very outer edge of the circle. The job of the user is to use the arrow keys to keep the mining laser in the center circle. If a player does nothing, the laser will move to the outside circle, and they will mine at 25% of the base yield. If the base value for Veldspar is 200 units per cycle, then 25% of that would be 50 units. If the user can keep the laser in the center circle, they will collect a 150% yield (or 300 units per cycle, given the previous example.)

The laser would move slowly and less erratically for common ores, but more rapidly and frenetically for rarer ores. The same principle would apply to ice.

This concept gives some interactivity to mining (albeit, not super exciting), and that interactivity should help combat botting. If a bot cannot react to the new interface, it is doomed to a 25% yield.

Wednesday, November 16, 2011

PLEX Ping-Pong

There's speculation that somebody (or some group) is trying to manipulate the PLEX market. While that may be true, ultimately, the PLEX market cannot be manipulated for any significant length of time.

The fundamental reason is that PLEX is not a scarce commodity.

PLEX prices cannot be controlled in the same way that ice can be controlled under a Goonswarm Gallente Ice Interdiction. Now some might say "But there's infinite ice available." While that is true, there are only a small number known locations where it is available. Goonswarm can block those known ice belts by choking them up with gank ships. They can quite easily halt or slow the extraction of ice from those known locations. Goonswarm can, in effect, make ice a scarce commodity.

PLEX derives from the ether. As long as a player has real-world cash to spend, they can acquire PLEX. There are no in-game mechanics to stop its acquisition. It is a commodity with no means with which to impede its flow onto the market.

So yesterday, PLEX peaked at around 530M ISK per unit. I believe this caused a small frenzy of out-of-game purchasing, to capitalize on the 525M+ prices. Today PLEX is back under 500M ISK per unit.

I think we'll continue to see this ping-ponging of PLEX prices until Crucible's release. For the next two weeks, PLEX will rise above 525M ISK, then PLEX will start to flood the market as people hope to take advantage of the higher prices. PLEX will then fall back below 500M ISK per unit.

I expect a larger drop in PLEX prices post-Crucible. I think by Christmas it will level out around 475M ISK. I expect that those people that are going to return will have. All the accounts that will be re-activated will have been by Christmas. The game will have settled back into the hum of routine.

Tuesday, November 15, 2011

Stop Being a Cheap Bastard - Pricing Your Courier Contracts

So, you need something shipped within highsec, and you don't feel like using Red Frog? You're going to need to set up a courier contract. Kudos! There are many a freighter pilot plying the lanes of New Eden, earning a living off deliveries. So, how to get your contract noticed? How to price it?

The first thing you need to know is that a freighter pilot does not give a shit what your cargo is worth. So if you're pricing your contract based on the worth of the cargo, you're doing it wrong. There are only two things a freighter pilot cares about: how much space your package occupies (m3) and the number of jumps to the destination. No different than FedEx or the postal system.

A full freighter of cargo should be netting a pilot between 200000 ISK to 250000 ISK per jump. Any less, the trip is not really worth the bother. Running freight is a time-consuming occupation, even if we are doing it in a separate EVE window while we're playing our mains or writing blog entries.

I'm going to divide the pricing process into cargo size. Basically three different types of cargo, those that require freighters, those that can be hauled in industrials, and those small enough to be handled by frigates.

Cargo Size - greater than 50000m3
Once you hit 50000m3, you're beginning to leave industrial hauling capacity and entering into freighter capacity.

0.25 ISK per m3 per jump.

Example: You need 100000m3 transported from Hek to Jita (19 jumps). The hauler should be paid 475000 ISK for a successful delivery.

Cargo Size - 501m3 to 50000m3
This falls into the industrial hauling realm. Iterons. Badgers.

Flat rate of 12500 ISK per jump.

Cargo Size - 0.1m3 to 500m3
Frigate-sized hauling.

Flat rate of 10000 ISK per jump.

Trade Hubs versus Sticksville
If your pick-up and drop-off fall right on a major trade route (e.g., Jita -> Hek/Rens, Dodixie -> Amarr), then it is acceptable to price under the norm. I'd suggest that 85% of the calculated price (see above) being acceptable.

