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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Clean Up On Aisle 4

On Using The Noctis [or not]

In a recent discussion with Penny [thank you for helping to keep Our Eve stocked and readable], the subject of the Noctis was brought up. Penny and I [and the boys too] have popped a couple Noctises [Nocti? Noctae? Noctices?] in wormholes since ORE began shipping the blueprints for manufacture and have seen a few different fits. This has raised several questions about the usage of and consequently the fitting for a Noctis. In view of my own usage, the Noctis – I would have to say that the answer to the first question is a resounding, “Maybe” and the second question has an even more amorphous answer.

On the one hand, a pilot could try and fit his salvage ship to survive. Plates and resists for protection and rigs to round out its ability to tank. This seems like a fairly tenuous position as the ship is quite fragile and will not be able to mount a very effective escape with such a high armor burden. The other option might be to generate as much speed as possible though it will be impossible to outrun all but the most inexperienced pilots.

Still a third option might be to use a cloak in a high slot to help “hide” for a moment to possibly confuse and confound a potential attacker. This can work for some ships, but the Noctis is still a big target that will be hard to miss when it does uncloak. Another problem with the cloak is the amount of time it adds to the job that the ship is supposed to be performing. Every decloak will engender a delay in targeting and the fitting of the cloak will increase the amount of time necessary to target the wrecks themselves. This can be mitigated to some extent by the application of Sensor Boosters and Signal Amplifiers. This is akin to ships fitting Ancillary Current Router rigs on Caldari ships so that anything “proper” will fit.

Penny is of the opinion that the best way to protect a Noctis is to let it do its job as quickly as possible. The less time that it spends in open space, the less time its pilot will spend updating his clone. This is true to a large extent and I believe that the fitting is only a small part of it. I would suggest that with the added bonuses to salvagers [and especially if you fit Salvage Tackle] that the onus for efficiency will fall on the tractors. Thus in general, a five-three split of tractors and salvagers will likely serve you better. This should hold true for high-sec as well as wormhole clean-up. I would suggest against a cloak as it is going to decrease the speed at which you get the wrecks locked and consequently the speed at which to process the trash floating around in space.

For the mids slots I would lean toward a microwarp drive for its ability to burn toward a gate or wormhole. It is going to make little or no difference in salvation of the ship should sneaky seeds of Satan show up to snatch your scow from you. It will however potentially get you to your destination in a more timely manner. A Sensor Booster [SeBo] is going to help get the wrecks locked more quickly and generally enable you to spend more time frantically mashing F1-F8 to clean the mess that was left floating behind. The other alternative is a Capacitor Recharger but will largely be a matter of choice.

Finally in the low slots do we come to the bones of contention. Cargo, Speed, Armor – which direction should you head? From the beginning I would suggest against a plate. It will do more harm that good to try and slap on a plate that eats up your powergrid, offers only limited improvement in tank and slows down your ability to turn, accelerate and go fast. Resists are a great option and will generally help bolster your tank so that your fleet-mates can arrive on grid in time to see you explode save you. I would avoid the expanded cargoholds unless you are working in High Security Space and you need the 3-4k m3 to store the level 4 mission loot you are collecting. Speed then is a great option to help you get close to the wrecks that are just outside your 68-80km tractor range or align when local/dscan spikes.

Your rigs are likely to just be Salvage Tackle and possibly a Low Friction Nozzlejoint or CCC if you have poor cap skills.

As I write this I am hearing and seeing a lot of negative commentary to the discussion of ship fitting in general and industrial ships in particular. Not everyone understands why they are told to fit a ship certain ways, and many more will believe whatever it is they want about ship fitting in denial of and with disregard for any suggested fittings. For those of you looking to shoot the Noctis, the best advice is just get in and apply alpha as it will go down very quickly. For those of you trying to survive, your best bet is to keep your eyes open and stay out of harms way.

