15/05/11 08:39 AM
Arkonor 285
Bistot 217
Mercoxit 192
Crokite 187
Hedbergite 171
Hemorphite 168
Jaspet 152
Dark Ochre 147
Pyroxeres 118
Kernite 106
Veldspar 99
Scordite 93
Gneiss 90
Plagioclase 88
Spodumain 82
Omber 81

COPYRIGHT NOTICE

EVE Online and the EVE logo are the registered trademarks of CCP hf. All rights are reserved worldwide. All other trademarks are the property of their respective owners. EVE Online, the EVE logo, EVE and all associated logos and designs are the intellectual property of CCP hf. All artwork, screenshots, characters, vehicles, storylines, world facts or other recognizable features of the intellectual property relating to these trademarks are likewise the intellectual property of CCP hf. CCP hf. has granted permission to Our EVE to use EVE Online and all associated logos and designs for promotional and information purposes on its website but does not endorse, and is not in any way affiliated with, Our EVE. CCP is in no way responsible for the content on or functioning of this website, nor can it be liable for any damage arising from the use of this website.

Say What?

On Saying The Same Thing

A lot of the questions that we get both from new pilots in our organisation — as well as other pilots that we fly with — regard the terminology we use to describe our environment. I realised that the last post would fall into this category as well. It basically describes something that some of use regularly and others of us will use more often. Our resident information super-goddess has compiled quite a list of terms that we use internally and posted them for all to share and learn from. It is a great resource and reference for our pilots and we all hope you enjoy them as well.

Moar Bloot

Go Norbert Young Man

On Finding and Using a Common Reference Point

While working in space has its perks and for the most part is a wonderful experience, we are in part hampered by the interface built into our ships. I firmly place any and all blame on the Jovians as part of their desire to maintain a position of aloof superiority over us by seeding small technological wonders attached to inane and sometimes incomplete user interfaces. I could probably wax eloquent over multiple examples, but would only be “preaching to the choir” as it were. None of the pilots I fly with or talk to would recommend the user interface we use on a regular basis for any purpose other than masochism.

Having written all of that, we are flying around in a multi-dimensional space with the only real point of reference being a false horizon given to us by the tactical overlay. Flying around planets, suns, moons, et cetra are all inconsistent measures of location and often difficult to describe in a place where concepts like  UP, DOWN, STARBOARD, PORT, AFT, BOW are rendered meaningless in light of both the interface and third-dimensional travel. [As an aside for those who might have flown a spaceship in a "twitch" type of environment, a barrel-roll really loses it's meaning without a horizon, but that doesn't negate it's usefulness.] So how can you organise yourself and others [especially fleet commanders] to use a common point of reference without everything going down the drain in confusion over directions and terms.

REALITY – You can’t. There will always be someone to misunderstand any given command. “Warp to 30km and hold,” will invariably be understood as, “Get to the gate and jump. Jump! JUMP!” by aforementioned schmuck. In another life, we had a fleet-mate who always turned up oriented 180˚ degrees vertical to the rest of the group. Ultimately it didn’t matter as she would at least be facing the right direction. The best we can do is develop a consistent point of reference and be insistent that people reference it for direction. Anything else will largely just be lucky, random happenstance.

Something reminded me the other day of how we were taught to find reference points in fleet operations while giving a new corp-mate the grand tour. Dazed and confused by the overwhelming flood of information coming at him upon joining our little patch of home, he queried, “How do you all know where you are going?” Admittedly he was referring to finding and keeping track of the ever shifting network of wormholes, but it was a good reminder about getting oriented and one that I had completely forgotten in moving into a wormhole. The point of this is to get everyone a common frame of reference that they can use to describe position and interpret directions.