If you need something delivered to a location that isn't common frequented, check to see if there are other deliveries heading to the area. If there are not, then it would be wise to increase the amount the hauler will get paid -- multiply the calculated amount (see above) by 1.5 to 2.0. If your package is the only package heading to a remote area, its incumbent upon you to make it worth the hauler's effort, especially since the hauler will likely have no income on the return trip.

Why?
I would implore any hauler to not accept contracts unless they fall near, at or above these pricing guidelines. If we don't band together for some basic freight pricing, we'll continue to see cheap fucking bastards pricing 900000m3 of cargo at 38000 ISK per jump. If you continue to take contracts at those sorts of prices, people will continue to place contracts at those shitty prices. Don't accept the contracts, when those people find their contracts aren't moving, they'll start increasing what they pay.

Blog Banter 30 - Courier Contract Searches

I just learned about Blog Banter 30 today. The Blog Banter, as I understand it, is a question posed to the EVE Online blogging community. Bloggers are challenged to respond to either the main question or to each other, over a month-long period.

The question this month is:
With the Winter expansion possibly being named 'Crucible', it certainly is a melting pot of refinements and tweaks aimed at making the EVE experience smoother and more wholesome. If the developers suddenly found themselves some spare resources and approached you for an additional feature to include before release, what single concept would you pitch them and how would you implement it?
I've been doing a fair amount of hauling on my new alt. As a result, I've been spending a good portion of that time on the courier contract window, searching for contracts. My methodology is to find a good paying long haul contract and then to look for additional contracts that are along the route. So, I might take a contract delivering 400K m3 of something from Jita to Hek, and along the way I'll also pick up a contract delivering 200K m3 from Du Annes to Bei. I'll do quite a lot of this to try to maximize the ISK earned per jump.

As it is, I have to search manually, each system/constellation along my route, and then double check the results to determine if whatever deliveries I do find are worth the ISK and/or worth a small one or two jump sidetrip.

So my idea ...

What would be amazing is if CCP created a search function for courier contracts that would search along whatever route I currently have waypointed. This would be cheer worthy. An additional option to search not only the systems along my route, but systems within either one or two jumps of my route would be spectacular, cartwheel worthy.

As a programmer myself, I know this problem wouldn't take many man-hours to complete, something that could easily be accomplished by Crucible's release. (And yes, I do know that SiSi has now been feature locked, but the Blog Banter 30 question is a hypothetical, after all.)


Saturday, November 12, 2011

Why EVE University Is A Pox Upon This Game

EVE University graduates their students with a particular brand of carebear attitude that I feel is extremely damaging to the future of EVE Online.

War Declarations
Griefdecs. Faildecs. This is the sort of language with which EVE University students graduate. Fostering the idea that conflict requires some sort of honourable intention, some goal to be attained, that conflict requires a definable, understandable purpose. If war lacks any of these qualities, then it must be a griefdec or a faildec, and thus the game (i.e., CCP) should limit how wars are declared and conducted.

Even those students that move onto wormholes and nullsec, they continue to espouse the idea that war declaration mechanics need to be changed, to limit the reasons people might have for going to war. Hell, I, too, fell under this particular indoctrination. You can easily find posts that I've written suggesting changes to EVE Online to limit griefdecs and faildecs.

There is no right or wrong reason for declaring war. Whether you wardec an alliance with a one-person corporation, or whether you do it with a 150 person alliance, every reason to go to war in EVE Online is a legitimate reason. It doesn't matter if you want to destroy a POS or simply limit some groups ability to do industry; it doesn't matter if you simply want to punish an entire corporation because you don't like a single member; it doesn't matter if you declare war yet never fire a shot; it doesn't matter if your reason is to simply keep someone docked up in station. Whatever caused you to spend your money to declare upon a target, that's legitimizing in and of itself. There is no questioning the motivations of another person. That their morality isn't the same as yours does not delegitimize their desire to cause you annoyance.