More Missions Don't Mean Less PvP

On interacting with the environment

More PvE content has been added with the latest expansion to EVE Online, Incursions. This has caused a little stir amongst some capsuleers, concerned that mission runners are getting developer love whilst PvP combat is in a state of decay and in need of attention. I see it as more of a consequence of the nature of the two environments.

PvE content needs to be designed, crafted by developers, and seeded in to the galaxy. The nature of this design process makes each instantiation of the same type of content identical to the other instantiation, which is common practice for PvE. Random features can be added, but issues of balance and fairness rule out much option for a new experience each time.

The static nature of PvE makes the experience repetitive and, sooner or later, entirely predictable. Once a mission or anomaly has been explored and deconstructed it can be faced with no trepidation or concern for the unknown. Every foray in to PvE content ends up with essentially no risk and no surprises, and PvE becomes safe and predictable. The only way to overcome players knowing all the PvE content is to create new content, which itself will become known with time.

Contrast PvE content with PvP encounters. The field doesn’t need to be designed, although terrain features can create a focus and add to the complexity. Enemy ships don’t need to be designed beyond those the players already fly. New weapons or abilities aren’t needed, nor is any AI. Players provide it all. And, unlike PvE combat, every PvP encounter will be different. There is no set order as to who fires first, if a particular ship with a specific role will be present, or if the opposition will flee or call in reinforcements. There is no entering PvP combat knowing the outcome, even if it is possible to manipulate the odds heavily in your favour.

PvE content needs to be continually added for players to remain interested, as the same content remains the same. PvP content is made by the players themselves, creating infinite possibilities. There are certainly improvements that can be made, such as adding new ships, weapons, or terrain and mechanics (such as player-owned structures, or other sovereignty items), but the opportunities created with each improvement are vast compared with PvE additions. A few tweaks to the environment can lead to months of interesting PvP combat, as different capsuleers find new options and counter-options, whereas PvE content with a similar expected time-span may require dozens of missions to be designed.

I don’t think there is a risk of PvP combat being undermined in New Eden. Until low-sec, null-sec, or w-space disallow full PvP interaction—and let’s not forget that PvP is far from banned in high-sec—players will continue to fight players. The options, the risk, the uncertainty all combine to create new experiences on a daily basis. More missions and other PvE content may be added with each patch, but that’s because the PvEers need someone to make the content for them. PvPers make their own content.

The Reluctance of Time

On Scanning, Shooting, Salvaging, Harvesting, Hauling and Helping

In a whirlwind rush, the list of things to get done piles up and begins to look like a impending avalanche. There may be fields of ore just floating out in our system patiently waiting to hear from our barges. There are definitely wormholes that have yet to be found, surveyed, catalogued and stored. There are gases dispersing, hoping to be harvested and stored until processing. There planetary resources to extract, refine, process and export. There are reaction to be run, research to be installed, POS arrays to be unanchored, moved, anchored, onlined and utilised. There are resources to be exported, sold, contracted and traded. There are fuels, modules, ships, ammo and skills to be imported. There are possibly neighbours that would like us to alleviate their shields, scour their armour and generally remove their hulls from them.

And none of that even begins to include the number of people that need to be thanked, congratulated, hailed, ignored, watched, befriended, shot, reshipped, berated and/or bereaved. Throw in some ongoing conversations about the nature of the universe, whether ships really fly in space or swim through it, who did what to whom and where to go to get some good, hard spiked Quafe.

The world we live and fly and fight and engineer in is rich, deep and very, very personal. It takes more than just a passing interest in spaceships and spreadsheets to appreciate it fully. This is not to say it’s perfect. The interface confounds me on a regular basis, my ship seems to occasionally have a mind of its own, the drones only respond 100% correctly on the second Tuesday of each week and occasionally my overview tells me I’m somewhere else.

We are busy little Wormhole Engineers. We like our part and the jobs we do. If you are looking for a stable source of income and relaxed, arm-chair piloting – keep flying. There is none of that out here.

