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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To Do and Too Done

I recently read somewhere that the average to-do list survives unchanged for 22 minutes once begun. It takes that long for either something in the universe around you to change or your perception of it. It took us that long to realize that the process of moving into our little pocket of wormhole space was not going according to plan.

The tower was up and some of the arrays were up and ready. Most of the pilots had been able to take their primary ships through and a few of the secondary/utility hulls. The wormhole had crashed and many supplies where still not in system. Immediate prepartions went into place to locate additional insertion points. The supply lists were updated to include additional items

The next insertion point was two jumps into Amarr low security, but relatively close and uninhabited. The preparation to move was made and scouts organized. A little bit of dancing with an Onyx delayed the process a bit, but eventually we were ready to for the second insertion. Due to our relative inexperience with wormholes, we had forgot to assess the mass available in the new wormhole and were ultimately unable to get our ships through.

About this time, Mr. Onyx decided to come back with some of his friends and bring our endeavors to a halt for the moment. Small ship pilots were sent on through with what supplies they could carry and the Charon was docked up to wait for a less populated time to return to high security space.

With some frantic searching, directional scanning and self-scouting, the Charon was firmly back in high-sec.

Industrials, Transports and Freighters. Oh My!

I’ve finally wrapped up several skill sets that I have been wanting for some time. I can finally fly the whole range of Caldari industrial, transports and freighters. I can’t afford my Bustard, Crane or Charon yet, but I can fly them.

I also saw the devblog about the coming changes to the transports and I think they are good changes. I’m not so sure they were ‘broken’ per se, but they sure weren’t fully utilized. This may encourage more players to get into them and train beyond Transport level 1.

Also tucked into this blog is some ninja posting about the buff to the Mackinaw that allows it to finally fit two Ice Harvester Upgrades II and an increase in cargo hold that will let you hold 2 full cycles.

Über Miner Luvin’

This last week we got our first concrete look at part of what is coming down the pipe in the near future. In a combined announcement from Outer Rim Excavations and Deep Core Mining, the new Orca was presented to the universe. It has the news wires all in a tizzy about it’s various aspects and roles it can perform. As with any new product, there are both fans and detractors. I tend to remain pessimistic about improvements until I actually see them, but I also have to admit that this really has me excited. It is at the core, a Mining Command Ship.

From the released information the specs are impressive. It will still likely have some tweaks before we see it in production, but the possibilities are phenomenal. I’m not privy to all of ORE’s and DMC’s research and test data, but what I have seen is a good start. The ship is laid out with the following information:
Ship Bonuses

  • 250% bonus to tractor beam range [70km means you'll need long range targeting]
  • 100% bonus to tractor beam velocity [1km/sec means just over a minute to drag from range]
  • 500% bonus to survey scanner range [125km means you can tell what people are mining?]
  • 99% reduction in the use of gang mods
  • Multiple gang mods can be fit without command processors

Skill Bonuses

  • 3% increase in mining foreman links per level
  • 5% increase in cargo capacity per level [meaning w/ T1 rigs will hold just over 90,000 m3]

The announcement mentions a material cost of approximately 400 million and a BPO cost of 1 billion. The initial BPO specs could change, but they indicate a total cost to own all part BPOs of around 7 billion. I would expect that the ship initially debuts for about 800 million to 1 billion and eventually will settle down closer to 600 million.

The specs also list a cargo capacity of 30,000 m3 + 30,000 m3 corporate hanger + 400,000 m3 ship maintenance array. It can effectively haul two rigged Hulks, but not a battleship.

The press release has been met with a lot of discussion ranging from cargo space adjustments, the need to buff this and that aspect of the ship and the general “it’s a crap ship that doesn’t meet my needs” opinions.

The ability to fly the ship is based on a new skill called Industrial Command Ships which means going back to school to fly it. Most of the rest of the skills I’ve studied before. If they change the skill requirements, I’ll probably have to get back to hitting the books hard.

Who Needs Isk

I moved a bunch of my Tritanium to market today. I’m still using a Badger II as I don’t have the resources to use a Charon yet or the skills for something like an Iteron V. The result is that I move about 1.6 million minerals per trip. At the current market rate, that means I’m getting about 4.9 million per trip. As it’s only 6 jumps, I’m ok with making the jumps and moving it to sell it.

Having made some isk, I was contemplating going back into the field to make some more roids cry, but somehow got distracted by a item link to a Drake battlecruiser. Suffice it to say that 31 million later, I’m right back where I started isk-wise. I’ve never owned a BC before and barely have the skill to fly the thing. I have the tank and support skills, but haven’t spent much time learning the weapons systems. As a primarily industrial character, I didn’t use much beyond the occasional assault launcher or 150mm rail gun. So now I have a very well tanked passive drake without any launchers. Hilarity never ceases.