This is not what the University teaches. They refer to the vast majority of their conflicts as griefdecs and faildecs. Since the student body has to sit in dock for weeks at a time, waiting for wars to end, most wardecs, in their minds, are simply griefdecs. That they have to sit in station doing nothing, they see their predicament as a failing of EVE Online's wardec mechanics, and not the fault of University rules (which dictate that they sit in station, spinning.) They are unable to differentiate what the game allows you to do and what EVE University allows you to do. EVE University's rules are not game mechanics, yet few carebears realize this, and management perpetuates the idea.

Kelduum Revaan, the EVE University CEO, has suggested that war declarations should be similar to a game of capture the flag, where there is a clearly definable winner and loser. He even manipulates his own killboard to alter the apparent outcome of war declarations that they'd normally categorize as faildecs (but are certainly not, considering the losses the University incurs.) They even refuse to acknowledge the conflict, removing the campaign from their killboards and refusing to acknowledge it on their own campaign page. How to be a sore loser, this is apparently something else EVE University teaches.

Basically, from the University's point of view, nearly every war against them is a faildec or a griefdec. This is the attitude that an EVE University graduate takes with them into the rest of the game -- that conflict can only be borne of honourable intentions (and EVE University gets to define honour). It is an infection, a disease, upon EVE Online. We see the results as the carebear population grows, and CCP starts to Soften-TFU (versus the old HTFU credo.)

(The EVE University educational system has worked. The cries of their carebears forced CCP into changing policy. War declarations are now completely avoidable.)

Herd Mentality
Remember the crowdsource vote earlier this year? At the request of their CEO, the EVE University student body voted in force. What sort of concerns did EVE University's CEO see as most beneficial to the continued health and growth of EVE Online? Were they longstanding PvP issues? Changes to faction warfare? A bountyhunting revamp?


Nope. EVE University's biggest concern was the corporate user-interface. (Well, it was Kelduum's biggest concern, 500 sheep blindly followed suit, with nary a thought to what changes the game most required.)

Therein lies the other danger of EVE University. The herd mentality it enforces. People don't even bother to think for themselves. Presented with a request from Glorious Leader, they simply just obey.

Thankfully, with respect to the crowdsource voting, the CSM intervened and told CCP "Nuh uh, the corporate interface can wait."

(Where EVE University voted for items not of a corporate UI nature, it was simply for PvP issues that negatively impacted their carebear activities.)

Then the herd struck once more when Kelduum asked that they all like the post by GM Karidor announcing that CCP was finally killing off the war declaration system. Five hundred lemmings blindly followed the link supplied and clicked like.

PvP
When EVE University lobbied CCP to drop the old war declaration policies, thus allowing well-known exploits to be freely abused, one of their arguments was that they "loved PvP and all they wanted were good fights." It's an ironic statement coming from a corporation where a good fight entails them dropping 30-40 frigates onto one or two unsuspecting cruisers and battlecruisers.

I think all fights are fair, whether 1v1, or 30v2. Nothing needs to be fair, in the literal sense. War isn't about honour and fairness. It's about agitating, beleaguering, and killing your enemy. It is the height of hypocrisy that anyone should scream about fair fights and then do exactly the opposite.

Conclusion
If EVE University were an actual teaching organization, consisting of a few hundred dedicated teachers and the couple hundred actual newbies that pass through their doors every three months, then I would support that organization unequivocally. What EVE University actually has become is a dedicated carebear organization, where 1000 members have nothing at all to do with the teaching of any newbie. It's a self-interested collection of risk-averse industrialists who use the University's claim as a teaching organization to voice their loud displeasure with the dangers and risks of EVE Online. Even now we see CCP bowing to this pressure, as high security space becomes even safer.

What EVE University needs to do is to get back to their original mission statement. They need to kick 1000 people to the curb, refocus on what they once did best -- teach new players this amazing game. They need to teach people that this game was built on the concept of conflict, and teach them that conflict drives everything good about this game. Sadly, they've been doing just the opposite, and I think the large part of the blame can firmly rest with the bloat of 1000 carebears that they've permanently and detrimentally acquired over the years.