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! :)

The Long Dark Hull

In the process of dreaming about my future and while staring at the picture posted in my pod, I have already started fantasizing about potential fits and what not for my Damnation field command ship, Al Abd. Come on, admit it. You have all tried fits for ships you can’t yet fly. It’s the dirty little secret/Pandora’s Box that EFT and EVEHQ when they become prevalent. Armchair capital pilots everywhere are fitting out their supercaps to do battle in their minds eye. So skipping the reverie and amorphous thoughts about what might have been, I managed to cobble together the following [mind the Tool Tips].

  • [Low Slots]
    • Damage Control II
    • Armor Thermic Hardener II
    • Armor EM Hardener II
    • Armor Kinetic Hardener II
    • Ballistic Control System II
    • Ballistic Control System II
  • [Mid Slots]
    • Cap Recharger II
    • Cap Recharger II
    • Cap Recharger II
    • Cap Recharger II
  • [High Slots]
    • XT-2800 Heavy Assault Missile Launcher I, Fulmination Assault Missile
    • XT-2800 Heavy Assault Missile Launcher I, Fulmination Assault Missile
    • XT-2800 Heavy Assault Missile Launcher I, Fulmination Assault Missile
    • XT-2800 Heavy Assault Missile Launcher I, Fulmination Assault Missile
    • XT-2800 Heavy Assault Missile Launcher I, Fulmination Assault Missile
    • Large ‘Solace’ I Remote Bulwark Reconstruction
    • Armored Warfare Link – Damage Control
  • [Rigs]
    • Medium Hydraulic Bay Thrusters I
    • Medium Rocket Fuel Cache Partition I
  • [Drones]
    • Hobgoblin I x5
  • [Statistics] Using Level V Skills For Comparison
    • Effective HP: 85,934
    • Tank Ability: 20.56 DPS
    • Damage Profile – <Omni-Damage> (EM: 25.00%, Ex: 25.00%, Ki: 25.00%, Th: 25.00%)
    • Shield Resists - EM: 12.50%, Ex: 89.06%, Ki: 73.75%, Th: 30.00%
    • Armor Resists – EM: 85.66%, Ex: 87.25%, Ki: 89.24%, Th: 81.35%
    • Capacitor: Stable
    • Volley Damage: 1,121.98
    • DPS: 269.28

Bah – this whole post too long to format. Nearly twice as long as dreaming up the fitting that I am sure I will iterate through at least another thirty times. Are you not entertained? Ten million to the first comment that collects all the eggs.

In Search of Perfection

I’m always trying to make the best of both what I have and what I can do. In some cases that means being as efficient as possible and cutting costs and corners. At other times it is a matter of training that last skill to level V. Currently I’m working at wrapping up Production Efficiency to level V so that the stuff I manufacture costs less and I’ve been slumming [mission running] so that I’ll have enough LP to purchase an Inherent Industries ‘HX-2′ mining implant and then the ‘HY-2′ ice duration implant. My clone out in the Ardalabier ice fields will get the HY and the main high-sec mining clone will get the HX. I’m about half way there. If I get those all squared away, I’ll consider a set of implants for the mission clone.

On other progress fronts, I’m getting closer to having some good R&D agents with Lai Dai. I have plenty of standings, but the skills are still by major road block. For someone who likes to do a little bit of everything, getting your skills up to a sufficient level can be maddening. So in four days I’ll shift from production training to research training all the while I’ll be missioning to be able to mine more efficiently.

On the sales front, I know I’ll need more order slots, but that has also fallen in terms of importance to the other options. I’ve been putting my LP from Amarr corporations into faction laser crystals. This has been fairly profitable as they would otherwise just be collecting dust and the crystals additionally required for purchase have all been from mission loot.

Summary:
Perfection is painfully slow in coming sometimes.
Implants are worth the cost [sometimes].
LP should be available to sell/contract/trade.
Clones allow for specialization without alts.

