25/08/10 15:39 PM
| Jaspet | 55.92 |
| Omber | 55.99 |
| Hemorphite | 62.18 |
| Pyroxeres | 68.21 |
| Hedbergite | 74.04 |
| Veldspar | 65.77 |
| Kernite | 88.68 |
| Plagioclase | 84.13 |
| Scordite | 68.17 |
| Spodumain | 75.94 |
| Dark Ochre | 95.49 |
| Gneiss | 95.24 |
| Crokite | 172.65 |
| Bistot | 216.26 |
| Arkonor | 270.56 |
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On Being a Frog in Well Stocked Pond
The wormholes have been rolling by us at a rate of 2-3 a day. With our static Class 4 exit lasting at most 16 hours we usually have time more than enough time to harvest anything we roll across in the adjacent wormhole systems. If those systems are empty and their connections not holding any prospective targets to hunt down, we’re more than happy to roll the exit and see what else pops up. We’re easily running as many sites as we can possibly squeeze in between pilot availability, wormhole collapse and outside interference. It’s good on the wallet and fun for the participants – so who could want for anything more?
Time – as I posted above seems to be the limiting factor. Were there more of it in the right places, we’d accomplish even more. As it is, I’ve let the posts slide for the last two weeks. I’m behind on keeping up with not getting farther behind. The reasons are all good and I don’t regret them in any way. The first issue that demands more time is the burgeoning role of maintaining the new alliance. Hats off to Letrange on the way he’s managed to even stay sane let alone manage to get some play time in. And he even manages to post regularly. The second is some impending travel that is coming up for myself, and that means a lot of loose ends have to be tied up first. And finally, there are some issues with EVE and CCP that needed to be dealt with.
So, while having loads of fun, I’m a bit tired and looking for whoever it is stole my last billion isk. I’ll be coming for you…
On Reviewing The Ships That Make It All Possible
I saw Rixx Javix post about what he has in his hangar and naming conventions and thought it was a wonderful idea to review what I had as well. I’m late the party, but likely not the last. I absolutely love naming ships for practical as well as aesthetic reasons. I also have to admit that I’m going to play a little bit loose with the term “hangar” as I live out in unknown space where things are not as well defined and most all of my ships are in a Ship Maintenance Array. Living out of an SMA, reduces the number of spurious hulls we have on hand, but I usually have duplicate hulls already purchased in k-space.
Click on ships to see their descriptions
Buzzard
This is probably where I spend 75% of my time. It’s a tight little beauty that has been a good friend for a long time. Her name is Wrangler, a reference to the popular Jeep vehicle. It is the third buzzard I have owned with the previous two being Jeep and Cherokee, respectively. The fitting it fairly straight forward with covop cloak, mwd, nanos and grav-cap rigs.
Manticore
A very cool ship that I’m only recently getting experience with. I was waiting for a better grasp of bombs and training for torpedoes as well. The ship was originally named Hello Kitty, but is slated to be renamed Penticore after my stealth bomber role model.
Maller
This ship is a dual purpose gas miner and bait ship. When fully plated and resisted out, it has about 60,000 ehp and +70% resists across the board and completely passive. For mining gas, it works well with T2 harvesters as it has sufficient cpu, has a spare utility high slot [hello combat probe launcher] and cargo space. The first iteration was named Gas Man Cometh but version 2.0 has been named Tetris Reject in reference to it’s somewhat more angular shape [at least for a Amarri vessel].
Drake
Even after all these years, it still remains a combat favourite of mine. Everyone debates the efficacy of missiles in PVP, but honestly for small to medium gang roams, camps and hunting, they are fine. The buffered heavy assault missile drake is very nice and has a lot of utility. It makes a great second tackle, brings a fair amount of DPS and gets ignored enough to apply both damage and utility. The biggest problem with any ship is its pilot, and too many pilots are at fault for not adequately fitting this ship for use in a group. I used to name all of my battlecruisers with punctuation, so the first few were named, @, #, :, ., !, et cetra but later started giving them different names. The more DPS heavy HAM setup was Dramage [Drake + Damage], but it died and was replaced by Green Drakes and HAM which was eventually replaced by Baked and then Half-Baked. The second string was Safina Thania [Arabic for second ship] and a proto-type remote shield gang ship affectionately referred to as [] which harkens back to punctuation days. This is the only ship I have multiples of, though they are all stored outside the wormhole with the BPO somewhere.
