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 |
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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!
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.
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]](http://eve.finkeworld.com/wp-content/uploads/2009/11/Low-DPS-tm.jpg)
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.
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.
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.
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.
Which describes how you’re feeling all the time
Which describes how you’re feeling all the
Feeling all the time – (TMBG)
Who knew, but apparently the lack of postings has something to do with CCP and the immanent release of the newest expansion Dominion for EVE. We’re all on pins and needles wanting to know what is going on and how it will affect us and where it will all lead. This fascination/ apprehension over the coming changes is responsible at least in part for the lack of verbage being generated by yours truly.
Or it could simply be, we’ve been busy with our projects and are trying to keep them all afloat. On the training front, the pursuit of Amarr Command Ships continues apace, but my arch-nemesis has managed to beat me there. I’ll have to settle for being the gal who keeps her alive when the DPS pilots all get ganked. Of course that is assuming my Guardian isn’t the primary anyway.
Probably needless-to-say, but the coming changes have people screaming their heads off on the forums about gimping this and nerfing that or buffing the other guys stuff at the expense of ignoring their own personal needs. Let’s just be honest with each other, what we all really want to see are faction Destroyers and Battlecruisers.
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!
No, no, baby I ain’t convinced it ain’t so bad as you paint it
There’s plenty more heads of hair for us out there – (TMBG)
In case you don’t regularly look at minerals on the market and in case you might not noticed the prices of ore across the board have fallen sharply. In some cases, the minerals are lower than they’ve been in over a year. Things like tritanium are now abundantly available and no longer cash cows that they had become. Even the high end minerals that have historically been expensive are coming down. I don’t have a picture for the greater market as a whole as I just don’t keep up with everything, but I do keep a fairly close eye on minerals [the ore chart keeps getting updated].
I’ll refrain from speculating on the causes. Causality is a slippery slope that eventually leads to politicians philandering and your milk turning bad.
The results have not yet begun to filter down, but a cursory analysis [scribbling on back of an Al Abd picture in my pod] indicates that it could affect Tech 1 production costs by as much as 15%. While this good for the producers, I doubt we’ll see a corresponding change in consumer prices anywhere near that much, if at all. Maybe it will finally pay off to make T1 things again?
I like to be able to quickly evaluate a set of asteroid choices and decide what I want to mine. It can be confusing to me to have to get out the spreadsheet and calculator to figure out how much it’s worth to mine such-and-such if I refine it and sell it. To that end, I started the Isk Per Jetcan calculation that were originally posted on the front page. I’ve modified that a bit now to just be the Isk Per M3 calculations and then to know how much I can get relative to the others.
The combined Isk Per M3 and Isk Per Jetcan table is listed below. I try to keep these updated on a weekly basis for my own usage, but you are welcome to refer to them as you like.
| Omber |
61.83 |
1,700,364.81 |
| Jaspet |
63.20 |
1,737,866.53 |
| Hemorphite |
76.66 |
2,108,249.00 |
| Pyroxeres |
85.09 |
2,339,987.41 |
| Scordite |
93.35 |
2,567,046.59 |
| Hedbergite |
95.51 |
2,626,552.05 |
| Plagioclase |
103.01 |
2,832,832.01 |
| Kernite |
103.60 |
2,848,914.30 |
| Veldspar |
105.10 |
2,890,386.05 |
| Spodumain |
176.06 |
4,841,549.30 |
| Dark Ochre |
183.82 |
5,055,147.06 |
| Gneiss |
196.46 |
5,402,750.49 |
| Crokite |
363.37 |
9,992,732.56 |
| Bistot |
492.13 |
13,533,464.57 |
| Arkonor |
504.03 |
13,860,887.10 |
In complement to Penny’s post about Drake fittings and changes, I thought I would post my own fit about how I have been flying it for maximum possible tanking. It currently tanks about 736 dps and it capacitor stable. There are other fittings that are also cap-stable with higher resists, but much lower dps tanks that I’m curious to try as well. I’ve dropped the Caldari Navy Launchers for the WH as I’m none to keen on replacing them.
High Slots:
7x Caldari Navy Heavy Missile Launcher (Scourge Heavy Missile)
Mid Slots:
Heat Dissipation Amplifier II
Magnetic Scattering Amplifier II
Invulnerability Field II
3x Large Shield Extender II
Low Slots:
4x Shield Power Relay II
Rigs:
3x Core Defence Field Purger I
Drones:
5x Hobgoblin I
[Statistics]
Effective HP: 64,578
Tank Ability: 735.29 DPS
Damage Profile – (EM: 25.00%, Ex: 25.00%, Ki: 25.00%, Th: 25.00%)
Shield Resists – EM: 66.62%, Ex: 70.25%, Ki: 64.30%, Th: 72.35%Capacitor: Stable at 55%
Volley Damage: 1,539.62
DPS: 195.40
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.
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.
I’ve finally been able to get some time to sit down and actually play, write and most importantly fly! The second stage of wormhole operations [WH 2.0] has been proceeding at full steam. I sincerely apologize to anyone wondering what was going on. We managed to find a nice little class three wormhole system with a static, high-sec, regenerating wormhole. I’m hoping to be able to use this as our staging ground for further wormhole operations and production ventures. In effect, the wormhole space gives us a small, portable pocket of null-sec from which to operated out of, without the associated hassle of carving said bit out from some existing alliance death-grip.
It is exciting to think and dream about the future possibilities of T3 production and supply, but at the same time we need to remain grounded in reality. We’re trying to work out what our needs are as opposed to what we’d merely like or want. Do we need that large faction tower? [probably not.] Do we need the ability to manufacture the full range of T3 hulls and subsystems? [Maybe as many as we can get, but understanding that we probably can't compete with the larger alliances.]
We have for all intents and purposes created a mini-alliance with in the corp. We have a dedicated group of wormhole engineers [what we're calling the people doing everything in the WH] and another group that are still in high-sec. We’re not opposed to a full fledged alliance, but currently don’t see the benefits outweighing the costs. Perhaps in time my views will change.
In news unrelated to WH’s, I noticed that I am nine days away from celebrating my one year anniversary with the Engineers. It has been an interesting and fun time, and it is neat to look back on all of the things we’ve accomplished and learned. I’ve moved from barely flying my Retriever to being a proficient ABC miner in a fully tricked out Hulk. I’ve expanded my personal BPO collection to include most all of the other ships and modules that I like to fly and use. The corporation has moved from selling a variety of T1 modules, ships and ammunition into an ever increasing number of T2 items and ships. I know there is still a lot of things we could do and improve upon, but we’ll get there. Step by step.
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