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

Get Lost

On Flying & Visiting Wormholes

Last time I wrote about some of the skills and methods necessary for finding wormholes and the action inside them. I suggested that Astrometrics V was beneficial but I never meant to imply that it was required. Sorry.

The whole of scanning is probably is probably something that everyone else seems to already know or expect that someone interested in visiting a wormhole would already know. The same thing for fitting your ships and flying in said wormholes. The reality is, that until you’ve been out and done something, it is all just theoretically. Sure EFT/EVEHQ says your ship does 800 DPS, but not until you engage the enemy do you see if the fit has merit for actually delivering that damage to the enemies’ ships. The same is true for visiting wormholes, until you get out and do it, do the scanning, get some practice, you’ll never really know.

So for those of you looking to actually do something in the wormholes that you are now finding, what is the next step in the process?

First, what kinds of wormhole systems are there? There are six basic classes of wormhole system each with increasing levels of difficulty of combat sites as well as increasing levels of reward. With practice and experience you will begin to recognise the class of system you are in from the color of the star and its surrounding system. From the deep blues of a class 2 system to the angry red of class 6 systems, you will have an idea of what you’ve come across. Additionally, when you find a wormhole, you can check it’s ID and cross-reference it against other tools like Wormhole Thingy or Static Mapper.

Class 1 wormhole systems are fairly basic and can easily be soloed by a well tanked cruiser or speed tanked by assault frigs. Always keep moving. Class 2 systems will require at least a battlecruiser usually, unless you are very good at piloting a very tough cruiser. Class 3 anomalies can usually be taken on in a well tanked Drake, but will likely need a battleship and the radar and magnetometric sites will require a small gang to accomplish. In flying solo in the first three systems, understand that drones will not be as effective due in large part to Sleepers switching their focus to attack your drones. They can however be a good escape mechanism.

Class 4 systems will require a fleet of remote repair battlships or a pair of logistics cruisers. Additionally, utilising an electronic warfare boat such as a Scorpion or Rook can ease the pain. As you move into class 5 systems, it becomes necessary to have a larger group of battleships as well as logistics and ewar. Class 6 sites require the presence of 8-10 battleships, ewar, logistics and several people even bring in carriers [though they bring an additional spawn of Sleepers when they come.].

I would suggest that the best way to learn about what to bring to a particular class of wormhole is to ask the people who have been there. Give me a call, or drop in on the exploration channel in EVE. Talk to any of the other bloggers who regularly post about their experiences in wormholes. Given the nature of the people who live in wormholes, they are likely to have very strong opinions about the best way to do something, but they have invaluable insight and experience.

Wormhole Blogs:

After writing this, I think I’ll also put together a Wormhole Blog List for people to easily reference who is posting about their life in W-Space!

Get Up And Go

On Scanning For Wormhole Space

So you are reading all of the wonderful posts about living the adventurous life out on the edges of uncharted space. You might have heard some enticing tales about the bountiful harvests to be had from slaying Sleepers and easy access to high end ores. The main thing is, you’ve heard about all the inherently cool things about living in a wormhole, now you’re ready to make it a reality. In order to help you, here is some information from the Wormhole Engineers [né Dark Star Galactic Engineers - Wormhole Division] as we learn from our wormhole operations.

The decision to explore in wormholes has a very low barrier to entry. Skill-wise, all you’ll need [theoretically] is Astrometrics trained to level 3, an astrometrics frigate [Heron, Magnate, Imicus, Probe], an Expanded Probe Launcher and some Core Scanner Probes. While these are the minimums really for finding a wormhole, you’ll likely benefit from training [should go without saying]

  • Your racial frigate skill higher or a Covert Ops Frigate [Tech 2 astrometrics frigate]
  • Astrometrics to level 5 and picking up a couple of additional scanning support skills
  • Astrometric Rangefinding will increase your probes scan strength which is essential to finding the harder sites
  • Astrometric Pinpointing reduces your scan deviation which makes your scans more accurate
  • Finally, Astrometric Acquisition lowers the amount of time each scan takes which adds up when locating a specific site will take 4-7 scans