Nighthawk
All I can say is wow. This ship is everything I ever dreamed it would have been when I was a little Bantam pilot in nappies. It almost makes me cry with delight and it’s just plain beautiful. Her name is Hag and she is every bit as mean as her name. I’ve run a couple level fives in her [where she was massively overtanked], have hunted for ne’er-do-well’s in wormhole space and refit at least 100 different ways. I’m growing more confident in her usage and like the idea of keeping her light and nimble.
Scorpion
I have a tri-mark armor rigged Scorpion in Jita to use in the wormholes, but have never actually flown this one. I’ve borrowed a corp-mates a couple time and have trained to use the full range of T2 ECM skills. At somepoint I’ll get out and get it imported. It’s currently named Sc 2 x Tri 1 x P
Guardian
If the Buzzard represents 75% of my flight time, this beauty is nearly the rest. It is a dream to fly and a nightmare to fit. I’ve written before about my respect for the Herculean effort required to get everything included on it that you want/need, but it is a wonder to fly. It seemingly creates cap out of thin air and makes the rest of the fleet fly with impossible tanks. In tandem with my Guardian buddy, it is a significant force multiplier. The first was named Fers Al Nahr Jo’an and was beautiful. It was lost to what I can only consider CCP mangled warp interface dynamics when the rest of the fleet didn’t warp with me. The replacement, Stop Dying, has been much more resistant and accounts for a lot of our wormhole fleet tank. This was the first ship I started keeping multiple copies of, as it is essential for us running the higher class wormhole sites.
Hulk
As a carebear, where would I be without my trusty asteroid obliterator. I’ve lost a fair share of them, but keep using them as it only takes a couple of hours of mining out in the wormhole to replace it. It isn’t rigged, the tank won’t survive a gank, but it mines and mines and mines. And when it’s done mining, it sits in the SMA without making a peep. This is the only ship that has been through so many names that I couldn’t begin to tell you them all. Both because I’ve lost a fair few and I tend to rename it often while I’m mining. The current one is named Banner’s Brain Child and the first one was named Lou Ferrigno
Charon
It’s big. It’s slow. It’s really big and slow. The Luxury Yacht has been with me longer than just about any other ship. She’s made multiple trips from Gallente to Amarr space and back hauling everything from ice and ore to ships and once an entire load of garbage.
Orca
The first Orca was a splurge. I didn’t really have the means to replace it if I lost it and wasn’t entirely sure what I would do with it, but I wanted no, NEEDED that ship. I loved that ship so much I gave it away to a corporate spy/thief. Disaffected and disturbed I tried to be bitter but knew I had learned another lesson I needed to know anyway, namely: Every last one of you are lying, cheating, disgusting scum who deserve to be shot in the back of the head with an auto-cannon. Er…, no wait, that’s a different post – lesson learned – don’t fly it if you can’t afford to lose it. The backstabbing cheating part is only partly in jest. I later bought another Orca, not to replace it, but to defy pirates and sell it in Aunenen for a hefty profit on their scam order. Managed to slingshot the Orca past the perpetual gatecamp with a web and dock at the offending station to find that someone had filled the contract about 15 minutes before. So what do you with a massive, slow ship in a system full of deranged pirates looking for juicy kills? Web it and fly it back out just because you can. Because it survived that trip, I decided she must really like me and decided to call her Keeper. She is.
And that sums up the list of ships I keep. I used to have a lot more, but now I tend to limit them to what I’m using currently and a couple of backup hulls kept in Jita.
