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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On Making Decisions
In the life cycles of corporations and alliances, there are decisions that have to made and choices that have to be faced. There are often as many or more choices and decisions that need to be ignored and left to wither and die in the desert of inattention. Member pilots are all [or were] human and as such have opinions, ideas and speculations that they feel is necessary to share and express with the leadership. Sometimes these are viable options that need to be considered in the light of the ever changing space-scape, while others are valuable tools and nuggets for future use. Some things that they share are sadly just simple thoughts that they opine at every possible moment. To both groups I say thank you. It helps to know that you care enough to at least speak up and often to put actions to words and make things happen.
There are other decisions that fall into the “Critical” category. These include things like setting standings/treaties, war declarations and responses, recruiting, moving and policies. If the CEO or executor manages to screw a decision like this up, the results can and often are disastrous to the rank and file, the corporation/alliance and can even have a fallout affect on other seemingly unrelated entities. As CCP tries to present in their Butterfly Effect and Causality videos, there can be far reaching consequences to all the choices made in New Eden.
Now is the point where WHEN and GREAT are facing decisions about the future. We have been enjoying our time in the class four wormhole that we call Home. Home is where you anchor your POS, as they say. But lately some of the challenge has been leeched away as anomalies become routine, cosmic signatures are done without concern and – hold on to your hats – combat pilots are even mining and harvesting gas for diversions. Thus we contemplate a shift to a class five wormhole to create more opportunities and potentially more conflict. We are scanning around for systems and will settle on one in the near future. We have some competent pilots and I think personally think we are up to the challenge.
On Getting Bigger, Better or Bagged
There is a natural tendency towards entropy. Universally, stars die, systems decay and heat dissipates. It is the order of things to become less ordered. Therefore, it takes energy to even just maintain things, let alone change something. This is also true for players, corporations, alliances and coalitions. They do not tend toward activity, progress or profit without work and energy being put into them. As I mentioned in Brass Tacks, WHEN relies heavily on its directors to maintain these levels of activity, progress & profit. It is not a pretty job [at least if you look at Riyu or Mick], but they do it well. In WHEN we face entropy on several different vectors and often at the same time.
A base-level of entropy is found in the POS tower that we live out of. Without a regular infusion of fuel, it has a natural tendency to burp and die very quickly. This takes a certain amount of effort on the part of various pilots to insure that there is fuel in the tower, spare fuel in the wormhole system and ongoing procurement for fuel from various sources [markets, players/corporations, private planetary interaction]. It is not a significant level of activity, but it does exist and is a posteriori to our continued existence.
[caption id="attachment_936" align="alignleft" width="150" caption="Downward Trends"]  [/caption]
Another item of concern that need to be kept up with include pilot attrition. While I would like to claim that 100% of WHEN pilots are online and in ships every day or even week, that would be a bit of a stretch. We do try to keep our active membership roles current and in any given week, close to 80% of member pilots are online and actually doing stuff [With Others - Kirith Kodachi]. Part of this has been that WHEN was a small family corporation that worked together on everything and the core active members were also the only members. As we have grown, it has been encouraging to see a high level of member interaction on a regular basis. We still have a few that are more occasional in their activity levels and we are very accommodating of their situations if they let us know.
Recruiting is another answer that we have applied to attrition and recognise as a sword that can cut both ways. While it is necessary on the one hand to have new pilots in the corporation in order to grow [and by extension do more things with more people], it can also introduce additional issues to deal with. Things like training/explaining, ship/supply logistics, storage space and organisation all become more complex as additional wetware is added to the mix. As Penny so eloquently wrote in Applicant Security last week, it is also necessary to be ever mindful of players that want to join/infiltrate the corporation with an intent towards nefarious purposes. Be it theft, sabotage, espionage or just drama, a new corporate member can make it difficult for everyone involved to enjoy their time in their ships.
In the discussion of entropic entities with corporate effects, there is also perhaps the most devastating: Complacency. What do you do when you have reached your goals and become everything that you intended? Or perhaps you are still working on the first steps and things are going very smoothly. You need to be prepared to have the next step in mind and be willing to cast the vision necessary to keep things moving forward and keep pilots engaged and excited about what is happening around them. There will come a time when success is also the very thing that can bring you down and start to erode the corporation more than just natural loss.