Addendum:
Apparently magnetic cable flux disruption from a small planetoid in some far distant system is playing havoc with my pod’s electronics and it’s taking hours to accomplish little tasks like docking, warping, jumping or even just using the coms. [Some numbnut cut two major under sea cables in the Mediterranean Ocean and all of my connections are being routed to Venus first which further results in a ping of something on the order of 4800 ms.] I think the term is Sad Panda™.

Good Grief

It’s been a busy last couple of days. I have been perpetually thwarted by every attempt to undock. First it was a family emergency that required more than my passing attention to the information being fed down the hardwiring. Then there was a business trip to meet with a potential client for ongoing mineral sales. He was wanting to buy consistent quantities of certain minerals on a guaranteed schedule at or above market rates. The problem turned out to be the client’s backers were slightly less than reputable or even honest. It wasn’t shaping up to be a good time. :(

I managed to get back into the Lou Ferrigno and get several million units of Veldspar, Scordite and Kernite mined. Now that I have the standings with those Tash-Murkon Family posers, I can refine for more than I can sell the ore for. I don’t have the manufacturing skills yet to produce much with it, so I go for the profit. As I was making trips back and forth to the station, I would check the available mission ops for something interesting. The next to last trip in I noticed they were offering a chance to retrieve some minerals for war and knew the area would offer some Gneiss as well. I’m all for working through kind of ore I can get, so I pulled my records on the area and saw some battleship sized baddies.

I have been putting this off for some time, but I finally broke down and fired up heavy missile training. I hoped this would help it go a bit more smoothly. I checked my training times to make sure I could get it finished before the mission offer went away. Knowing that it was going to work, I flew off to make the last couple of jumps on the last sales trip. I’ll have to let you know how the heavies work out in real world practice. I might miss the missile-per-second firing rate of my seven little assault launchers.

Refined Tastes

I couldn’t resist the title now that I have for the moment completed my mission grind. I now have enough standing with the local corp to refine my ore at 100% before taking it to market. For weeks I’ve just been sitting on my rock collection while I ground through mission after horrible mission to get enough standings. An unexpected bonus is that I have enough LP to pick up one of the specialized social skills from the LP store [nothing else of interest to a non-Amaarian pilot]. Now that I have my 6.7 standings, I’m refining on every trip out. The next major hurdle is getting it to the right market.

Speaking of refining, I’m finishing up Refinery Efficiency V so that I can start training Scrapmetal Processing and Ice Processing. Of course this also necessitates training Hydromagnetic Physics and Metallurgy. It really bothers me that inefficiency would take so much from the modules and fittings that I want to refine.

The Occasional Missioner

I hear a lot of people talking about mining as a means to be able to do missions or support a PvP habit. I’ve always viewed missions that way. It’s a necessary evil for mining. You could concievably mine without ever running a mission [check out the macro mining isk-boys] but as a complete miner, you will conceivably need to refine some ore at some point. Then it’s nice to have a better than 6.7 standing with an NPC corporation. How do you get that if you are a dedicated miner?

To be sure, you can use connections to get a little bit closer, but at some point you’ll need to actually run a mission to even get started. Given that a large portion of mining training has not been in combat related skills, doing missions for standings can be a slow process. I’ve approached this rather in the same way that Dee Carson talks about training your learning skills. I do a mission now and then as time allows or when I’m done for the day with all of my mining trips.

I have skills to mine well in an Osprey, so that allows me to also pilot a Caracal. The tank is shield tank is also something that I’ve trained based on needing to survive in belts. Drones as well. The only thing missing is the weapons skills. I evaluated missiles v. gunnery skills and opted to go with the missles. This was based in part on the desire to possibly use a Drake or even Raven later on down the road as well as the ability to do mission specific damage.

So I mostly run level 1 and 2 missions for standings. Occasionally there is a level 3 agent that offers courier misssions that I can run for a bit more standings. Finally there is one other use for running missions, the LP store. There are some great mining implants that can be had from those stores. Not much else that a miner needs from the LP stores.