Working As Intended

I just lost 1.2 billion ISK in cargo, a hauling run from Outer Ring. Buying BPCs and skillbooks to sell back in Empire.

You know what I have to say to that loss? It's kind of annoying, but EVE Online is definitely working as intended.


Thank you CCP for the great game. Don't fuck it up.

(If anyone read any sarcasm into the above statements, fucking stop. None was intended.)

Thursday, November 10, 2011

Conflict and Lowsec

My last post on empire space was simply a long list of possible suggestions for change. Some I liked. Some I did not. The point of the post was to drive conversation and ideas. A lot was learned in the process. What sorts of things might work, and what sorts of things would not.

Lowsec has no defined role in this game. It's simply an area of space that is lawless for no other reason than to be lawless. There are already regions of space that fulfill the objective of lawlessness - nullsec and w-space. Lowsec needs an identity that reflects its membership in empire space. It needs a role that allows it to to be a bridge between highsec and those lawless regions of space.

Conflict drives this game. Conflict drives the market. Conflict drives player interest.

I propose the idea that lowsec should be a bridge between the type of play that occurs in highsec, and the sort of play that occurs in sovereignty nullsec. Lowsec's role in EVE Online should be that of getting players interested in the idea of sovereignty, getting them familiar with the concept. Lowsec should be the battle ground of highsec, the real estate should be appealing to those in highsec to drive the inevitable conflict.

There will always be players who are resistant to any form of conflict. This proposal is not about changing their perspective. There are players, though, who are interested in nullsec, who are interested in conflict, but don't want to dive straight into the deep end of the pool, thus they remain in high security space. This proposal helps to bridge the gap between the two. This is the role that lowsec should have in this game.

Lowsec Pseudo-Sovereignty
With the Crucible expansion, CCP is introducing player-owned customs offices (POCOs). While this change applies to nullsec, w-space and lowsec, it affects lowsec the most. With the change, it brings a semblance of sovereignty control to lowsec. Player-owned orporations will now be able to control planets and the resources derived-upon them. This is a conflict creator. Conflict is excellent for EVE Online. Any mechanic that drives conflict is nothing but a goodness for the game.

Given that POCOs are relatively easy to destroy, there should be fairly frequent turnover of planets among competitors.

Police Protection
Now that lowsec has some form of sovereignty included, this could be expanded to give players even greater control over the space they live in. I propose that if a corporation or alliance can control 75% of the POCOs in any system, then they can contract empire security forces, giving that system a level of highsec-like protection. This protection would be a cross between CONCORD and faction police. The corporation could toggle this protection force to a) respond to all aggression, b) respond only to aggression against the alliance/corporation and its +10 allies, or c) to respond to aggression only against the alliance/corporation. This gives owners of POCOs a reason to control systems, and it gives other players a reason to take those systems from them.

To reiterate. This contracted security force (which is another ISK sink for the game) would not have the insta-kill qualities of CONCORD, nor would they be the pushovers that faction police can be. They'd offer a level of security to alliances/corporations that employ them, but they would not offer levels of protection on par with highsec. Ganking would be (and should be) a viable form of play.

This proposal is not an attempt to carebear lowsec. It's an attempt to drive conflict in empire space. It is meant to introduce people to sovereignty in a manner consistent with empire space.

I envision this proposal tying in tightly with the next proposal, the reconfiguration of empire space.

Reconfiguring Empire Space
To drive further conflict and to see more interaction based on the above proposals, a reconfiguration of empire space would be necessary. It creates new interest in the real estate of space and creates interest in the control of that real estate. Consider this Atari 2600 version of the system map.
This is almost empire space as we currently know it. Large swaths of highsec space (green), intermingled with patches of lowsec space (yellow). I propose to separate all four areas of racial space by lanes of lowsec, two to three systems wide. I also propose to insert an area of NPC nullsec (red) at the centre of empire space.

(For those hooked on issues of lore: how to explain the sudden appearance of NPC nullsec that borders all the racial empires? The Sansha won some 30-40 systems of space. This becomes the new NPC nullsec.)