You are looking for ‘Cosmic Signatures’ in general and specifically the ones of type, “Unknown”. These represent the wormholes that you are going to kill you later. I’ll skip explaining exploration because it’s been done several times over by better scanners than I. For a start, check out CCP’s own video on the process. You’ll learn how to better position your probes with time and experience, but it will get you started. Google is your friend for finding some other videos and tutorials on scanning, so I’m not going to bother trying to explain it.

Before I go any farther, let me recommend that you go read Blake’s post about how to survive in a wormhole. It doesn’t do you any good to find the wormhole only to turn around and have it beat you senseless multiple times. Never mind, strike that. If you spend any time at all in wormhole space, you ARE going to die. Repeatedly. It is still a good idea to read the above post. Don’t worry if you don’t understand everything, you will come to understand it as you wake up in your clone the next couple of times. While you are at it, update your clone.

Take some time and get to know the scanning interface and it’s quirks and foibles. You are going to be spending a lot of time using it and won’t want to have to learn it while under fire in an emergency. Get in the habit of cloaking to scan. I’ve seen way too many people out scanning in wormholes in an uncloaked ship and most of them managed to get popped. If you survive, you will hopefully be left with a set of warp-able points that you can bookmark and explore. Sleepers love to uncloak ships and they will vaporise astro-frigates faster than you can click a target to warp out. I’ll try to put together a rough look at various ships and how they perform in wormholes in another post.

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.

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! :)

Finish With The Lies

If you don’t believe me now
You’ll never believe me now
– (TMBG)

Ok, it looks like I might have been a little to personally enamored with living in a black hole. Really though, who could resist the sheer, unrequited and unbridled draw from a purely science stand point. Here we stand on the brink of a natural phenomenon so powerful that the very fabric of time and space are subject to its whim. Why, the gravity of the situation alone should inspire the kind of awe to last a couple of eternities worth of exploration. Well, apparently, “not so much” as one of our pilots put it.

So, the real issue turned out to be less of the anomaly and more of an issue with being so deep. We had scouts scanning out double digit paths through class four and five wormholes to find any kind of exit into known space. I don’t mind taking a freighter full of fuel or supplies or ice cream to a place they can import from, but if they can’t even get an exit all the logistics in the world is still going  to fall short for them.

So after just a few short days in the class 4 with multiple static class 4s, we have moved next door to a class 4 with a static class 3 that is much more likely to have some kind of route out to known space. This will appeal to both the mission and industrial minded pilots who want to be able to come and go for various reasons as well as the pvp oriented personnel who want better access to replacement ships and modules.

Black Hole Sun

[caption id="attachment_328" align="alignleft" width="150" caption="Class 4 Wormhole - Sold"]Class 4 Wormhole - Sold[/caption]

The fourth incarnation of our frontline, wormhole, attack base is online and operational. We still have a few details to sort out and getting it all in was a bit taxing, however we are satisfied with the location and hope to hang out for a bit before bidding adieu to the current class 4 home. The resource collection has begun, but the depth of the rabbit hole is going to make this location a bit more challenge logistically. We are 4-5 holes deep and finding a way out is sometimes a bit “precarious” to say the least [one exit was 20 jumps through low-sec on the other side of the universe from where we needed to be]. This also means that a few of our pilots are still on the outside waiting to get in. They are excited about shooting sleepers and asteroids and gas clouds and even intruders.