On Being Paranoid or How To Steal From Your Next Corporation
A new member of the corporation turned up in our corporation communication channel recently, one neither of the two directors currently on-line had met before. Or, indeed, had even heard about. A quick poking with a stick met with no response and we jointly agreed to kick the unfamiliar face back out of the corporation. It was perhaps the shortest stay of any new member, as well as the fastest re-recruitment time. It turns out that the capsuleer was a secondary character of a current but still relatively new member of the corporation and had applied and been accepted by another director.
There is no problem with directors making decisions, it’s what each of us is meant to do. But I feel our process is lacking some oversight and scrutiny, and perhaps some discipline. I notice that we get applications that are empty, with no introductory or explanatory text about who the character is, why they want to join, or what procedures they have already been through and with whom. This makes it rather difficult to assess the application beyond ignoring it and hoping to find out more later. I am hoping to change this, and have already rejected a blank application with the explicit reason that we shouldn’t accept such uninformative requests.
We already ask for access to the capsuleer’s limited API key—and rejected someone who curiously argued against giving this standard nugget of information—which at least helps us see if the actual skill set matches that claimed, but it doesn’t offer much about the character. For this, we ask the capsuleer to join our recruitment channel and stick around for a chat. This lets us gauge interest and attitude, ask pertinent questions, and see tolerance to inane banter—as long as we’re not in the middle of hunting in w-space when our concentration may be elsewhere. A potential recruit should therefore be able to give details of this conversation, who he talked to, and his API key in the body of the application, as a minimum. At least we have details that can be verified and we have another measure of the trustworthiness of the recruit.
Troubles with recruiting go deeper. I am not entirely sure how to accept secondary characters in to the corporation. Bear in mind that for a w-space corporation who lives entirely out of shared hangars the possibility of theft is a real and very expensive risk, one that we have already suffered. The ability to segregate the availability of resources is difficult and inconvenient at best. Personally, if I wanted to steal from a w-space corporation a secondary character would make a lot of sense. But I would reverse the roles.
[caption id="attachment_926" align="alignleft" width="150" caption="I'm just a high-sec trading alt..."]  [/caption]
I would apply to the corporation with my secondary character first, my limited and innocuous skills making me seem harmless. Training in science and industry and not being able to fly anything bigger than a battlecruiser would help shape perceptions. I join the corporation and loiter for a while, being helpful and raking in some iskies. Then I log out and log in with a different character, joining the recruitment channel and asking if my ‘trading alt’ can join the corporation. Surely there can be no harm in this. A high-sec trading character, who is confirmed by the other character to be controlled by the same person, poses no threat to operations.
Except that this ‘alt’ is actually my main character, years old and able to pilot many big and expensive ships, probably even able to pilot an Orca stuffed to the hull with loot and other ships. In a quiet period, my secondary character contracts the bookmarks for the current route between the w-space tower and empire space to my main, and I bring my main to the tower to steal all I can pilot and park it in a personal hangar in an empire station. To avoid the corporation paper trail maybe I liquidate my secondary character’s assets, give it all to my main, then biomass the character to start a new mule.
Maybe I’m just being paranoid. But trust in recruitment is difficult enough without having gaping backdoors that bypass the procedures meant to protect the corporation and its members from harm. I am starting to ask for more stringent measures for every step of the recruitment process and not to assume anything, whether it’s that the alt really is an alt, or that the applicant actually has spoken to a director and not just filed a blank application in ignorance. It’s difficult to learn someone’s character when the system allows it to be masked so easily. The best we can do is follow good practice to keep our exposure to risk at a minimum. There must be a better way but it may take a while, and some failures, before I find it.

On Cobwebs, Cans and Cosmic Hygiene
[caption id="attachment_856" align="alignright" width="294" caption="Take It All Out"]  [/caption]
Letrange’s recent post on cleaning up detritus that he finds along the way and the need for people to help keep their own wormholes and the ones they visit clean is something that has been on my list of topics to address. The WH Engineers regularly work to clean up the places we visit and where we live. There is more than enough junk floating around out here for all us to get in on the act. So, “Come On New Eden, Shoot It Clean!”
As an aside, keeping wormholes clean and clear is more than just cans, wrecks, and the occasional barge. Keeping the number of combat anomalies and signatures down to just the wormholes is also good. It presents a good business image, keeps visitors from lingering and trying to capitalise on them.