What Results?
The NPC nullsec area is meant to replace what lowsec is currently being used for, but to centrally locate it within empire space so that it is easily accessible and near all players. Currently, NPC nullsec is at the fringes of empire space and sparsely used due to fragmentation. With the addition of this new piece of NPC nullsec, current NPC nullsec at the fringes of empire could be converted into sovereign nullsec. I envision that this centrally located piece of NPC nullsec will be very much utilized and populated by the players.

The lowsec lanes between racial boundaries encourage conflict as players vie for trade routes and travel lanes. Large highsec corporations like EVE University could play a role of benevolence, securing valuable routes for the population at large. Pirates could vie for those same routes. Sovereign nullsec could try to control trade lanes from their space into empire space. The lowsec lanes also encourage trade and speculating, as the markets in each of the four racial spaces become distinct unto themselves.

I feel that this proposal accomplishes two objectives. The first, to transform lowsec space into a bridge between empire highsec and sovereign nullsec, introducing players to the concepts of sovereign nullsec in an intuitive and dynamic manner. The second objective is to create more avenues for conflict through the desire for valuable space real estate. Certain trade routes will be valuable, thus conflict to control them will be inevitable. Certain systems will be valuable due to planetary content, thus conflict to control them inevitable.

Conclusion
This proposal isn't about carebearing up lowsec. It's not about making space safer. Quite the contrary. This proposal's sole aim is to create mechanics that drive and encourage conflict. Its aim is to add value to valueless real estate. It is to encourage benevolency and piracy. It is to encourage people to involve themselves in more of the game. It is to provide a more graduated play environment that will lead some players from highsec to nullsec.

Wednesday, November 9, 2011

Circumnavigation: The Wrap-Up

Thoughts
Cobalt Edge. I didn't talk to many pilots in the region, but I liked the attitude I saw. Watched a large 120+ ship battle between NC. and IRC. Was impressed with the "good fights" afterwards. Even the dude that smoked my stealth bomber took some time out to give me a few pointers for the future. Quality dudes up there at the collar bone of New Eden.

Come on Russians. I realize that some of the time I was crossing your space you were all passed out on vodka and borscht, but some of the time I was there your homes and cities were illuminated by the sun and the pale afterglow of Chernobyl. Hell, even bad Google translations didn't raise your ire. You did supply a brief respite from the boredom of your space when some crazy ivan set me to -10 the moment I entered his system.

Delve. This is what I was expecting all of nullsec to be like. Sadly it wasn't so. I fell in love with Delve, though. It's the region that changed my mind concerning what I'd like to do in-game. Wormholes are out. Nullsec is in. On arriving, snuck past a couple of large gate camps, which then turned into all out brawls. I stuck around for another few days, until stupidity caught up with me. There were more huge battles happening out there, but I kept missing them (or finding myself a few systems away.) (I wish Dotlan had live loss results.)

Fountain was cool too. Almost as busy as Delve. Had an excellent greeting on arrival. And got to meet (sort of, they camped me and we were all in the same system) Sindel Pellion and Bagehi, both of whom are quality people in a quality corporation in a quality alliance.

Pure Blind, Fade and Deklein. Not quite the excitement in these systems that I was hoping for. But with SiSi live, their ice interdiction, plus trying to set-up Delve Freeport, not many of them need to be at home. Not too mention, it seems like The Mittani has allied Goonswarm to everybody not flying a Mackinaw. Had an excellent conversation with Tokclik.

The Trip
Lots of dots all around the edges. I like.

The Losses
Stealth Bomber - Cobalt Edge
That interdictor was fast. Start to align to celestial. Cloak. Bam, bubble up. Can't warp. Then he's racing towards my position. So slow, this cloaked stealth bomber. He is now within two kilometres. I'm decloaked. Redboxing. Racing for edge of bubble. Finally, out of bubble. Too late. You're still firing. Kablooey.

Stealth Bomber - Delve
Cocky and impatient. I knew better than to make that run for the gate. This loss is most disappointing because it needn't have happened. Plus the fit looks oh so bad, since it was a fit I threw together, retrofitting a missile fit. Thus the rigs. Other than that it worked out okay, it saved my ass once and I got to fire off some bombs. It was the I-want-to-fire-a-few-bombs-and-not-get-pointed-at-gate-camps fit.

