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	<title>Our EvE &#187; reflection</title>
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	<link>http://eve.finkeworld.com</link>
	<description>It&#039;s our universe. Thanks for stopping by.</description>
	<lastBuildDate>Tue, 29 Nov 2011 08:44:43 +0000</lastBuildDate>
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		<title>Crucible Coming</title>
		<link>http://eve.finkeworld.com/crucible-coming/</link>
		<comments>http://eve.finkeworld.com/crucible-coming/#comments</comments>
		<pubDate>Tue, 29 Nov 2011 08:44:43 +0000</pubDate>
		<dc:creator>kename</dc:creator>
				<category><![CDATA[learning]]></category>
		<category><![CDATA[reflection]]></category>
		<category><![CDATA[changes]]></category>
		<category><![CDATA[Cruible]]></category>
		<category><![CDATA[downtime]]></category>
		<category><![CDATA[emotions]]></category>
		<category><![CDATA[EVE]]></category>
		<category><![CDATA[information]]></category>
		<category><![CDATA[news]]></category>
		<category><![CDATA[passion]]></category>
		<category><![CDATA[patch]]></category>
		<category><![CDATA[thoughts]]></category>
		<category><![CDATA[update]]></category>
		<category><![CDATA[useful information]]></category>

		<guid isPermaLink="false">http://eve.finkeworld.com/?p=1158</guid>
		<description><![CDATA[On Crucibles Of Change <p>So in a few moments, the universe as we know it will collapse in on itself in a cataclysmic cacophony of conniptions that we will come to call Crucible. There are changes enough for everyone, including everything from lowly munitions all the way up to galaxy spanning goodies. There are new modules/equipment [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=83b5dc00920d05221cd70d49e8baa2c0&amp;default=http://use.perl.org/images/pix.gif' alt='No Gravatar' width=40 height=40/><h3 style="text-align: right;">On Crucibles Of Change</h3>
<p>So in a few moments, the universe as we know it will collapse in on itself in a cataclysmic cacophony of conniptions that we will come to call Crucible. There are <a title="Patch Notes" href="http://www.eveonline.com/updates/patchnotes.asp" target="_blank">changes enough</a> for everyone, including everything from lowly munitions all the way up to galaxy spanning goodies. There are new modules/equipment as well as new ships to put them on. There are old types of equipment with new abilities and properties as well as new paint on old ships.</p>
<p>Perhaps more than with other releases I have been keeping an eye on this update. Regular daily Singularity updates and visits have become a part of my routine as much as my morning coffee. Perusing the differences of the new equipments, ships and visuals has become something of a habit. By-and-large, there is little in the changes that will effect my day-to-day routine significantly [with the exception of corporate bookmarks - which still seem only half of a solution]. There is a bit of internal struggle that coincides with all of this change, mostly centered around the question of, &#8220;Why do I care so much?&#8221; Bear with my introspective, belly-button browsing as I consider how all of this is affecting me so deeply.</p>
<p>In a bit of confession and disclosure, I have toyed with the notion of hanging up my pilot&#8217;s license and settling down into a long stasis. Over the last year has seen some interesting flak and change happen in the universe and not all of them have been useful or happy. There were times and days where I could not be arsed to haul my pod into a ship to do much of anything, let alone fly around, shoot, scan, salvage, explore&#8230;. So in the midst of all this malaise, comes a rather expected update to the universe with rather unexpected feelings attached to it.</p>
<p>Where there was apathy before, suddenly there is attention. Where before I felt like giving up, I am tending to feel things going up. I look forward to sliding into my ships and launching forth to interact with the others around me. If nothing else, at least there is in Crucible the concern for quality that derides my contempt and compels my attention.  I am ready for change. The world is again before me on a plate of stars waiting to be devoured with the utensils of ships and shots.</p>
<p><a style="text-align: center; background-color: #f3f3f3;" href="http://eve.finkeworld.com/wp-content/uploads/2011/11/CruciblePatch.png" rel="wp-prettyPhoto[g1158]"><img class="size-thumbnail wp-image-1161 alignleft" style="border-style: initial; border-color: initial;" title="Crucible Patch Notes" src="http://eve.finkeworld.com/wp-content/uploads/2011/11/CruciblePatch-150x150.png" alt="Crucible Patch Notes Word Picture" width="150" height="150" /></a></p>
<p>I would like to leave you all with a quick Wordle of the patch notes mentioned above. I was singularly impressed with the results and how much it reflects the essence of change.<a style="text-align: center; background-color: #f3f3f3;" href="http://eve.finkeworld.com/wp-content/uploads/2011/11/CruciblePatch.png" rel="wp-prettyPhoto[g1158]"><br />
</a></p>
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<dd class="wp-caption-dd">NOW is not Soon™</dd>
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		<item>
		<title>Picking Planet Parts</title>
		<link>http://eve.finkeworld.com/picking-planet-parts/</link>
		<comments>http://eve.finkeworld.com/picking-planet-parts/#comments</comments>
		<pubDate>Thu, 05 May 2011 08:10:45 +0000</pubDate>
		<dc:creator>Kename Fin</dc:creator>
				<category><![CDATA[industry]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[reflection]]></category>
		<category><![CDATA[calculations]]></category>
		<category><![CDATA[colonies]]></category>
		<category><![CDATA[cost]]></category>