On Getting To Know The Author
Somewhat in response to Freebooted‘s post about introductions, I came up with the following:
[caption id="attachment_678" align="alignleft" width="150" caption="Vestigial Heritage"]  [/caption]
I’m an old Caldari pilot who has managed to fly a lot of ships, visit a lot of systems and learned some of the most spectacular ways to die. I believe in working very hard to be the best pilot that you can. To that end, I spend a lot of my skill points on getting my skills to level 5. This also means I don’t have a lot of skills. I love my Drake and I don’t mind trying to use it in a lot of different situations.
I am that bane of banes for MMOs, the carebears’ carebear. I like mining. I like manufacturing. I like killing rats and Sleepers, setting up towers, plugging different numbers in spreadsheets and seeing what comes out. I like flying with a group of friends more than I realised when I started and I miss them when they are gone. I used to mine Veldspar in high-sec before I started exploring and mining Kernite in exploration sites. I would run missions for extra ore when the macro-miners would strip out whole systems.
I have a whole lot of blueprints and end up using them on occasion. I have been in one fail cascade, one very successful corporation and have most recently started out again on my own with a new venture. We endeavour to focus on solely on wormholes and utilising them for fun and profit.
Things are happening all around us and changes are afoot. In more ways than just the mild revamp of this site, the more it changes, the more it will really stay the same. We are in the process of making some very fundamental changes to the way we will be approaching our wormhole operations. After a significant amount of thought, discussions and consultations with other experts, we have decided not to operate out of a wormhole from within the wormhole engineers’ division of Dark Star Galactic Engineers. Sadly, this marks the end of nearly a year of wormhole expeditions by the engineers of DSGE.
What this doesn’t mean though is that the people who have been diligently learning how to live out on the edge of the unknown will be leaving that life. We are still all going to be living in the same system and using the same ships and equipment. After much preparation we are decided to cut the apron strings and move out from underneath the protective umbrella of DSGE and work on our own as the Wormhole Engineers. We have big plans for the future and are excited about the opportunities that still lie ahead of us.
32 feathers in my brand-new Indian headdress
32 new moons shining in 32 skies -(TMBG)
So finally I finish the long walk to Amarr Cruiser level V. It’s been a rather arduous journey toward a predefined goal that I set for myself and managed to talk another into. The completion of AC-V represents one of the milestone events that we discussed as being a relevant stepping stone along the heavily wooded path. It allowed for a bit of shiny in the midst of an otherwise long journey. Hopefully the last 10-15 days of training will fly by in comparison.

The upshot of AC-V is that it opens up the line of Tech 2 cruisers from the Empire for exploration and exploitation. Now I can fit and fly Her Highness‘ [no real devotion mind you - she just owns the flim-flamming Empire of Squirrels] logistics ships and can fly the Amarrian recons, but only with a Tech 1 fit. It seems rather pointless to fly a T2 ship with T1 gear. It’s rather analogous to giving special forces commandos Nerf® battle gear [That's another post!]. The T2 remote armor repairers and energy transfers will find a use, and only become more so as soon as I wrap up training for Logistics IV.
 
So I hit the shops and find a sweet deal on a Guardian that someone was trying to dump in Lonetrek [Amarr ships are cheaper in the State?] and flitted over to pick it up. After picking up the ship, I used some fairly ugly, low-meta, named, mission looted, gear to fit a tank on it for transport to my main hangar. I flew it quickly as I could from gate to gate, desperately hoping that anyone looking to bite into a yummy T2 cruiser would prefer ganking a Hulk to my new shiny. The trip was uneventful and I was able to even snap a couple of touristy images from the camera drones.
The whole exercise might be one in pointless futility unless I can settle on a more tanky fit that I think will allow for WH survival. Maybe the dual Guardian-lock could survive incoming Sleeper fire given the higher resists. If any of you have used Guardians in fleets against the wormhole denizens, I would be interested in your thoughts about what to slap on it.
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!
Like some sharks, our gypsy base must keep moving to live. A constant stream of new anomalies and signatures flowing over its hangars is required to keep it alive. The task of dismantling the current location, loading up the wagon train and heading out for the new frontiers is quickly delegated and distributed. In quick succession, the tower falls and is exported. We’ve collectively decided to move on to something a bit more challenging for the future, so we shall have to see how that comes out.