The Reward
The covops medal is a bit of an inside joke. Some people will understand it.

The Circumnavigation Collection

Circumnavigation: Leg 10.0

Holy. It's all over. About 300 or so systems visited. About 300 bookmarks made. Two stealth bombers destroyed, one through lack of experience and the other through impatience (i.e., being a dumbass.) The last leg was boring, as expected. Branch and Venal were unpopulated. I didn't start encountering other people until Tribute. I was anxious to get the trip over with, so made few bookmarks in Branch and Venal and concentrated time on making them in Tribute.

So that is it. That's all she wrote. I'll post a denouement in the next day or so, after the systems visited update.
Woo!

Tuesday, November 8, 2011

Travelling Nullsec - The Newbie Guide

These are a few of the lessons I've learned on my travels through nullsec. How to travel system to system, how best to avoid warp disruption bubbles and gate camps, and how to make bookmarks to ensure safer travel.

All of this assumes that you're new to nullsec. That you're in nullsec for the first or second time. That your heart starts racing the moment you jump into your first nullsec system. All this assumes that you're used to travelling highsec and lowsec. You're used to blasting your way from Point A to Point B in as quick and efficient a manner as possible.

Being in hostile territory (and as a new visitor it is all going to be hostile), the rules are different, you cannot travel nullsec the same way you travel in empire space. You stick to your empire habits, you will find yourself back in a medical bay faster than you can say "Ooh. These space bubbles look really cool."

Important Prelude
The number one piece of important advice when travelling in nullsec is to avoid jumping gate to gate. There are a couple of instances where it's generally fine to jump gate to gate, but mostly you're never going to want to do it. The only instance when I'll jump gate to gate is when a) the system is empty, and b) the system(s) leading to the current system were empty. It's only then that I feel that the area of nullsec that I'm in is most likely free of danger. That is no guarantee that someone won't jump into system mid-warp and potentially add ship loss to your day.

The number two piece of advice is that you're going to want to avoid warping to zero (0) on a gate. Again, there are a couple of instances where it may be fine, as outlined in the paragraph above. And again, nothing is a guarantee. Over time you'll get a feel for the area of a region you're in, how active it may or may not be, and know when it's safe to break a rule or two.

The number three piece of important advice when travelling in nullsec is to keep the local channel open. Separate it from all your other chat tabs. Make local its own window. You're going to want to know who is in system and how many are in system, at all times. Shrink the chat area of the local window as small as possible. Unless you're a chatty Cathy, you're not going to care all that much about who may be saying what or even replying. All you care about is who is in system.

The number four important piece of advice (especially if you're scouting out systems for some future operation, or just exploring) is to use either a cloakable ship (a cov ops or a stealth bomber work well for this) or an exceptionally fast ship (an interceptor or a Dramiel.) Since you're likely travelling systems in which you do not yet have bookmarks, you want something fast or undetectable. Slow ships are easily caught ships, and slow ships function better in nullsec systems where you have a good set of bookmarks.

The number five important piece of advice is to learn about directional scanning (d-scan). There's too much about the topic to teach it here specifically, but if you have 45 spare minutes, Seamus Donohue has two excellent videos on the subject -- an introduction and some further advanced topics. Or read this excellent article by Grismar.

The number six important piece of advice. Use Dotlan. Select the region you are travelling. Then, from one of the drop-down boxes above the regional map, choose Ship/Pod Kills (24hr). This will show you systems in which there is generally a lot of player activity. Be extra careful and aware when approaching those systems.

Travelling System to System
The image to the left is the solar system map that appears at the bottom of the F11 sidebar. Use this when plotting a route between gates.

The example image shows my ship's current position at Gate A. I wish to get to Gate B (the big black dot). The red line denotes the direct route between the two gates. Do not travel that route. If there are hostiles in system looking for prey, they are mostly likely going to set up warp disruption bubbles to trap anyone taking that path.