And finally, good POS arrangement and storage is also essential. Nothing looks worse than cans scattered all over, SMA’s and CHA’s places all over the place and random ships left floating around. If nothing else, it is plain Operational Security to keep things situated cleanly, reducing the amount of possible information that might be collected. They don’t need to know you only fly battlecruisers and Tech 1 astrometrics frigates. The obvious exception to this being capital ships as they are more decoration than trash.
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.
On Being Gone Without Leaving
Some of you may have noticed that I have been slightly less textually productive as of late. The reason stems from a decision to fly down to the surface and spend some time overseeing the latest colony action from the box seats. I chose one of my planets in the wormhole and got down to the surface to get a real hands on feel for working on a plasma farm.
With the exception of the environmental systems [which are a complete pain at the best of times], the time was a fruitful exploration of what is going on at the root level of the colony that I had set up on the planet’s surface. I worked at all the different levels that I had set up, from extracting raw ingredients to processing them as tier one materials and finally combining those into still newer tier two products. I learned a lot about what goes into keeping the colony running as well as being efficient with the use of materials, layout of facilities, storage logistics and import/export excises [can anyone explain how CONCORD is collecting the isk I pay to import/export from way out in the wormhole?].
The net result of all of this: I was pretty well distracted for the last couple of months and managed to let everything here slide. Things like alliance and corporate operations were delegated, payments and diplomacy were put on hold or handed off, other income and revenue streams were throttled back and general amount of time in a pod was only the barest minimum to cover my ongoing capsuleer licensure. I am especially grateful to the men and women of WHEN who stepped up and carried a lot of extra responsibility during my absence.
On Using PI In Our Wormhole
What seems like a sure-win situation with the planets we had available before the release has turned into an annoying state of affairs that will need a lot more work to make it a production reality. Whereas we initially had a fairly good spread of lava, gas, barren, ice, storm – we now have lava, barren, temperate, plasma, storm. This is coupled with the fact that it would appear that any two given resources needed on a planet to manufacture a specific tier 2 product are in fact separated by a fairly large distance. This requires a lot of CPU for links and reduces a given colony’s effectiveness.
After polling the other pilots who are setting up shop in the w’hole, it seems that they are needing about 2-3 million per planet set-up in extractor and refinery costs. This is assuming that you get it right and don’t have to move anything around later. We’re still in the exploratory phase and will likely end tearing down and rebuilding several times before we get it ‘right’. This is also coupled with the fact that we’ll need to start co-ordinating our productions once people have a better handle on the process.
On the plus side, we have more than enough enriched uranium to last out the decade. Too bad we can’t set up a shop out here in the nether world for pilots passing through to buy from us. Corporate Sales Array anyone?
On Moving Slowly And Taking Notes
[caption id="attachment_813" align="alignright" width="309" caption="Sisters of the Guardian"]  [/caption]
We managed to scan out our static and a connecting class 5 wormhole with some nice gas and anomalies. The static was a class two, which no doubt affected the desirability of said wormhole. After some random dithering and discussion, we decided we had sufficient fleet strength and numbers to check out some of the combat opportunities. It helped to sway us that the system contained a Cataclysmic Variable spacial anomaly that works heavily in favour of our chose remote repair strategy. In fact, it means that the large remote armor repair modules mounted on our Guardian logistics ships are 85% more effective!
The Vital Core Reservoir is known to have a couple of Sleepless Keeper battleship sized drones in it and we haven’t faced this particular kind before. Our initial plan of attack involves a fleet of Mr.’s Maelstrom, Scorpion, Dominix and Rook, and finally the Sisters of the Guardian2 for the first encounter. Since the person who scanned down the site had warped to it previously, the enemy was right at hand and waiting to be studied and evaluated. The Guardians quickly set up their logistics lock while Mr.’s Scorpion and Rook began to jam the two battleship class ships. Someone somewhere was writing all this down and making notes about comparable lock times, ECM resistance levels and initial alpha strikes from the ships. Once the initial observations were made, first one and then both battleships were allowed to regain locks and incoming damage assessment began. We were pleasantly surprised with our results and proceeded to just pummel the poor ships after gaining our data.
