Isk Per m3

22/02/10 10:55 PM
Jaspet 43.86
Hemorphite 49.76
Omber 54.21
Pyroxeres 62.98
Hedbergite 64.65
Spodumain 74.14
Veldspar 75.97
Kernite 80.27
Plagioclase 86.08
Scordite 92.41
Dark Ochre 99.29
Gneiss 105.88
Crokite 191.13
Arkonor 220.85
Bistot 230.63

Wormhole State of Mind

On Living And Lasting In Wormholes

In a recent article Star Defender ponders the longevity of wormhole occupants and the preponderance of persons heading back into known space. This is increasingly true, I will agree. One of the other things we have noticed is that even within a corporation, we’ve found that some people who loved the wormhole when they first moved in, decided that it wasn’t really a long term option for them.

After doing this for almost a year, we’ve learned that it is, as much as anything, a lifestyle issue. Some people are looking for isk and have decided that missions or tending their rock gardens in high sec is more to their liking. Others miss the constant flow of traffic and capsuleers that they can shoot at. We look for people who like smaller ops, closer knit groups and slightly neurotic. The people who end up doing the best are the ones who don’t like crowds, love making things work [especially without the right tools], and are used to living on the fringes of society.

In many ways, Letrange’s post on Alliances as they relate to wormhole life is indicative of the issues involved in long term wormhole residency. If you haven’t read it, let me take the liberty of paraphrasing him, “1st, go read Letrange’s Blog Entry. Back. Good.” Basically as it relates to wormhole life, alliances are different. Both alliances and corporations need to start thinking approaching life differently from their counterparts in high-sec, low-sec and null-sec. There are aspects of all of them that apply, but there some things that need to be thought through differently.

The first to be addressed is living out of what amounts to a caravan parked on the Gaza border. You desperately need fuel, supplies and food; however, parties on both sides of you are armed and should be considered dangerous to your well-being. You have to find ways to be self-sufficient while sharing with those also in your RV. One hopes that everyone living in the same place is courteous, thinks exactly alike and doesn’t have any body odour. If you solve this in a manner that keeps everyone happy, let me know.

Other issue that exists after a short amount of time is resource availability. CCP stated that they never intended wormholes to be a long-term residential solution. They’ve set it up so all your fuel and possibly everything else you use up will come from beyond the confines of your home. Couple this with the simple fact that wormholes tend to ‘dry up’ with usage and soon there are a plethora of people and paucity of provender for them. This is the main issue for people that otherwise have the correct state of mind to survive in a hostile environment making ends meet with their own wits. They just need more ‘content’ to be content.

As a corollary to this, the more pilots that you have in a given system, the better equipped the corporation will be to deal with any of the situations that happen to come upon it. Besieged by battleships, bring it. Perplexed by pirates, pulp ‘em. Stymied by Sleepers, sic ‘em. But as above, it takes a lot of resources to provide a lot of resources and all of them chew through it rather quickly.

So we’re left with the phrase, “Lifestyle Choice” that I really think best captures what it means to be a wormhole resident. Things aren’t often grand out here, nor does it all happen with clockwork efficiency. Fleets are often best described as ad hoc and would make most dedicated FC’s cry. Logistics are always a bit of strain and a large percentage of time is dedicated to just making sure everything doesn’t come crashing down. I think it is ok to say that those of us who tend to stay out here in the wormholes are different. There’s a niche out here that we honestly feel blessed to be able to fill and wouldn’t want to live anywhere else.

Wormhole Engineers - WHEN.

Things are happening all around us and changes are afoot. In more ways than just the mild revamp of this site, the more it changes, the more it will really stay the same. We are in the process of making some very fundamental changes to the way we will be approaching our wormhole operations. After a significant amount of thought, discussions and consultations with other experts, we have decided not to operate out of a wormhole from within the wormhole engineers’ division of Dark Star Galactic Engineers. Sadly, this marks the end of nearly a year of wormhole expeditions by the engineers of DSGE.

What this doesn’t mean though is that the people who have been diligently learning how to live out on the edge of the unknown will be leaving that life. We are still all going to be living in the same system and using the same ships and equipment. After much preparation we are decided to cut the apron strings and move out from underneath the protective umbrella of DSGE and work on our own as the Wormhole Engineers. We have big plans for the future and are excited about the opportunities that still lie ahead of us.

In A Flash

It was all over in a flash.

In what was probably the most efficient, concerted, corporate wormhole operation that I’ve had the pleasure of being a part of, the end came much too quickly. Here’s how it played out:

The neighbouring wormhole system had been scanned down and it’s exits located and noted. Additionally, the capsuleer who had performed the survey noted a large number of anomalies that were present and the utter lack of other residents. As a larger group of potential participants showed up, the possibility of trying to run a few of these anomalies was thrown around. An advance scout was sent ahead to reconnoitre the combat theatres and try to determine optimal deployment locations.