		<category><![CDATA[EVE]]></category>
		<category><![CDATA[extraction]]></category>
		<category><![CDATA[guide]]></category>
		<category><![CDATA[how]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[P1]]></category>
		<category><![CDATA[P2]]></category>
		<category><![CDATA[P3]]></category>
		<category><![CDATA[PI]]></category>
		<category><![CDATA[planetary]]></category>
		<category><![CDATA[Robotics]]></category>

		<guid isPermaLink="false">http://eve.finkeworld.com/?p=1113</guid>
		<description><![CDATA[On [Re]-Evaluating the Whole Wormhole Works <p>Non-Industrialists Must Stop Reading Now and Go Shoot Miners!</p> <p>For the rest of you – there has always been a small [ok LARGE] part of me that enjoys the industrial side of EVE. I like shooting people in ships, flying around looking for targets, debating how best to [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=83b5dc00920d05221cd70d49e8baa2c0&amp;default=http://use.perl.org/images/pix.gif' alt='No Gravatar' width=40 height=40/><h3 style="text-align: right;">On [Re]-Evaluating the Whole Wormhole Works</h3>
<p>Non-Industrialists Must Stop Reading Now and Go Shoot Miners!</p>
<p>For the rest of you – there has always been a small [ok <strong>LARGE</strong>] part of me that enjoys the industrial side of EVE. I like shooting people in ships, flying around looking for targets, debating how best to fit a ship for a job and if it is even a valid application; however I also like making things. For several reasons I have variously gotten involved in mining ore, making munitions and modules, building ships, inventing Tech 2 items and ships, harvesting gasses, reacting polymers, reverse engineering artifacts, building Tech 3 pieces and putting together planetary colonies for producing various tower fuels, T2 components and raw materials. It is the POS fuels and their production that this post deals with.</p>
<p>There are a multitude of ways to go about this and I will probably forget some along the way, so feel free to point those out to me. In the mean time, the following is a walk-through of how I got to where I am. Remembering how I had started with trying to set everything up in one go I knew that I was going to give it plenty of thought and try and do my homework.</p>
<p>When Penny and I returned to a C4 to live and hunt with a smaller pack, I opted to look at the whole PI process again and evaluate how best to approach it. I opted to see if I could produce enough robotics to keep the tower supplied without having to import them. They are an expensive part of the fuel calculation and would significantly affect what we had to provide on our own. This plan was to use the planets in the system to produce fuel for use and not for sale. The first fuel setup was Robotics as it accounts for about 15% of the total fuel costs and 30% of the non-ice fuel costs. A balanced fuel load [<em>using as much of the fuel cargo space in the tower with all fuels for the same number of days</em>] for our large faction tower means we need 816 units of robotics every 34 days.</p>
<p>In order to do this, we need to be able to produce 24 robotics per day. One Advanced Industry Facility produced 3 [u]nits of robotics per hour given 40u of Mechanical Parts and 40u of Consumer Electronics. This works out to 72u robotics per day if there is sufficient supply of Mechanical Parts and Consumer Electronics. The goal is then to determine how best to go about getting the Mech. Parts and Cons. Elect. supplies necessary to keep the Robotics rolling off the line continuously. The first attempt saw extraction and production spring up on our plasma world for Cons. Elect. and on a Barren planet for Mech. Parts. The second barren planet was then setup to combine the P2 materials into robotics.</p>
<p>One of the things that quickly became apparent when setting up a large scale Planetary Interaction colony was the extreme PG need for a large number of extractor heads. Thus there was always going to be a compromise over the amount of P0 material extracted and the number of basic industrial factories that could convert it to P1. Thus I was able to get about 1,400u each of Mech. Parts and Cons. Elect. This made for about 35u Robotics per day. While this was sufficient for producing the fuel we need for our tower, it was a very depressing return for what seemed like so much work put into clicking, hauling and then clicking again. This also only resulted in 500,000 isk/day in excess revenue which hardly seemed worth the time sink. It is for things like this that I pay people to change the fluids in my planetary vehicle.</p>
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		<title>Planetary Overlord For Planetary Overload</title>
		<link>http://eve.finkeworld.com/planetary-overlord-for-planetary-overload/</link>
		<comments>http://eve.finkeworld.com/planetary-overlord-for-planetary-overload/#comments</comments>
		<pubDate>Tue, 03 May 2011 04:41:07 +0000</pubDate>
		<dc:creator>Kename Fin</dc:creator>
				<category><![CDATA[industry]]></category>
		<category><![CDATA[production]]></category>
		<category><![CDATA[reflection]]></category>
		<category><![CDATA[colonies]]></category>
		<category><![CDATA[export]]></category>
		<category><![CDATA[guide]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[method]]></category>
		<category><![CDATA[PI]]></category>
		<category><![CDATA[planetary]]></category>
		<category><![CDATA[volume]]></category>

		<guid isPermaLink="false">http://eve.finkeworld.com/?p=1115</guid>