After gathering some basic intelligence reports from this Ladar, we opted to do the same with a combat site. The results were similarly enlightening and led to some nice discussions about the prospects of future class 5 wormhole colonisation. One of the things we noticed was the slight change from a higher alpha strike to a more sustained DPS. Whereas when we moved from a class 3 to the first class 4 site was the noticeable increase in the first wave of incoming damage. This was probably due in part to our slightly lower skills, unknown expectations and difficult fleet composition. The intervening months have taught us a great deal about how to operate together more efficiently. We were later joined by our Ms. Abaddon pilot and Mr. Frigate Ganking Harbinger. The increased DPS mitigated some of the ECM needs, so Mr. Rook flew off to expedite the salvage operation.
While not an overall cake walk [buy ticket, listen to music, note number, pick up cake] it was certainly an enjoyable exploration of a possible future direction. Little Mr. Harbi took one in the chin as without an explosive armor hardner, even the 8 combined, staggered, drone-assisted, Cataclysmic Variable boosted remote repairs from the Sisters of G2 could help survive the incoming damage. He ping-ponged in and out of structure [full armor, then 95% structure, full armor, 80% structure, full armor, then still lower structure, full armor, 25% structure, full armor, 5% structure] until finally entertaining us with a nice puff of atmospherics and some light. It helped that it was a highly profitable evening with the combat portion of the exploration hovering around 1 billion in revenue for a couple hours work and research.
To cap off the night, a couple of ran back and harvested the 300 million isk gas cloud as there are some friends who would like those polymers. Good deeds and all.
On Friends Coming To Join Us
[caption id="" align="alignleft" width="128" caption="Bandits In The Hole"]  [/caption]
This last week or so has seen our good friends and alliance-mates the Fearless Bandits come out to play. They are mainly the Greater Realms’ highsec mission and PVE corporation but they are looking for some diversion and adventure so they have trundled out to the wormhole to set up shop. They have already proven their worth on multiple occasions previously, have been a part of the alliance planning and development from the beginning and we are thrilled to have them along for the ride. It is always a good thing to have more friends around.
While they are primarily focused on mission running in high security, Empire space, they have very quickly adapted to life out in the ‘holes. There are still questions to be considered and answers to deliver, but it’s still a pleasant addition. They now have their own tower up and happily living from it as they join us for several combined operations. Initially they packed light and so we’ve loaned out a few of our now standard fits for them to use. It has helped to know exactly what they are flying and how it should perform in integrating them into our “well-oiled machine” [insert laughter here].
In addition to FEARL coming out to play, we’ve added several new faces who are old faces come round again. Some former corp-mates from long before have finally rejoined us and really stepped out mining/refining game. Hats off to them for helping to capitalise on the resources we just had floating around for lack of more barge pilots.
On Running Out To High-Sec For Some Groceries
As I slip into my ship, I get an incoming com from one of our pilots. He’s actually the only other pilot right now. He mentions that there’s a four jump exit to high-sec and he’s going out to grab some Quafe as it’s getting dry here at home. I am also rather keen to grab a new book or two to read as I’m nearly finished with the current series I’m reading, Recon. It has been a really good series with lots of fun times and some new information along the way, but by the fifth one in the series, it was getting a bit long winded. I am usually patient about finishing the books I start, but for some reason Recon drug by. The Exhumer series seemed to go much faster and even finishing up reading the Astrometric Rangefinding series rather quickly, though it was published under another title.
[caption id="attachment_799" align="alignleft" width="150" caption="New Mini Game?"]  [/caption]
As the other pilot hit the last system before k-space, he reports back that there is small bubble on the hole but poorly placed. Knowing that he’s intending to bring a ship back through, I volunteer to do some bubble popping. I decide that since it is not absolutely essential that I clear the bubble out quickly [other pilot has several jumps to get his ship picked up] and I do not really want to waste any ammo on the stupid thing [sig-rad is tiny on those things] I opt for a pulse Coercer. For those that maybe know some of the ships I usually fly, this is a fairly wide departure [not because it is Amarr] because I am exceptionally unskilled at laser turrets. This almost seems counter culture to flying ships in space, but the reality is, they just never appealed to me all that much. So I trundle the three jumps to the bubbled hole and jump through. Sure enough, a bubble greets me, but I am immune to its psychological effects and uncloak and lock it up. I start flying with the beams of light and watch as the shields on the bubble start to melt satisfyingly, albeit not too terribly fast.