[caption id="attachment_331" align="alignright" width="150" caption="That Looks Painful"]That Looks Painful[/caption]

The tower itself is running well and fueled for quite some time. Everything is a learning adventure and we will continue to adapt. The second adaptation we’ve had to make is something we were aware of from the beginning and had tried to compensate for. The wormhole has a spatial anomaly called a Black Hole that our pilots have begun to call by all manner of unseemly names that I can’t bring myself to post. It isn’t the prettiest system I’ve ever seen, but there are times when you can forget about the painful, pulsating rip in the fabric of space and get on with your business. Needless to say, we are learning more about the realities of the black hole as opposed to the statistical information about black holes. Professional tip from some amateurs: Target Painters. They are working wonders. Really.

Moving, Moving, Moving

Like some sharks, our gypsy base must keep moving to live. A constant stream of new anomalies and signatures flowing over its hangars is required to keep it alive. The task of dismantling the current location, loading up the wagon train and heading out for the new frontiers is quickly delegated and distributed. In quick succession, the tower falls and is exported. We’ve collectively decided to move on to something a bit more challenging for the future, so we shall have to see how that comes out.

The medium Amarr tower has performed amazingly well for us and we’re proud of it. It has become a sort of second home for many of us and each time we set up, we give someone new the chance to give it a name. We have had some really good suggestions so far, including Slight Doom, and Event Horizon. The only real problem is on my end with the need to move stuff between the two holes for mfg or back to our high-sec base. The logistics behind it all haven’t been difficult, but I would be guilty of withholding the truth if I didn’t say they were time consuming.

As an aside, I want to put in my two bits in support of a corporate bookmark facility. If we can share corporate fittings, why not corporate bookmarks. Throwing a system of bookmarks in a can everyday for the crew is needlessly time consuming and a bit of logistical nightmare in and of itself. Surely it’s redundant and resource intensive for all of us to have a bookmark for the tower, the current wormhole or 3, the 10-12 anomalies and signatures. For the 3-4 people who happen to read this, pass the information on and see if you can get any action out of this too.

And so now the search for a new home for the mobile assault base continues with a couple of quick possibilities opening themselves up. Sadly we can find places faster than we can get to them and full utilize them. Perhaps with a larger contingent or a wider alliance we could manage them all, but I am still a bit skeptical of our participation in an alliance.

Finally, we’ve put some finishing touches on our rules of engagement and its application in wormhole systems. We are trying to balance our own carebear tendencies with the ever present need for defense and deterrence.

Death of an Icon

This is one of those posts that doesn’t write itself. It doesn’t leap from your hands to the page [or fingers to the keys] with synaptic firing of ideas and thoughts that must be recorded quickly. It is quite frankly, the hardest post I think I have ever had to sit down and commit. It would be far easier to just walk away from it and try to ignore it, the pain and passion stuffed under the covers. Hot chocolate, ice cream and bon bons can only go so far before it must be dealt with. And dealt with is must be, or else there is no future and nothing more to move on to.

Lou Ferrigno died.

It was quick and painful. The Manticore uncloaked off the after impeller drives and locked and pointed my valiant Hulk. Almost immediately his friends were dropping out of warp, locking and firing. It was over before I could really do more than announce it on our com channels. Our hauler had just warped way, one other Hulk pilot lost his life as well as his boat and a third got back home easily.

A quick jump into a combat ship [any combat ship] and return warp, but they had already salvaged the wreck and cloaked or moved on. We chased the ghosts of combat past around the yard for an hour or so, never quite connecting or confronting our losses. It was probably for the best, as the taste of blood was fresh in my mouth [I bit my lip] and I was likely to have made even more mistakes and lost more ships. I am not, have never been, and likely won’t be a combat pilot of much renown.

And so it ends, the faithful friend of over a year, passing into the night of stars. There were many happy moments we shared together and I am choosing to remember them as well as the loss. I have already purchased and refit another ship in Lou’s absence. It’s not a replacement, but in time I will grow to love it just as much as I love my other children. I’ve been out and active in both the wormhole [WH] system we’ve set up in as well as flying around high security space. I’m coping and manage to contain my crying to the cargo hold of Luxury Yacht.

.On a related note, I’m learning Russian… Там будет кровь.

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.