		<description><![CDATA[On Strip Mining Planets <p>Moving into a Class 5 wormhole after the Class 4 saw a shift away from producing anything and toward raw extraction. This was the part of the plan where I put down extractor heads and landing pad to rip as much stuff out of each ball of dirt/lava/gas in our [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=83b5dc00920d05221cd70d49e8baa2c0&amp;default=http://use.perl.org/images/pix.gif' alt='No Gravatar' width=40 height=40/><h3>On Strip Mining Planets</h3>
<p>Moving into a Class 5 wormhole after the Class 4 saw a shift away from producing anything and toward raw extraction. This was the part of the plan where I put down extractor heads and landing pad to rip as much stuff out of each ball of dirt/lava/gas in our system that I could get my greedy little command centres on.</p>
<p>The initial plan here was to stockpile the extracted Planetary resources [P0] materials until a suitable wormhole opened up and then flood the market with it all. The basic tenets involved were: Low Stress; Low Time; Low Margin; Medium Returns. This plan was enacted and working for only a couple days before two things happened to change it all up.</p>
<p>The first was the change from extractors to extractor &#8220;control units&#8221; and “heads” for getting the P0 out of the planet. This required going back to each planet and restructuring how everything was laid out on the colony. While this was time consuming, it was in all actuality a blessing because of the following reason required some colony restructuring/thinking.</p>
<p>The second issue was probably the more important factor – raw P0 are rather bulky in large quantities. Another pilot and I quickly realised that using the XL ship assembly array as well as the freighter was not going to be sufficient to hold all the stuffing we were pulling out of our plush planets. A quick refit saw the new extractor heads added and a couple dozen basic processors to change our P0 into Tier 1 products [P1]. This resulted in our good only needing 25% of their former volume [3000 units of P0 = 20 units of P1: 30m<sup>3</sup> P0 = 7.6m<sup>3</sup> P1]. This made storing the produce much easier, moving it out take less time/effort and allow us to wait for a suitable exit that we were comfortable using.</p>
<p>In a typical day I <em>could</em> collect about 18,000 units of Oxidizing Compounds [there was a lot of gas] over three planets. A fourth planet was setup on our temperate world for exporting mass quantities of Industrial Fibers which could theoretically generate about 12,000 units. If you noticed from the previous paragraph, this is a still a lot of cubic meters of stuff. So much so that in order to keep enough space free in the spaceport I was forced to export my planetary goods 2-3 times per day. This was also an unworkable solution not to mention unsustainable from a resource point of view.</p>
<p>In the end I scaled back the extraction and production on the gas planets to about 3,100 units of P1 each day [ending with a full spaceport] and then could export and restart the whole process over again. This was all worth about 500,000 isk per planet per day logged on. This meant with my 5 planets, I would be able to generate 2.5 million isk per day for about 20 mins of clicking. Yeah – it took a while for that to sink in. This was not going to be a long term cash cow but it was certainly something to fill in the space between scanning, running anomalies, hauling crap and running reactions.</p>
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		<item>
		<title>Clean Up On Aisle 4</title>
		<link>http://eve.finkeworld.com/clean-up-on-aisle-4/</link>
		<comments>http://eve.finkeworld.com/clean-up-on-aisle-4/#comments</comments>
		<pubDate>Thu, 17 Feb 2011 10:12:56 +0000</pubDate>
		<dc:creator>kename</dc:creator>
				<category><![CDATA[missions]]></category>
		<category><![CDATA[pve]]></category>
		<category><![CDATA[reflection]]></category>
		<category><![CDATA[wormhole]]></category>
		<category><![CDATA[cost]]></category>
		<category><![CDATA[fitting]]></category>
		<category><![CDATA[frustration]]></category>
		<category><![CDATA[fun]]></category>
		<category><![CDATA[information]]></category>
		<category><![CDATA[links]]></category>
		<category><![CDATA[noctis]]></category>
		<category><![CDATA[salvage]]></category>
		<category><![CDATA[ship]]></category>
		<category><![CDATA[thoughts]]></category>

		<guid isPermaLink="false">http://eve.finkeworld.com/?p=1049</guid>
		<description><![CDATA[On Using The Noctis [or not] <p>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 [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=83b5dc00920d05221cd70d49e8baa2c0&amp;default=http://use.perl.org/images/pix.gif' alt='No Gravatar' width=40 height=40/><h3>On Using The Noctis [or not]</h3>
<p>In a <a title="See Comments for Discussion" href="http://www.tigerears.org/2011/02/09/an-evening-for-sleeper-profit/" target="_blank">recent discussion</a> 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 <a href="http://when.eve-kill.net/?a=kill_detail&amp;kll_id=8754827" target="_blank">popped</a> a <a href="http://when.eve-kill.net/?a=kill_detail&amp;kll_id=8736658" target="_blank">couple</a> <a href="http://when.eve-kill.net/?a=kill_detail&amp;kll_id=8610589" target="_blank">Noctises</a> [<a href="http://when.eve-kill.net/?a=kill_detail&amp;kll_id=8382211" target="_blank">Nocti</a>? <a href="http://when.eve-kill.net/?a=kill_detail&amp;kll_id=8299097" target="_blank">Noctae</a>? <a href="http://when.eve-kill.net/?a=kill_detail&amp;kll_id=8353815" target="_blank">Noctices</a>?] 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 &#8211; I would have to say that the answer to the first question is a resounding, &#8220;Maybe&#8221; and the second question has an even more amorphous answer.</p>
<p>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.</p>
<p>Still a third option might be to use a cloak in a high slot to help &#8220;hide&#8221; 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 &#8220;proper&#8221; will fit.</p>