The medium Amarr tower has performed amazingly well for us and we’re proud of it. It has become a sort of second home for many of us and each time we set up, we give someone new the chance to give it a name. We have had some really good suggestions so far, including Slight Doom, and Event Horizon. The only real problem is on my end with the need to move stuff between the two holes for mfg or back to our high-sec base. The logistics behind it all haven’t been difficult, but I would be guilty of withholding the truth if I didn’t say they were time consuming.
As an aside, I want to put in my two bits in support of a corporate bookmark facility. If we can share corporate fittings, why not corporate bookmarks. Throwing a system of bookmarks in a can everyday for the crew is needlessly time consuming and a bit of logistical nightmare in and of itself. Surely it’s redundant and resource intensive for all of us to have a bookmark for the tower, the current wormhole or 3, the 10-12 anomalies and signatures. For the 3-4 people who happen to read this, pass the information on and see if you can get any action out of this too.
And so now the search for a new home for the mobile assault base continues with a couple of quick possibilities opening themselves up. Sadly we can find places faster than we can get to them and full utilize them. Perhaps with a larger contingent or a wider alliance we could manage them all, but I am still a bit skeptical of our participation in an alliance.
Finally, we’ve put some finishing touches on our rules of engagement and its application in wormhole systems. We are trying to balance our own carebear tendencies with the ever present need for defense and deterrence.
I ‘m staring down a long dark hallway that is only dimly lit with some bioluminescent globes that are spaced much too far apart to give any sort of definition to the length or features of the corridor. I cannot see the end, nor can I see any distinguishable openings or portals either. My choices now are to turn around and abandon this path or proceed onward to see what will become of it. Where will it lead…? What have I begun…? What have I become…?
And so my thoughts on beginning the journey towards my current skill objective come to the fore. I’ve had long training plans before. They got me into my Covetor and my Hulk and have helped me max out most of my core skills [AWU - I love/hate you]. They are not pleasant to watch, but they are fun to achieve. Kirith Kodachi has kept many people entertained with his own regales of routines passed on his way to the Ninveah and later a ill-fated Nighthawk.
My own plans are much more modest. I am working toward the skill set needed for the Amarrian Fleet Command Ship, Damnation. The die has been cast and the decision made. Currently I’m just getting rolling on my Battlecruiser V training. Then it’s a relatively shorter time to Amarr Cruiser V, Warfare Link Specialist IV, and Logistics IV. I’m already excited, but trying to temper that elation with the knowledge that it will still be awhile. I’m also trying really hard to ignore the results of my rather Scientific Background which includes such minor details as having pants for offensive skills. I’ll need to pick up some more training in heavy missiles and heavy assault missiles to be an effective fleet member.
The impetus for this impulse is the desire for our fleet to be able to run sleeper sites more quickly and efficiently. With the added range for HAM’s, I think it might even be useful to fit them. With a couple cheap [it's all relative right?] rigs I can fling a HAM out to 40 km for approximately 260 DPS and just a smidge over 1,000 alpha strike volley. This is modest damage, but coupled with the ability to be cap stable while running both RR and links is too hard to ignore. In the meantime, I’m an entertaining myself by pasting pictures of my new ship all over the inside of my pod. [In case you hadn't noticed them all over this post by now. I'm also playing around with fittings for Al Abd [the name I've already chosen].
After several abortive and/or unsuccessful attempt to get all of our stuff moved in to our new little circle of space that we are calling home, one of our most adventurous combat pilots found a wormhole. As Letrange mentioned recently, sometimes the best place to look is in the wormholes that connect you to other wormhole systems.
- It was only 6 jumps from where we started.
- It was in high security space.
- It had a local station.
As we’re quickly learning, there were things that obviously needed to be weighed in the balance, namely:
- The high-sec wormhole had less than four hours of life.
- The high-sec wormhole was over half depleted due to some other group exploring it.
- The only ships we had to move stuff was an Iteron Mark IV and an aging Iteron Mark I.