On his return with a raft of bookmarks, the fleet had assembled and was prepared to ship out. As was going to be a fairly large operation for our rather smallish group of anarchists, I was fairly excited about the support logistics involved. With the dual-Guardian set-up that we have been fielding as of late, keeping 2-4 battleships in combat readiness has become fairly routine. The thought of doing the same thing with two large capacitor sucking Abaddons, a Damnation, a Rook, an Ishtar was nearly too much excitement.

As we finished the preparations to head out, it was mentioned that the destination had a spacial phenomenon present, namely it was a Magnetar system. This is one of a handful of systems that plays host to a localised effect on shipboard systems. Magnetar systems specifically effect electronic systems it seems. In a class four wormhole system, the effects are:

ECM eff. +68%
TP eff. +68%
Damp eff. +68%
TD eff. +68%
Damage +68%
AOE Velocity -34%
Drone Velocity -34%
Targeting Range -34%
Tracking Speed -34%

So the net results was many, many dead Sleeper ships. Warp in, jam them all, liberally apply missiles, lasers and ammo, rinse and repeat. It consistently took us about 10 minutes to completely clear any sleeper anomaly we warp into. We all earned about 180 million for approximately two hours worth of work. And then it was over. Like falling off a speeding train or coming down off your latest high – the sites were clear, the fleet was gone and future was…. BRIGHT – Tomorrow we get to do it again!!!!

Industrial Quandry

How do I balance my own progress with that of providing for my corporation and or alliance? As an industrial character who has spent a fair number of hours learning to build nice things, how do I remain profitable while supporting  those around me?

If I produce for the corporation and/or alliance, the expectation is that there is some kind of break in prices. As a conscientious industrialist, I am going to tell them how much it costs me and where it’s more than the market, suggest that they obtain it there. Where it is cheaper to build, I want to offer them the opportunity to get it cheaper and be there for the people that help make it possible. I have found that I am quite horrible though at maintaining the balance necessary between things produced for sales [the market] and those manufactured for consumption [the corporation/alliance]. Often then the result is a complete halt to my industrial tendencies.

This is often further complicated by my relative incompetence and disconnect with the sales and marketing side of things. I am quite comfortable in navigating the market, getting the resources I need, etc, but just as equally uncomfortable putting my wares up for sale. Finding holes, navigating gaps, incremental adjustments, market trends all tend to elude my grasp, leaving me with a very real sense of dissatisfaction with the sheer number of things I could be doing to maximise my profits, but are generally left undone. I envy both the selfless industrialist who is able to provide everything her corporation needs as well as the ruthless profiteer who is able to judge the market, jump into the fray and make obscene profits.

As a corollary to the above, there is also a push to be involved in corporate and alliance activities that are somewhat beyond my level. I am fairly competent at combat in sub-battleship roles, but could always use more experience and training in weapon systems. I’m quite happy to spend the time training for better weapons, drones, fittings, but have to balance this with a desire to also be able to improve my abilities to support my corp-mates with industry. Has anyone else figured out to do it all and do it well yet?

It is certainly something to work and think through.

Old Blood, Part 3

Continued from Part 1 and Part 2

In an attempt at trying to remember things honestly, I will try to mention when things went well or failed miserably so as to present as clear a picture as possible of the reality of flying with a random collection of fruitcakes, nut cases and loony birds. We’ve pulled people in from all over the place and from time to time it has happened that they were of a lower quality than we would have preferred. It’s inevitable I imagine as there are all kinds of pilots looking to be all kinds of ship captains involved in all manner of endeavours. It would be extremely naive and a bit arrogant to assume they all thought like we thought, flew what we flew or were interested in the same thing via the same approaches. Oddly enough, just knowing that doesn’t seem to keep it from happening. Many corporations [ours included] often take far to little time to evaluate a potential employee and his fit with the organisation as a whole.

But more about that later, first I wanted to take a closer look at some of the potential recruiting methodologies and comment on their relative effectiveness. The first method we’ll dub the “Passive Method” and requires the least amount of effort and energy on the part of the recruiter. This can usually take several forms and can be a combinations of vectors. Some of the possible implementations include placing a note in your corporation’s information window to the effect, “We are recruiting,” or “Sign up now,” to let passer-bys know that you are open to members. Some slightly more involved passive recruiting efforts might be a forum post on EVE Online or some of the other frequently populated sites. And finally there is the recruiting advertisements within EVE itself.

All of these passive methods rely on the individuals seeing and responding to your information. The motivation and initial moves belong to the other pilots and are theirs to make or not.