[caption id="attachment_754" align="alignright" width="230" caption="Finding North"]animation showing reference point north[/caption]

The method is fairly easy and refers to an arbitrary direction that we will call, Norbert. To find Norbert and get oriented to Norbert, you simply full up the otherwise useless system map [via the F11 key unless you've remapped it somehow]. In the lower right hand corner will be a map of your current system complete with relative planetary orbits and the star in the centre. Somewhere on this little map will be a red circle that represents your current position. extending outward from this circle is what can best be described as two overlapping, semi-transparent triangles. These indicate the current horizontal “field-of-view” of your camera drones. The direction your ship is facing is irrelevant as is your vertical declination above or below the plane of the tactical overlay horizon. Remember Norton? It is this field-of-view that we use to define Norbert. Norbert is arbitrarily defined as the top of the little system map. Everything else can now be defined relative to Norbert. You warp to a wormhole at 10 o’clock knowing that your cloaked stealth bomber buddy is 30km 6 o’clock. Stealth Edit. :)

A Slight Change In Perspective

On Going Backwards For A Bit

First, a Public Service Announcement from WHEN. Pro-Tip: Cloak, THEN scan. Recently while scanning, two of my corp-mates cornered a day-tripping scanner in a nearby class 1 wormhole and sent him home, express postage paid. Even in a Tech 1 frigate, fit a cloak if you are going to be scanning. Additionally keep your eyes peeled and on the d-scan. Your first sign of danger shouldn’t be the sound of ammunition pummelling into your hull!

The Wormhole Engineers have done a fabulous job of clearing out the anomalies and signatures in our home system. The standard mode of operations is:

  1. Scan out the static exit.
  2. See how deep the rabbit hole goes.
  3. Prioritise the resources located.
  4. Secure the area.
  5. Collect as much as feasible given personnel, skills and equipment.

Numbers one and two happen almost automatically now. It’s become an engrained response to the place we choose to live. Number 3 is somewhat amorphous and can change dynamically [It's the nature of priorities.]. Number 4 can be difficult as there are times when we can easily tell we are out-matched and our best course of action is closing the w’hole as quickly as possible. Sometimes number 4 involves shooting other ships, as was seen in the recent expedition into the nearby class 1. In addition to the uncloaked, and possibly AFK scanner, a salvage-Stabber was chased down and shown the door.

Second, a Public Service Announcement from WHEN. Pro-Tip: Don’t leave a salvager behind to clean up. Especially don’t leave a salvager behind to clean up when:

  • A Corp-mate just got podded,
  • the wormhole you came in through is end-of-life,
  • The poor salvager doesn’t have a probe launcher fit,
  • The straggler doesn’t have bookmarks for the other w’holes in the system.

Having done all this, we eschew the neighbouring class 4 system with its relative dearth of anomalies and sites to pursue the cheap candy covered thrills of the class 1 conveniently left behind by the previous, unfortunate visitors. A few minutes are spent debating the relative merits/demerits/benefits/challenges of flying various fleets to best capitalise on the class one in the most efficient manner. In the end, efficiency really becomes less of a concern when dealing with things that can be handled solo. We each hop into our preferred ships and head off to clean up the Sleeper detritus infecting said system.

With the static highsec exit left unscanned/warped, we are able to work in relative safety. Our motley crew ends up being a heavy missile Drake sporting siege warfare links, a heavy assault missile Drake equipped to both hack and analyse [2 magnetometric sites and 1 radar site present] and an Ishtar we half-jokingly refer to as the Salva-Tar for it’s ability to clean up the wrecks as we go along. After a few quick moments we realise that we are not only overkill for a class 1, we are way over tanked as a fleet and begin to split up. Salva-Tar goes back and grabs a specialised salvage boat,the HML drake goes on to the next site and hack Drake finished up on the cans. Joining the HML, the hack-Drake helps make short work of site two and the scenario is repeated for site three. All-in-all, the Drake really proved itself as a wonderful jack of all trades for cleaning up a class 1 wormhole.

In the end, the spoils were average for a class 1, and seemingly low in comparison to doing the same sites in our home class 4, but the evening was in reality a resounding success. We tracked down and killed two defenceless carebears, avoided reprisal, ran several combat sites that were quite beneath our level and left with all of the candy. It was good to feel confident, in control and powerful – if only for a moment. I know that soon we’ll be podded by bigger boys in badder boats and ganked by girls with guns.

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 miningzen’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.