Isk Per m3

25/08/10 15:39 PM
Jaspet 55.92
Omber 55.99
Hemorphite 62.18
Pyroxeres 68.21
Hedbergite 74.04
Veldspar 65.77
Kernite 88.68
Plagioclase 84.13
Scordite 68.17
Spodumain 75.94
Dark Ochre 95.49
Gneiss 95.24
Crokite 172.65
Bistot 216.26
Arkonor 270.56

Bring on the Bistot

[caption id="attachment_418" align="alignleft" width="64" caption="I Am Your New Master"]I Am Your New Master[/caption] [caption id="attachment_421" align="alignright" width="150" caption="Bistot Is Primary!"]Bistot Is Primary![/caption]

Quick note: It looks like Bistot has edged Arkonor out as the mineral of highest refined value. Due in large part to the fact that Zydrine hasn’t fallen in price as much as Megacyte.

Along the Way

Now listen all you swingers, don’t you try to tag along
I know monkey see, but monkey’s dead, for you it would be wrong
Put a dime in my jukebox, you’ll only hear this song
And it won’t be fun for long -(TMBG)

The end is nigh!

The end has passed and off into the night we continue swimming past planets, moon and stars. Wormholes open and close and wars and rumors of wars are left in our wake. All and all, everything continues on as it did before, so what is different?

Training for the Damnation has been completed. Mostly. Sort of. There are few days left to fit the armored warfare links, but everything else is fit and fine. I should be jumping for joy, holding parties in low-sec pirate filled dens of iniquity and generally announcing it to every stray passer-by I meet. Instead I’m merely looking at the next couple of weeks of training and thinking, “Now What?”

The whole trip to Damnation has been a grand adventure. It marks the third, major, long training plan I’ve completed. The first plan was learning skills, which can be debated ad nauseam both on the forums and in various other postings. They were long, arduous and imminently debatable, however I have never once regretted doing it. The second was maximizing my asteroid warfare potential, including a few weeks on Exhumer V, Cybernetics V, and a host of ore specific refining skills to level IV for tech 2 crystals. Again, there were parts of it that I probably could have cut corners on, but I haven’t regretted being able to field a really sweet Hulk, that can mine about 27 m3 of ore per second without being in a gang and significantly more with a good Orca pilot boosting.

Finally, the trip to the Damnation, which has been a slightly longer journey than the others. Over all it was uneventful and all the skills that I have picked up in the interim have been useful across the board. In the beginning it started with the look for a decent armor tanked missile ship to swim alongside my remote armor repairing corp-mates. The Sacrilege was an option, but wasn’t really able to fit a decent remote rep fitting. The Damnation could do that, had enough tank to be able to use ballistic computer systems without sacrificing tank and could still theoretically fit a RR with it’s missiles. The DPS worked out to a similar end as the Drake with the added benefits of helping the whole fleet’s tank.

Now that I’ve reached the Damnation, I have to admit I’m feeling rather blasé about the whole thing. I love flying it. It corners like an Orca, tanks like a very large plated battleship and hits about like a Drake, but from slightly farther away. This is all well and good, but my eyes were taken by something else shiny that had cropped up along the way.

Somewhere along the way I realized that in and amongst the skills for a Damnation, was hidden the skills for a Guardian logistics ship. So on a whim I began to research them, ask questions and look at fittings for them. I got to looking at just how the efficiency of remote repair modules compared to their ‘local’ counterparts. What did it take to use them and or abuse them. Since the Guardian is also bonused for energy transfers, I threw that into the mix as well, looking at how that could be used to the best advantage. I began to develop a real sense of respect for 0.0 fleet logistics pilots and the work they do. Flying a logistics ship well takes a fair amount of capacitor savvy, shrewd targeting and really tight fittings. Tried and true skills like weapons upgrades and advanced weapons upgrades have no effect on RR’s and Xfers, so it’s down to rigs, reactors, PDU’s and CPUs to make it work.

[Editorial Aside]:

I tend to scoff when I see CPUs, PDUs and Reactors on a lot of fits. They are mostly used to compensate for a severe lack of real fitting skills or to ‘tide one over’ until their skills catch up to their hulls. [I still maintain it would be an interesting study to compare the number of killmails between the pilots having 'helper' modules like CPUs/PDUs/Reactors versus their opponents.] I fully understand that even given max skills and an expensive implant, occasionally you still run into a fit that just won’t. I myself have used these modules to great success in the past and will continue to do so in the future and even recommend some fittings that do so.

All of this to say, “Congratulations logistics pilots for making it all fit. Large remote modules on a cruiser hull with a tank that survives and makes things so much easier for the other pilots to just shoot things.”