The second type you might guess is the “Active Method” where you are going out of your way to target, engage and draw specific individuals into your corporation. This can be an intense and involved process with multiple personnel working to illicit a favourable move from an already known pilot. This involves ongoing conversations via both public and private channels; overt recruiting and posting in the forums; targeted EVE mails to the pilots in question; active referrals and contacts with other pilots of the corporation and alliance. This targeted, active recruiting is all about going after either a specific individual or a specific skill set that your organisation realises that it needs.

All long the spectrum from Passive to Active is any combination of the two. Often experience, necessity and effectiveness will require a combination of the two methodologies.

Finally, a quick word about making sure the “new prospects” and “potential recruits” are the people that you’ll want in  your organisation long term. In addition to any thoughts and dreams you might have about a role and the people that will fill it, so to do the people who are possibly coming to work for you. They see themselves as gaining something out of the transaction and rightly so. If they can’t learn, grow, build wealth and generally prosper in the position and corporation, then they really need to be  somewhere else. It’s not rude or arrogant to show someone the door, offer suggestions about other places they might flourish or generally pass them over and keep looking for the right person. It would however be wrong to stuff them into a role that was antithetical to who and what they were and where they were headed. And while it may temporarily solve a staffing issue, it isn’t going to help your corporation out in the long run either.

Happy Head Hunting.

Old Blood, Part 2

In continuation from the previous article

Recently I found myself discussing the bygone era of naivete with regard to flying ever bigger, faster, deadlier, efficient, specialised and ultimately more expensive ships. We have all come a long way since our Ibises and Velators. The time since we’ve used civilian weapons [if ever] is far away and mostly gone are the days when the fittings and ships are limited by the skills we haven’t trained or isk we haven’t earned. We still flounder a bit on the first few times we do something new [ship fittings and how to effectively use a Stealth Bomber], but by now we know where to look for the information and make fairly educated choices and decisions based on that information.

Given that we are now what I would consider Intermediate level pilots, we are probably prime for various and sundry problems brought on by our decent into madness [Is linking to your own posts rather akin to talking to yourself? If so, I also have posts whereby I comment on my own posts thus creating a dialogue. Sadly, I'm probably going to end up posting a comment on one of my posts about a link to a post or comment of my own thus degenerating into complete insanity. I apologize to myself in advance.]. Having nearly gone off the deep end one too many times, it occurs to myself [and others, I'm far from unique or inspired], that fresh meat is needed to halt the rapidly encroaching madness. Either that, or we’d like to begin drafting some people so that we at least statistically reduce the number of insane pilot actions.

Actually, we’re debating bringing on a few newer members that we can ultimately train into effective capsuleers according to our own images while exploiting their current skills for our gain. We’re probably going to start with some dedicated salvage/mining personnel to help offset our tendency to let the mining sites in our wormholes degrade to uselessness as well as help accelerate the speed at which we can work over the various anomalies and signatures there-in. Having employed all manner of recruiting means in the past, I thought we might also benefit from some of the other blog readers/personalities out there who might like to take a chance on wormhole mining and salvaging.

I am hoping to wrap this up with a segment on some of the other recruiting methodologies and their relative effectiveness.

Old Blood, Part 1

I’ve never been around to see my blood. Residing in the insular world of my pod, I can scarcely recall a cut, scrape or wound. There tend to be two extremes with regard to the health of which ever clone is currently in my pod. Either the pod is whole and I’m as sound as a space whale in a gravimetric anomaly or I’m out there, quietly floating and bumping into your pod. Unlike my ship, and to some extent my mental state of being, there is no shield, armor or structure on my clone. When the pod finally cracks, I am a corpsicle.

Given the relative lack of hematological comprehension, it could explain some of the trouble that good corporations have recruiting quality employees. Though certainly not the only issue, it has an effect on how a corporation views its staff and how it might view potential recruits. Those corporations that operate with the majority of their membership being older players may have lost some of the visceral implications that getting destroyed engenders. These old blood players are good, solid, reliable and for the most part trustworthy members of the corporation, but they ultimately can’t remember what it was like to see ten thousand isk in their wallet and think that whatever they did to get it was worth it. It happens to everyone, despite attempts to “always remain young” and to “keep it real” the older members simply have a different outlook. Not good or bad, just different. Thus there are two issues: the offerings of the corporation itself and what the individual pilots bring to the system.

With respect to recruiting, it is important to understand [or at the very least be cognizant of] this difference in approach, philosophy and even bankroll for a new pilot. Jaded and older players may see less use and appeal in free frigates and jump clones. They may not be willing to fly with people that just can’t fit a T2 armed and armored ship. It is outside of their preferred play style and comfort zone. They aren’t against offering helpful advice or helping with various activities on an ad hoc basis, but it is not their primary focus or feel. It may be hard to get them interested in recruiting, even in the face of overwhelming decline in numbers or attitudes.