<p>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.</p>
<p>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.</p>
<p>Finally in the low slots do we come to the bones of contention. Cargo, Speed, Armor &#8211; 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.</p>
<p>Your rigs are likely to just be Salvage Tackle and possibly a Low Friction Nozzlejoint or CCC if you have poor cap skills.</p>
<p>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.</p>
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		<title>Staking A Claim On Your Survival</title>
		<link>http://eve.finkeworld.com/staking-a-claim-on-your-survival/</link>
		<comments>http://eve.finkeworld.com/staking-a-claim-on-your-survival/#comments</comments>
		<pubDate>Thu, 27 Jan 2011 13:40:20 +0000</pubDate>
		<dc:creator>Penny Ibramovic</dc:creator>
				<category><![CDATA[combat]]></category>
		<category><![CDATA[mining]]></category>
		<category><![CDATA[pvp]]></category>
		<category><![CDATA[reflection]]></category>
		<category><![CDATA[wormhole]]></category>

		<guid isPermaLink="false">http://eve.finkeworld.com/?p=1035</guid>
		<description><![CDATA[On how to make your escape easier <p>So there I am shooting a couple of Hulks, but with only a single point fitted to my Manticore. I have a Tengu about to breathe down my neck, so I am not expecting to destroy both exhumers, but I am still trying to put the fear [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=68bca27e8ca980fb818e2fa24fca4a55&amp;default=http://use.perl.org/images/pix.gif' alt='No Gravatar' width=40 height=40/><h3 style="text-align: right;">On how to make your escape easier</h3>
<p>So there I am <a href="http://www.tigerears.org/2011/01/26/hulk-hammering/">shooting a couple of Hulks</a>, but with only a single point fitted to my Manticore. I have a Tengu about to breathe down my neck, so I am not expecting to destroy both exhumers, but I am still trying to put the fear of Penny in them.  I do this by cycling my disruptor between the two ships, exploiting the peculiarities of warp engines. When a ship is trying to enter warp but is prevented from doing so the engines will return to their previous mode of operation. What I am relying on is that the pilots went from being stationary to trying to enter warp directly, which when disrupted will cause the ship to &#8216;stall&#8217;.</p>
<p>Cycling the point between the two ships is a risky tactic, as it theoretically shouldn&#8217;t work. Either pilot should recognise when the engines are being disrupted and when they are not, and align manually to their escape route, engaging warp drive as soon as the point drops. But the stalling problem is compounded by another quirk, in that the escape route in w-space will often be your tower (or a wormhole, which suffers the same way), and warping to a bookmark is controlled by a context menu. Having to navigate the menu is rather more involved than rapidly punching the warp button on the overview.</p>
<p>Essentially, unless the pilots know exactly what&#8217;s happening and take care to align manually, their slow Hulks will never be able to get up to three-quarter speed in order to enter warp. Trying to enter warp directly and stalling the ship will reduce the Hulk&#8217;s velocity such that accelerating from zero takes longer than the cycle time of my warp disruption module. Of course, selecting a celestial object will open up the possibility of spamming the warp button, which is right next to &#8216;align&#8217;, another convenient button, but this is a risky move for the defender. The attacker could follow, and soft targets generally warp more slowly than pointy ships. As the defender still has to enter warp again once the celestial object has been reached, in order to get back home safely, all he has done is move the encounter.</p>
<p>Thinking further, using a celestial object to avoid using a bookmark to warp to could be effective if the celestial object is the moon where your tower is anchored. You still need to warp again once the moon is reached, the short distance to the tower, but anyone following will be at the mercy of the tower&#8217;s defences, making it a safer position to warp to. And you get to align easily and spam the warp button. At least, you could, if it were possible to add a single moon to the overview. Adding moons in general only makes the specific moon awkward to single out and clutters up the overview. But maybe you can add that single moon to the overview, just indirectly.</p>
<p>I&#8217;ve encountered a solution to adding the tower&#8217;s moon to the overview before, I just haven&#8217;t recognised it. Of course, it may not have been used as such a solution, but it occurs to me that anchoring a territorial claim unit to your moon creates a superior escape route. The TCU appears on the overview from anywhere in the system. It can be warped to, aligned to, and placed on the same grid as the tower. There will be no need to navigate relatively fiddly context menus to align or warp to a bookmark in a panic, and even though you won&#8217;t be inside the tower&#8217;s shields arriving at the TCU will provide covering fire from the active defences.</p>
<p>Maybe the TCUs I&#8217;ve so far encountered have nothing to do with providing a better escape route, and are anchored for completely different reasons. But it seems like a good idea to me to anchor one to provide a convenient point visible from anywhere in the system that can be accessed by standard navigation tools. The TCU may advertise the location of your tower, but that is far from a secret anyway. I&#8217;m wondering if a territorial claim unit may just save your clone.</p>