Guess Who I Ran Into The Other Day…

For the more observant readers [both of you], this is no surprise. For the rest of you, this wonderful piece of elocution is a wonderful guest post from a frequent partner in Sleeper related homicides and other nefarious asteroid related crimes. Please welcome and read, Penny Ibramovic, author of the wonderful Tiger Ears –Kename Fin

I sit docked at a station, keeping an eye on business. I open up the market interface to see how my orders are selling. I check if stations have received new deliveries and I am being undercut, modifying my prices if necessary and sustainable. Based on the market information, I instruct my production facilities to install new manufacturing runs, hoping that my mineral stocks allow it. If not, I hit the market again to buy more processed rocks. During all of this, my Crane floats serenely in the hangar as I conduct all my affairs through interfaces connecting directly in to my pod.

My thoughts naturally drift to wondering what it will be like when Walking in Station (WiS) becomes a reality, when I am flushed out of my pod goo and set free to explore stations beyond their hangars. Instead of staring at my admittedly beautiful ship behind several windows of information, I could be watching people, probably other capsuleers, from a table in a café, sipping on a cappuccino, albeit still from behind several windows of information. It would make quite the difference to see capsuleers come and go. Individual privateers will get new mission briefs to be completed, or groups of pilots all leave the area at once, boisterously heading off for a scheduled mining operation, or maybe quietly sneaking away to roam local low-sec systems for easy prey. Still daydreaming about the possibilities, I check my current station to see who also is currently docked.

Looking AroundSpace is big, and not just the parts with nothing in it. There are thousands of stars, hundreds under the umbrella of Concord in high-sec. Each system has several planetary bodies, many of them have stations in orbit, and a few planets more than one. Even if a system looks busy, with maybe twenty capsuleers present, the choice of place to dock means you are unlikely to find more than five or so capsuleers in the same station at any one time. Some of them may probably be shaking off a clone jump, or worse, and not feel in the mood to be seen in public. WiS sounds like an interesting idea, until you realise how lonely it is out in space.

Even the wretched hive of scum and villainy that is Jita probably won’t be interesting more than a couple of times, after dodging scams and pushing through crowds to finally get served or find someone you know. And unless you dock in the navy station at Jita IV, moon 4 you still may struggle to find others to talk to. If it weren’t for intricate communication relays, allowing for real-time conversations across the galaxy, many capsuleers could go days without speaking to another person. But maybe that’s the problem, the universality of some channels meaning there is little need to gather in specific stations, so capsuleers don’t. It’s a slim hope, but maybe when it becomes possible to meet outside of our pods more capsuleers will be more likely to dock somewhere specific.

[caption id="attachment_404" align="alignright" width="150" caption="Capsuleers getting drunk before Angel Extravaganza"]Capsuleers getting drunk before Angel Extravaganza[/caption]

It’s a slim hope to expect pilots to congregate, if only because navigating systems can get tedious. Jumping across several systems is seen as a necessary means to an end for most tasks, but it is yet to be seen how many capsuleers are willing to jump five, six, or maybe a dozen systems to meet face-to-face, for a corporation meeting or a simple chat about ship fittings, when a simple communication channel could be opened instead. Indeed, it needs to be seen how WiS communications are handled before this can be properly gauged. Speech bubbles floating above capsuleers’ heads could make the air crowded quickly, and whilst the ephemeral nature of the conversation may appeal to some shady characters, the necessity of continually having to repeat yourself will annoy others. If WiS relies on the same communication window as other channels, I am sure many pilots will question the wisdom of spending half-an-hour flying to a station only to monitor a chat channel that would be identical ten systems away.

None of this is to say WiS can’t, or won’t, bring new aspects of capsuleer life to New Eden. Personally, a change of background whilst in a station will be welcome, even if it is only me and the waiter in the VIP room. I won’t get so desperate as to mingle with my crew or other civilians. And there is definitely one feature that would make docking in a particular station enticing: PvP. It would really add to the atmosphere of a station and lead to more interesting social dynamics if it were possible to spike a rival’s drink, start a bar fight, or stab a dastardly pirate. And I think this is the real purpose behind Dust 514. It may begin with ground battles for planets and moons, but Dust 514 must surely soon be revealed as the prototype system for WiS. You can leave your pod behind, but don’t forget your weapon.

How To Fail

Hip, hip, horrific are the words we sing
Hip, hip, horrific is our thing -(TMBG)

As I look around and back at the posts I’ve written for the last year or so, I am reminded how well things have gone, but also how spectacularly I’ve managed to fail. If you are looking for pitfalls to avoid – you’ve found them. If you want to see how not to train for something; look no further. If you would rather have less isk at the end of the day, then this is your lucky blog!I want to be there!