Several different approaches to recruiting exist and all of them have merits and problems. In the context of getting your existing players on board with the programme, it is even more necessary that goals and directions be clearly defined. Expectations need to be established [and met] before there will be corporate buy-in. There have been several good articles written on teamwork, corporate organization and procedure. There are also several good articles about finding a corporation for pilots, old and new alike. This is all well and good, but often I’ve noticed that corporations themselves don’t have a clear plan for recruiting. The clarity of purpose, expectations and drive are often limited, confused or unrealistic. They don’t know how to properly interview candidates for applicable fit. The interview with a prospective is as much or more concerned with how the corporation fits the prospective pilot, and not about what the pilot can bring to the hangar.

While it is important to help a prospect understand what the corporation is doing, where the holes in membership currently are, what other pilots are flying, it is more important to seek out what a future member’s needs are. What are they interested in doing and is that something your corporation can commit to? Do they need ships? Income? Community? Stability? Low-sec/high-sec/null-sec? Power and prestige? Skills? If they have a hard time finding purpose in EVE, they are likely to be unsatisfied with everything until they do. People tend to gravitate toward a comfortable niche. Your corporation either needs to find out what their niche is or be the corporation to increase their understanding of their niche.

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.”

Addiction and Mediocrity in Ubiquity

I know, I know, I said that I would quit
All right, I promise, no more after this
You don’t know how I’ve tried
To forget what it was like – (TMGB)

So things have been busy and I’m at a bit of a loss where to start. Who knew that managing a bunch of raving lunatics with delusions of insecurity could be so much like running a corporation. All that time at the asylum is finally paying off. [Warning, excessive use of <sarcasm> makes my hands overly tired so just apply liberally where you feel it's appropriate to make it interesting for you to read.]

Towers: Apparently you have to keep putting fuel in them. Otherwise minor details like shields, guns, labs all go offline.

Labs: Mostly full of jobs, except for when something happens to a tower.

Wormholes: Much fun. I hope to stop running errands and get back in them.

Combat: I think I remember fitting a ship with something other than cargo expanders once upon a time. It was cool. I died.

Skills: Battlecruiser V was cool and the implications are still settling in. Though it’s nice to be able to jump in all the racial BCs, albeit without being able to weaponise them currently. I can fit a whopper tank to them all, but not so much DPS. I blame the ferrets.

Corporation: Growing. Leaps and Bounds. More people means more annoying opinions opportunities, but also more things to manage. Need to train Delegation [5% workload reduction per level] to level 4 and start handing off some of this stuff.

Organisation: What? Hmm? I filed that here in the stack of papers on my desk back in the tower that went offline. I’ll get back to you January 4th. Some year.

Mining: See combat. [I think I warped to a belt in a NOS Drake. Sadness.]

Invention: Lot’s of invention going on. Need to get some of it finished.

So a little bit everything goes a long way toward getting nothing accomplished. Happy times! :)

Too Many Wormholes

Borrowing an idea from Letrange, I’ll break the following into some sections.

Old Business:

It’s been a wonderful run in the current wormhole [WH] system, but it’s time to move on. We were consistently getting Gallente and Minmatar high-security [high-sec] WH openings that made logistics a bit harder. We found another, very similar system that we are going to give a try. We had bought a second tower and wanted to switch it out for the medium one to upgrade our processes and home. The best way to handle it turned out to be set the new tower up in the new system and pull the old medium tower down to be a more transient base that moves around from place to place.

On the skills front, I’ve managed to finish up most of the science skills associated with the tech 3 invention and production. I didn’t realize how much I was specializing in science until I noticed that I had 8.5 million skill points. I also did a bit of training in electronic warfare. I have most of my engineering skills finished up and want to work on my electronics skills. I seem to have a real addiction to finishing things up in sets.

On the industrial front, we’ve started amassing a fairly large stockpile of salvage, artifacts and wormhole memorabilia. We’ve started working it over and managed to get our first blueprint copy for a Tengu electronics subsystem. We have a reactor up and are excited about the opportunities to get started.

New Business:

The new WH system has a lot of sites for us to run and we need to get started. One of the things we’ve also noticed about visitors to our systems is that they will often move right along if they don’t get signatures when they scan. So we’re going to wipe the sites out get ready to start roaming to other systems too. The benefit of having a static high-sec WH is that the logistics is greatly relieved. We now have three new [well, new to us!] recruits who bring an extensive amount of combat experience to the system. From the rest of the corporation there is an increased level of interest in the whole wormhole project.

For skills, I’m excited about getting more science skills and increasing my ability to actually manufacture these arcane things we’ve been looking for. I would like to get back to training my electronics skills and armor tanking abilities, but I’m happily putting them on hold for some more science. At some point I will need to get some combat and ship skills, but they seem so very long to complete in comparison to the skills that I’m good at [I have low perception and willpower].

We are looking at starting our T3 production in the coming weeks and getting some of the pieces to market.

So that pretty much wraps up the time to this point.