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		<title>More Missions Don&#8217;t Mean Less PvP</title>
		<link>http://eve.finkeworld.com/more-missions-dont-mean-less-pvp/</link>
		<comments>http://eve.finkeworld.com/more-missions-dont-mean-less-pvp/#comments</comments>
		<pubDate>Thu, 20 Jan 2011 13:14:44 +0000</pubDate>
		<dc:creator>Penny Ibramovic</dc:creator>
				<category><![CDATA[missions]]></category>
		<category><![CDATA[pve]]></category>
		<category><![CDATA[pvp]]></category>
		<category><![CDATA[reflection]]></category>

		<guid isPermaLink="false">http://eve.finkeworld.com/?p=1030</guid>
		<description><![CDATA[On interacting with the environment <p>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 [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=68bca27e8ca980fb818e2fa24fca4a55&amp;default=http://use.perl.org/images/pix.gif' alt='No Gravatar' width=40 height=40/><h3 style="text-align: right;">On interacting with the environment</h3>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>Contrast PvE content with PvP encounters. The field doesn&#8217;t need to be designed, although terrain features can create a focus and add to the complexity. Enemy ships don&#8217;t need to be designed beyond those the players already fly. New weapons or abilities aren&#8217;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.</p>
<p>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.</p>
<p>I don&#8217;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&mdash;and let&#8217;s not forget that PvP is far from banned in high-sec&mdash;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&#8217;s because the PvEers need someone to make the content for them. PvPers make their own content.</p>
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		<title>Being all merry</title>
		<link>http://eve.finkeworld.com/being-all-merry/</link>
		<comments>http://eve.finkeworld.com/being-all-merry/#comments</comments>
		<pubDate>Mon, 13 Dec 2010 13:13:17 +0000</pubDate>
		<dc:creator>Penny Ibramovic</dc:creator>
				<category><![CDATA[reflection]]></category>
		<category><![CDATA[don't be a douchebag]]></category>

		<guid isPermaLink="false">http://eve.finkeworld.com/?p=1015</guid>
		<description><![CDATA[<p>It certainly seems that the Echelon looks to be a basic, niche ship that won&#8217;t see general use, even more so as it can&#8217;t be replaced.</p> <p>But to everyone who is saying they are &#8216;not excited&#8217; by it, or that it is a &#8216;massive disappointment&#8217;, if this is how you react remind me never [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=68bca27e8ca980fb818e2fa24fca4a55&amp;default=http://use.perl.org/images/pix.gif' alt='No Gravatar' width=40 height=40/><p>It certainly seems that the <a href="http://www.eveonline.com/devblog.asp?a=blog&#038;bid=830">Echelon</a> looks to be a basic, niche ship that won&#8217;t see general use, even more so as it can&#8217;t be replaced.</p>
<p>But to everyone who is saying they are &#8216;not excited&#8217; by it, or that it is a &#8216;massive disappointment&#8217;, if this is how you react remind me never to get you a Christmas present.</p>
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		<title>School&#8217;s Out</title>
		<link>http://eve.finkeworld.com/schools-out/</link>
		<comments>http://eve.finkeworld.com/schools-out/#comments</comments>
		<pubDate>Sun, 05 Dec 2010 16:13:11 +0000</pubDate>
		<dc:creator>Penny Ibramovic</dc:creator>
				<category><![CDATA[learning]]></category>
		<category><![CDATA[reflection]]></category>
		<category><![CDATA[CCP]]></category>
		<category><![CDATA[changes]]></category>
		<category><![CDATA[controversy]]></category>
		<category><![CDATA[skills]]></category>

		<guid isPermaLink="false">http://eve.finkeworld.com/schools-out/</guid>
		<description><![CDATA[On Not Learning Anything Any Longer <p class="wp-caption-text">Learning is for sleepers.</p> <p>[Due to a publishing issue, this was originally posted by the wrong author. That has been corrected. Sorry Penny. Ed.] There is some griping and much discussion about the disappearance of the learning skills. Most of the distress is not in making the [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=68bca27e8ca980fb818e2fa24fca4a55&amp;default=http://use.perl.org/images/pix.gif' alt='No Gravatar' width=40 height=40/><h3 style="text-align: right;">On Not Learning Anything Any Longer</h3>
<div id="attachment_1007" class="wp-caption alignright" style="width: 160px"><a href="http://eve.finkeworld.com/wp-content/uploads/2010/12/sleep-learning.jpg" rel="wp-prettyPhoto[g1005]"><img class="size-thumbnail wp-image-1007" title="We Hate Learning" src="http://eve.finkeworld.com/wp-content/uploads/2010/12/sleep-learning-150x150.jpg" alt="boy sleeping on books" width="150" height="150" /></a><p class="wp-caption-text">Learning is for sleepers.</p></div>
<p><em>[Due to a publishing issue, this was originally posted by the wrong author. That has been corrected. Sorry Penny. Ed.] </em>There is some griping and much <a href="http://eve-search.com/thread/1420510" target="_blank">discussion</a> about the <a href="http://www.eveonline.com/devblog.asp?a=blog&amp;bid=824" target="_blank">disappearance of the learning skills</a>. Most of the distress is not in making the game easier for newbie—indeed, this is seen as a positive move by the same people—but that the investment in the learning skills is now going to waste. That is almost understandable, as the raw skill points injected in to the learning skills, and that will be refunded, do not translate directly to the gains those skills will give a character. But this is also the very point that renders the complaint ineffective.</p>