Seriously, the posts that inhabit these pages are filled with the heartache and misery of a pilot bashing her head against the same asteroid day after day after day. At the end of the day there is a hangar full of veldspar and tritanium, some trash modules and a ship that desperately needs a tune up. Along the way the pilot has learned that you shouldn’t trust another pilot but you have to trust the other pilots until they fail you. You can’t put 4000 m3 in a GSC and there’s no way to get a station container out of a station. Overheating missiles is not so effective and skilling up adequately for boosters is going to be very expensive.Little Hammer Forge

There are a few bright spots along the way. Namely, the ships and modules that have been opened up through a varied training programme that includes tech 2 mining equipment, logistics cruisers and some command ships. This is easily countered by the fail combat skills that barely allow for named heavy missiles on a Drake and some lame, unsupported rails on a Moa. It’s rather comical sometimes to be able to fit a full Tech 2 tank on every ship in the game, but then realize you still only have the equivalent of light weapons for armaments. Fear the fail firepower of 150mm rails on a Ferox! My heavy missile Drake of Dewm causes fits of laughter when people can safely orbit at 55 km and pick off my drones and then me.
Low DPS [Divide by 7]

Other suggest that I should be proud of the fact that I can invent nearly anything possible on the market, but even that seems to fall flat. I have consistently managed to lose money or break even on Tech 2 invention and production. My volume approach is low and slow, so as to be moving backwards in appearance. I can train people to use the towers, labs, production facilities, but seem to fail in doing so myself. What was I thinking! Science is for smart people. Production is for people who are actually motivated.Dreams Shattered Like Asteroids

So what have we learned from all of this:

  • Train all the skills you possibly can [let's start with 231]
  • Train a wide variety of skills to level 5 [53 is a good number]
  • Science skills help you store lot’s of SP [9.6 million and counting]
  • Collect ships [So you can collect dust]
  • Every 3-4 months spend everything you have on one ship setup and then poke a pirate.

And I think I’ve rambled on enough for all of us today. And that is how to fail.

Guardian of the Week

32 feathers in my brand-new Indian headdress
32 new moons shining in 32 skies -(TMBG)

So finally I finish the long walk to Amarr Cruiser level V. It’s been a rather arduous journey toward a predefined goal that I set for myself and managed to talk another into. The completion of AC-V represents one of the milestone events that we discussed as being a relevant stepping stone along the heavily wooded path. It allowed for a bit of shiny in the midst of an otherwise long journey. Hopefully the last 10-15 days of training will fly by in comparison.

Ship Sweet Ship

The upshot of AC-V is that it opens up the line of Tech 2 cruisers from the Empire for exploration and exploitation. Now I can fit and fly Her Highness‘ [no real devotion mind you - she just owns the flim-flamming Empire of Squirrels] logistics ships and can fly the Amarrian recons, but only with a Tech 1 fit. It seems rather pointless to fly a T2 ship with T1 gear. It’s rather analogous to giving special forces commandos Nerf® battle gear [That's another post!]. The T2 remote armor repairers and energy transfers will find a use, and only become more so as soon as I wrap up training for Logistics IV.

Pleasure Cruise - All PleasureGo Go Guardian

So I hit the shops and find a sweet deal on a Guardian that someone was trying to dump in Lonetrek [Amarr ships are cheaper in the State?] and flitted over to pick it up. After picking up the ship, I used some fairly ugly, low-meta, named, mission looted, gear to fit a tank on it for transport to my main hangar. I flew it quickly as I could from gate to gate, desperately hoping that anyone looking to bite into a yummy T2 cruiser would prefer ganking a Hulk to my new shiny. The trip was uneventful and I was able to even snap a couple of touristy images from the camera drones.

The whole exercise might be one in pointless futility unless I can settle on a more tanky fit that I think will allow for WH survival. Maybe the dual Guardian-lock could survive incoming Sleeper fire given the higher resists. If any of you have used Guardians in fleets against the wormhole denizens, I would be interested in your thoughts about what to slap on it.

New Orca Work

Words fail
Buildings tumble
The ground opens wide
Light beams down from heaven
She stands before my eyes

– (TMGB)

Because I’m always a bit distracted and doing 20-30 different things at once, it often means that I hit things hard and hope I get enough to keep the project afloat until I get back around to it again. One of those projects is the ongoing Orca development project that manages to be purely theoretical in nature. All this means, I don’t actually produce Orcas, but I come back and look at their production costs in relation to the current ore/mineral prices. In update to a post of long ago [Orca Production Calculations], the following changes have been made:

An Orca can currently be broken down into its component pieces and then sub-costed into their mineral components. The overall picture doesn’t include any of the manufacturing costs and assumes NO Material Efficiency research. I am putting the picture of the calculations in this post, but I’ll try to summarise the numbers for brevity as well.Spreadsheet Breakdown of Orca

To produce an Orca requires 7 component blueprint and one ship blueprint that all average around 1.1 billion each to purchase from the market. Each of the seven components will cost approximately 4 million in minerals on average [3.2 million - 5.5 million]. Combined with the total number of each component, the cost to produce an Orca is currently approximately 310 million. Since I’m not selling Orcas, I feel comfortable in suggesting that market prices ought to be around 350m allowing for profit margins, research costs and capital paybacks.

If mineral costs continue to fall, Orca prices could stabilize as low as 325 million. Adding rigs to them will still push them up over 400 million. The cargohold optimization rigs are still running over 30 million each. The addition of the ore hold has drastically improved the Orca’s flexibility and original role performance.