So at approximately 18,000 m³ between us per trip we started taking bites out of the supplies we wanted. The modules our pilots had been requesting to refit with for encountering sleepers was fairly easy to fit. The real challenge was definitely the defensive tower arrays that had not made it in the first round.
After five or six trips, our other non-industrial, combat-oriented pilot had to head out and I decided to make as many more trips as I could. I managed about five more before the wormhole decided that it has been awake long enough and in a final surge, expunged the last of its cosmic energy.
This time though, I was on the unknown side and headed toward our tower.
Among all the recent changes that have been announced coming to the galaxy, I’ve tried to hold my tongue and just let others discuss the to death. I’d like to think I had learned from experience after crying foul for the Quantum Rise Apathy Patch [personal code name QRAP!] that really did nothing more than introduce 1 new ship, a couple new ways to build it and some rear-end servicing [oh, wait, I mean "back-end, database and hardware upgrades]. The combined effect was not only under-whelming, it was quite frankly disappointing in that a supposed ‘industrial’ upgrade for EVE was little more than a collection of little patches and a mini-Rorqual. Thanks for the ship but don’t try to… Gah, have to stop going there.
So, coming back to the Apocrypha changes, I’m trying to remain more detached and aloof. I know I’ll continue to fly my ships, mine/mission/manufacture my way to dominance and generally let any changes wash over me like Trinity, Empyrean Age and QRAP have done before. I look forward to new things becoming available in the form of exploration [never mind that a Sisters' Launcher now seems like an over-investment] and wormholes [Sleeper NPCs will severely hurt me] and adding a RAM disk that just makes my mouth water. I am even excited that they are revamping the character creation process and experience. Hopefully gone will be the crazy decisions about locking yourself into something that you have no idea what it entails. New players will have a greater freedom to really explore what is possible in the galaxy before committing to a given career.
But what about the over-all experience? My burning question relates not to how well a new capsuleer can find his way out of the loading bay and into a microwarpdrive fitted Rifter, but more along the lines of, “Mistakes made early on help define all of us as pilots and who we are.” If we just let things float and allow everyone to flip around at whim, there goes some part of our ships’ souls so to speak. Don’t you want to learn as you go? The arguments against the New Player Experience [NPE] changes so far have come down to two basic points however, that completely miss the experience as I’ve defined it.
The GoonFleet, ah, goons, are upset/worried/troubled that reducing the starting pilots to 50,000 skill points will result in capsuleers being unwilling to train for 2 days to get into the aforementioned MWD Rifter for 0.0-sec PvP ops. I’m more inclined to think that people are just shocked by the appearance of the change from 800,000 average skill points to 50k. Nevermind that a new pilot will learn skills at an accelerated rate until they reach 1,600,000 skill points, it must be just plain wrong to reduce the amount of skill points you start with.
The second discussion surrounding the NPE is strangely not about the NPE at all, but about the efficacy of the Learning skills themselves. There are two distinct camps that either want them abolished/banned/nuked/removed/plastered all over the asteroid belts OR they like them and think they are a positive aspect of the game. The first crowd views them as a unholy time sink that are only trained because they are forced to do so if they want to be competitive. They are angry that they train for something that doesn’t make their ship fly faster, guns track faster, missiles fly farther, manufacturing go smoother or mining more lucrative. They just want them gone because they are a, “kick in the balls to players” who want to train real skills. The second, somewhat less vehement group either acknowledge that the learning skills, “aren’t fun” but want to keep them, or they whole-heartedly love them as one of the things that make EVE great.
I have to admit my own personal bias here, and state that I think the choice to train your learning skills or not is part of that fundamental ethos that helps the galaxy of New Eden be what it is. Pilots that fit a shield booster on a Vexor or autocannons and artillery on a Typhoon are generally laughed at for making poor decisions, but there isn’t a cry to change the system so there is one tank system, one weapon or one propulsion option.
TL/DR; The Learning skills are about choices and reward. Grow-up, make a choice and live with it. Don’t demand that something be removed because it doesn’t fit your specific style.
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