Suddenly, there is a sound, a flash of light [or darkness], and there is a Tengu sitting 10 km off my stern and beginning to lock my ship. Ack, alas and alack, I am in a destroyer fit with racks of heat sinks and some cap rechargers. This is not going to be a fight, it’s going to be a little blip in the pond. Salvo 1 and the shields are gone. Salvo 2 and I am trying to remember if my clone was up-to-date. Salvo 3 and at 30% shields it dawns on me that I have not moved since I jumped into this system and the wormhole is still right there. I start spamming the jump button hoping that my poor ship [actually someone else's poor ship that I borrowed] will hold together until the session change starts. Lo, there is sound and light again and I’m sitting in a distinctly different location though with about 2% of my armor left and thankfully no structure damage.
Not waiting to see if Mr. Don’t Harsh My Bubble decides to follow for the kill, I immediately start heading back home to rethink my strategy in light of the change in situation. I update the pilot out on his shopping spree and he is easily swayed into agreeing that we should ‘defend’ ourselves [ignoring the fact that we may have, um, started things] and try and catch the sneaky, wormhole camping strategic cruiser.
[caption id="attachment_802" align="alignright" width="150" caption="Strats on the Brain"] [/caption]
As a bit of an aside, I have been thinking a lot about the ‘strats’ both from the perspective of picking one up myself as well as their reputation. Though they deserve the kudos they get for being good at a lot of things and their ability to quickly specialise at something extremely well, they are still ships. They can and do die with increasing frequency. From this I have a couple of electrifying bolts of insight:
- There are a lot of really bad ship fittings in the universe.
- Everyone and their clone is buying ‘strats’.
- The sheer number of possible fittings is confusing to say the least.
- Someone is bound to get it wrong, sometime.
and
- How much of their reputation is based on fear.
So we decide to ship up in something suitably pointy and head back and ‘defend’ our right to fly through a system they are living in. The ship shopper contacts another pilot and he slips into our well crafted bait ship to draw the Tengu pilot into engaging. In this case it is a Harbinger that we managed to forget to refit before heading out. It has lasers… well, it has lasers. Ship shopper jumps in a Lachesis to get the long range point and damp the Tengu’s range. I waver between using the Pilgrim that I just finished studying up for or something else. In the end, my rather uncommon sense wins out and I opt for a Rook because the Tengu did not have any turrets when he attacked me. We move out, hoping that we can still catch him and that he does not have a scout on our side of his wormhole [we would have] or backup [we are not likely to think about having backup until we see structural damage].
At the wormhole, things seem quiet and so we engage in some tribal war calls and Bait is sent through to begin bubble burning and we sit in quiet contemplation of the swirling colours around us. In a few seconds we get the call, “Tengu uncloaked at 60km and locking,” to which we indecisively wonder if that is within our engagement range. Bait is ordered to try and kite him in the other direction for a few seconds and we prep to jump. As Bait’s shields finally disappear, we jump in and begin racing for the Tengu. He’s closed to within 50 of the hole and Ship Shopper is able to get a point. I’m able to lock but the first round of jams all fail which causes a bit of distress for Bait. About this time a fourth pilot joins us in his Curse. His neutralisers are welcome, but I’m unsure how effective. His drone on the other hand are very good at what they do.
In order to keep this from going too well, Tengu’s tango partner, Dr. Maelstrom lands 100km off an starts pinging at Bait as well. The ECM kicks in on round two and I try one on the Dr., and manage to get off a lucky strike [Caldari racial jammer on a Minmatar ship] which saves Bait who by now is flaming. Tengu has not been able to do anything since Ship Shopper and I got him damped and locked down and we begin to see his shields crumple. At about 10% shields the Maelstrom warps off just as Bait returns from the nearby planet to get in range of the wormhole [which was still bubbled, but remember, poorly]. The rest of the skirmish flashes by as the bubble-baitings, cloaky camping, terrible Tengu shatters in a sparkling shower of light and we fail to get a lock on the pod. Curse, Ship Shopper and I manage to loot the wreck on the way out of the system. Fearing a larger reprisal, we opt to not target the bubble and head back to our own home. Before we jump, the Tengu pilot lets fly with a ‘gf’ in local and we respond by thanking him for sticking the fight. As we’re warping through another system, Curse asks what a ‘Smokescreen’ Covert Ops Cloak is.
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