<p><em>&#8216;I chose to invest time&#8217;</em>, writes the typical veteran, <em>&#8216;and now I am getting nothing from that investment&#8217;</em>. Sort of. Your advantage of training in the learning skills will be negated, but the effect is not gone. Far from it, as the training you invested in the learning skills helped you get in to the shinier ships with bigger guns faster than if you hadn&#8217;t learnt those skills. There is simply no way that effect can be removed from your character. The time you spent waiting patiently for the learning skills to complete has helped you gain skills faster than any short-sighted or impatient capsuleer who didn&#8217;t plan similarly, and has done so for however many years it has been since you trained them.</p>
<div id="attachment_1008" class="wp-caption alignleft" style="width: 160px"><a href="http://eve.finkeworld.com/wp-content/uploads/2010/12/brain-move.gif" rel="wp-prettyPhoto[g1005]"><img class="size-thumbnail wp-image-1008" title="Brains In Motion" src="http://eve.finkeworld.com/wp-content/uploads/2010/12/brain-move-150x150.gif" alt="Brain with Cogs" width="150" height="150" /></a><p class="wp-caption-text">Get it working</p></div>
<p>If I were to offer any pilot the opportunity to go back in time and train from scratch, knowing that this deletion of these skills was coming one, two, or six years down the line, I daresay no one would choose to eschew training the learning skills. It would not be seen as optimal to put those couple of million skill points elsewhere, knowing that that&#8217;s where they would be put eventually once the refund was given, as the overall rate of skill point accumulation would still not be as great. After all, the whole point of planning ahead and investing the time in the learning skills was to eventually gain more skill points than would otherwise be possible. The accelerated training rate would mean you would recoup the skill points invested in the learning skills after a period of a year or so, and only continue to reap the benefits after that.</p>
<p>Indeed, the clever capsuleer is taking last-minute advantage of the imminent learning skill refund, dumping more points in to a learning skill using her favoured attribute, with a view to refunding the points in a skill of her unfavoured attribute. Such cunning, using learning skills to gain skill points faster than normal right until they are taken away. But that&#8217;s what the learning skills were there for, and any pilot that took time to invest in their training has either gained the obvious benefits for a long time, or will see the skill points refunded for no loss. And as the learning skills are themselves affected and accelerated by the attributes they increase, any training in them will still have created more skill points to be refunded than a new pilot would have gained normally.</p>
<div id="attachment_1009" class="wp-caption alignright" style="width: 160px"><a href="http://eve.finkeworld.com/wp-content/uploads/2010/12/baby-learn.jpg" rel="wp-prettyPhoto[g1005]"><img class="size-thumbnail wp-image-1009" title="From the Start" src="http://eve.finkeworld.com/wp-content/uploads/2010/12/baby-learn-150x150.jpg" alt="baby learning" width="150" height="150" /></a><p class="wp-caption-text">We all start somewhere</p></div>
<p>I don&#8217;t see any reason for veteran pilots to be frustrated by the removal of the learning skills. To claim they now have no advantage over new players is absurd. A new player will not gain ninety million skill points overnight, because of this change or otherwise. And the very existence of the learning skills means that every pilot must invest in them in order not to fall behind, which just puts everyone in the same boat. Rather than having new players have to find the ISK to buy the expensive, second-tier learning skill books, then themselves get frustrated as they spend a couple of weeks learning with no immediate gain to their character skill, we now all train at the same rate.</p>
<p>That is, we all train at the same rate except when using the expensive implants that only veteran players can really afford, after training the cybernetic skill. As for the time investment, neural remaps have made available even longer-term skill training plans, for pilots who like to think in years instead of months. Removing a pointless part of the already fierce learning curve can only be a good change, which is what deleting the learning skills achieves.</p>
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		<title>The Tipping Point</title>
		<link>http://eve.finkeworld.com/the-tipping-point/</link>
		<comments>http://eve.finkeworld.com/the-tipping-point/#comments</comments>
		<pubDate>Thu, 28 Oct 2010 08:22:23 +0000</pubDate>
		<dc:creator>Kename Fin</dc:creator>
				<category><![CDATA[Administrative]]></category>
		<category><![CDATA[Alliance]]></category>
		<category><![CDATA[connection]]></category>
		<category><![CDATA[Corporate]]></category>
		<category><![CDATA[exploration]]></category>
		<category><![CDATA[reflection]]></category>
		<category><![CDATA[wormhole]]></category>
		<category><![CDATA[change]]></category>
		<category><![CDATA[expectations]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[moving]]></category>
		<category><![CDATA[reality]]></category>
		<category><![CDATA[rose-coloured glasses]]></category>
		<category><![CDATA[stability]]></category>

		<guid isPermaLink="false">http://eve.finkeworld.com/?p=963</guid>
		<description><![CDATA[<p>On Reaching A Point Of Change</p> <p>There are sadly, times when your world changes. While changes are fresh and often refreshing, the are also all about things being different and even the most positive of changes still carries with it a high level of stress. Take for instance some of the most stressful events [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=83b5dc00920d05221cd70d49e8baa2c0&amp;default=http://use.perl.org/images/pix.gif' alt='No Gravatar' width=40 height=40/><p>On Reaching A Point Of Change</p>