The better option is to find a path that is substantially offline from any gate to gate path. In the example, I would choose to first warp to one of the celestials in the northwest, and then warp to the gate at 100km. The green lines denote these travel vectors. There is no guarantee you won't get dragged into a bubble, but by making sure you approach the gate from a direction not coinciding with any gate to gate vectors, you decrease your chances of getting caught dramatically.

Gate Observationals
If this is your first visit to a particular system. Consider not passing straight through. Before leaving you might want some bookmarks. At the very least, you're going to want some gate observationals. These are bookmarks that are placed 175km - 250km off a gate. Basically at a distance where the chances of getting dragged into a warp disruption bubble are slim (if the gate is being camped) and a distance where you can continue to warp to the gate at zero if the coast is clear. This is also a distance where you will most likely still be on-grid with anyone camping the gate (though it is possible for clever people to play grid-fu, so that it looks like you're on grid with nothing, but in reality there are a number of baddies at the gate waiting for you.) I won't get into grid-fu (it is complex, detailed and involved), but you can read an excellent article on the subject by Goonswarm. (Always d-scan the gate you wish to travel to from your observational, to check if you are off-grid due to grid-fu. D-scan does not lie.)

How do I make my gate observationals quickly? Well, first, I find a path into the gate that doesn't coincide with any gate to gate vectors. (The greens lines on the example image above.) From the celestial I've chosen, I warp to the gate at 100km. I then make a temporary bookmark. I warp back to the celestial I just came from. I then warp back to my temporary bookmark at 100km. Voila! I am now approximately 200km from the gate. (For added bookmark security, once you make the warp placing you ~200km from the gate, slowboat in some direction about 50km-100km. Since other people might make bookmarks similarly, you don't want to be landing, or have someone landing, right on top of you. [edit: added due to a great comment below.]) This new bookmark becomes permanent and I name it appropriately.

If a system is empty, you may want to make additional observationals around a gate, perhaps 200km directly above or below. It's up to you. And over time you'll decide what sort of observationals and the number of them work best for you.

Other Bookmarks
There are an assortment of other bookmarks you may want to make. Gate tacticals. Station undocks. Midsafes. Safespots. You're also going to want to create bookmark folders in the Places tab of the People & Places window. You're going to want a consistent naming scheme for your bookmarks. Bookmarking is a fairly involved topic, so I won't cover it here in any detail. Instead I'll link you to an excellent article by Azual Skoll, Director of Agony Unleashed.

Nullsec Training Corporations
If you want to make nullsec your home, but not quite sure how to go about it, you can consider a nullsec training corporation. There are two excellent corporations to consider and one to avoid.

Open University of Celestial Hardship [OUCH]
These guys are based in Curse, an NPC region of nullsec. I've only heard good things about them. These guys can train you in many aspects of nullsec survival. Survival is their main focus.

Agony Unleashed [AGONY]
These guys are mainly PvP oriented, but in that aspect of the game, they have a reputation of being the best. They have excellent PvP programs and operate solely out of nullsec. Survival in nullsec goes hand-in-hand with strong PvP skills. Agony is based in Syndicate.

EVE University [E-UNI]
This will seem biased, what with the beef I have with their CEO and a couple of their directors, but if you want to learn about nullsec, avoid EVE University. Some people will suggest EVE University as the be-all end-all for all aspects of the game. If you want to learn high security space, basic fundamentals, or industry (mining, planetary interaction, manufacturing, etc.) then by all means, EVE University can teach you those aspects of the game. They can teach you them well. They also teach their members a highly risk-averse aspect of the game, which is at odds with a nullsec education. Most of the members will warn you away from doing anything in lowsec, much less the scarier nullsec. EVE University has zero presence in nullsec, which hinders their ability to actually teach anything about that aspect of the game. Join EVE University if you're still struggling with industry or the fundamentals of the game, but if you want to learn nullsec, steer well clear of them. I learned dick all about nullsec from my time with them. I do praise them for all the fundamentals I did learn, for that they were invaluable.

More Advice
I'm by no means any sort of expert on nullsec. Check out the comments. Folks may post with additional advice, or even correct me on the advice that I've given.