<p>There are sadly, times when your world changes. While changes are fresh and often refreshing, the are also all about things being different and even the most positive of changes still carries with it a high level of stress. Take for instance some of the most stressful events available to humanity: slipping into your first pod; getting married; plugging in +5 implants; flying your first interceptor; having children; upgrading your medical clone. These are all positive events with great rewards attached to them. We learn, grow and become more than we were through them. And still they give us stress and often force us to re-evaluate our position.</p>
<p>This <em>eustress</em> as it were is a cumulative process in the body and pod pilots are not immune. It is a function of our terrestrial origins and comes &#8216;part and parcel&#8217; with the biological  fleshy sack of bones that we stuff into our pods. This is for the most part a good thing. However &#8211; like all stress it needs an outlet. Some people find their relief in mining, other from running missions for various corporations and still others from trying to stop other pilots from completing the first two.</p>
<div id="attachment_966" class="wp-caption alignleft" style="width: 160px"><a href="http://eve.finkeworld.com/wp-content/uploads/2010/10/Class-5-Facade.png" rel="wp-prettyPhoto[g963]"><img class="size-thumbnail wp-image-966" title="From the Outside" src="http://eve.finkeworld.com/wp-content/uploads/2010/10/Class-5-Facade-150x150.png" alt="Class 5 Facade of Isk" width="150" height="150" /></a><p class="wp-caption-text">What We Saw From Outside</p></div>
<p>So to has been the move to a new home in a higher class wormhole. We came into the new home with isk in our eyes and the sun aft. There was great excitement, motivation, participation and preparation. The transition from a class 3 to a class 4 wormhole carried with it an added set of challenges that required adaptation, innovation and adjustments in how we perceived and pursued the profits around us. So too does the shift from a class 4 to a class 5. Here also is the need for adaptation, innovation and adjustment. The rewards are potentially much greater, but also the dangers. There is the ever-looming threat of better pilots with bigger toys coming to visit. The concentrations of enemies and the requirements to face them are both higher. If there is one other thing that remains constant in moving from class to class, it is the progression of difficulty.</p>
<div id="attachment_967" class="wp-caption alignright" style="width: 160px"><a href="http://eve.finkeworld.com/wp-content/uploads/2010/10/Class-5-Reality.png" rel="wp-prettyPhoto[g963]"><img class="size-thumbnail wp-image-967" title="Class 5 Reality" src="http://eve.finkeworld.com/wp-content/uploads/2010/10/Class-5-Reality-150x150.png" alt="The facade of St. Paul's in Beijing is as sad as the wormhole." width="150" height="150" /></a><p class="wp-caption-text">What We See From Inside</p></div>
<p>As we have set up our operations and began to prepare for the future, several things have become apparent.</p>
<ul>
<li>Change generates a lot of excitement and activity that is not necessarily reflective of ongoing reality.</li>
<li>Perceptions are based in reality but do not always reflect the whole picture.</li>
<li>The progression of difficulty is not linear and iterations on a theme are less likely to be as effective.</li>
<li>While loss can be a motivator and tool for education, it can also and often is disheartening.</li>
<li>Losses are always painful. Even the small ones.</li>
<li>Sometimes you can simply be <em>unlucky</em>. Other times it is sheer <em>luck</em> that makes things go great.</li>
</ul>
<p>So in the end we are having to wrestle with our own perceptions and expectations of what we want out of the whole experience. We are each coming to terms with how we will cope and for some it means more changes. Some have decided that the best way to deal with it is to move on to something else. It is not unlike the earliest of starts when we learned how to die very well and what to watch out for. While we are no longer the idiots in the neighbourhood, we still have a lot of learning to do.</p>
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		<title>Corporation Cooperation</title>
		<link>http://eve.finkeworld.com/corporation-cooperation/</link>
		<comments>http://eve.finkeworld.com/corporation-cooperation/#comments</comments>
		<pubDate>Tue, 28 Sep 2010 05:59:39 +0000</pubDate>
		<dc:creator>Kename Fin</dc:creator>
				<category><![CDATA[Alliance]]></category>
		<category><![CDATA[connection]]></category>
		<category><![CDATA[Corporate]]></category>
		<category><![CDATA[reflection]]></category>
		<category><![CDATA[connections]]></category>
		<category><![CDATA[cooperation]]></category>
		<category><![CDATA[passion]]></category>
		<category><![CDATA[players]]></category>
		<category><![CDATA[thoughts]]></category>

		<guid isPermaLink="false">http://eve.finkeworld.com/?p=943</guid>
		<description><![CDATA[On Doing Things Together <p>As part of an ongoing series of posts about corporation life, one of the issues that I have wanted to discuss for some time is the concept and process of being a team and cooperating. There are many pilots out there in New Eden and many of them want to [...]]]></description>
			<content:encoded><![CDATA[<img style='float: left; margin-right: 10px; border: none;' src='http://www.gravatar.com/avatar.php?gravatar_id=83b5dc00920d05221cd70d49e8baa2c0&amp;default=http://use.perl.org/images/pix.gif' alt='No Gravatar' width=40 height=40/><h3 style="text-align: right;">On Doing Things Together</h3>
<p>As part of an ongoing series of posts about corporation life, one of the issues that I have wanted to discuss for some time is the concept and process of being a team and cooperating. There are many pilots out there in New Eden and many of them want to be left alone.</p>
<ul>
<li>They are running missions and hoping <a href="http://suddenlyninjas.net/forum.php" target="_blank">Ninjas</a> do not suddenly appear to steal their salvage.</li>
<li>They are quietly mining ice with the desire for <a href="http://eve.battleclinic.com/loadout/26253-Iteron-Mark-V-THE-BEST-PVP-Industrial.html" target="_blank">Battleterons V&#8217;s</a> to be bothering others in some distant system.</li>
<li>They are changing their sales by 0.01 isk to keep others items from being the best price.</li>
</ul>
<p>All in all, they are not doing anything <em>wrong</em> other than missing out on the single biggest reason to keep paying a subscription to an online service, namely, interacting with other pilots. The single shard [Can you still call a system without other "shards" a single shard?] universe with all pilots interacting in the same temporal dataspace is essentially the paramount momentum behind being in New Eden. Even the aforementioned solo pilots <em>rely</em> on the rest of the universe to make their activities have meaning. They need others to buy and sell goods, power POSes full of arrays and even explode in fiery bursts of atmosphere and essential fluids. Without all of that, their activities in New Eden quickly become Sisyphean in nature.</p>
<div id="attachment_945" class="wp-caption alignright" style="width: 160px"><a href="http://eve.finkeworld.com/wp-content/uploads/2010/09/rokh25m.jpg" rel="wp-prettyPhoto[g943]"><img class="size-thumbnail wp-image-945" title="Support The Rokh" src="http://eve.finkeworld.com/wp-content/uploads/2010/09/rokh25m-150x150.jpg" alt="support poster for increasing the Rokh dronebay" width="150" height="150" /></a><p class="wp-caption-text">Moar Droan Plz</p></div>
<p>For the rest of New Eden, the whole of the experience my best be paraphrased by Kirith Kodachi&#8217;s re-occuring motto, &#8220;<a href="http://www.ninveah.com/search?q=%22Do+things%22" target="_blank">Do Things&#8230;. With People</a>&#8221; [though I am also sure he would like the rest of New Eden to chant, "<a href="http://www.ninveah.com/2009/08/support-rokh.html" target="_blank">Fix The Rokh</a>"]. Whatever it is you like to do, I am positive there are others out there who would like to do it with you. There is always something more to do in EVE and someone new to do it with. It is an almost limitless universe with pilots constantly searching for new ways to beat the house, break the bank and burn the barns. If you constantly find yourself flying your ship solo, then you need to seriously ask yourself, &#8220;Am I doing it wrong?&#8221;</p>
<div id="attachment_952" class="wp-caption alignleft" style="width: 160px"><a href="http://eve.finkeworld.com/wp-content/uploads/2010/09/Dual-Maller-01.png" rel="wp-prettyPhoto[g943]"><img class="size-thumbnail wp-image-952" title="Dual Maller Harvest" src="http://eve.finkeworld.com/wp-content/uploads/2010/09/Dual-Maller-01-150x150.png" alt="2 Maller cruisers sharing a can while gas harvesting" width="150" height="150" /></a><p class="wp-caption-text">Sharing is Caring</p></div>
<p>Please do not misunderstand me. I am not advocating against solo PvP or saying there is not a place for flying a mission or ratting by yourself. There are always times when you have to step to the side and get something done. No one else can raise your security status for you as well as you can. No one else wants to solo PvP with a partner [though two-man roams are wicked fun]. I <em>AM</em> saying that even all of those activities are better done in the midst of a group of like-minded pilots who both want to see you succeed and are trying to accomplish similar goals. It does not really matter what those goals are as much as your agreement and participation with them.</p>
<div id="attachment_953" class="wp-caption alignright" style="width: 160px"><a href="http://eve.finkeworld.com/wp-content/uploads/2010/09/RR-Together.png" rel="wp-prettyPhoto[g943]"><img class="size-thumbnail wp-image-953" title="RR Together" src="http://eve.finkeworld.com/wp-content/uploads/2010/09/RR-Together-150x150.png" alt="5 RR Battleships" width="150" height="150" /></a><p class="wp-caption-text">Rep or Die</p></div>
<p>In the end, you really have to ask yourself, &#8220;Am I doing stuff with people?&#8221; and for some people the question looks more like, &#8220;Am I supporting the group of people around me, doing the things we love?&#8221; Sometimes this can mean doing things differently and even expanding your horizons to include new activities or ones that you would normally not do. I do not mean to imply that you need to do things that you do not like, but rather there will be things that <em>must</em> be done, and the people that you have surrounded yourself with will likely find them just as burdensome as yourself. The more you do stuff with people, the more stuff that you <em>can</em> do with people.</p>
<p>Another pilot made the point that sometimes there are people who, for whatever reasons, prefer not to be around other people. Believe it or not, but there are other people out there like them. The reality is, we all have a need to belong even if we do not want it. As much as we might hate to admit it, we do need the next person [with the occasional exceptions, but you can just pod those pilots].</p>
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