Isk Per m3

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

Tentative Exploration

On Moving Slowly And Taking Notes

[caption id="attachment_813" align="alignright" width="309" caption="Sisters of the Guardian"]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.

Go Norbert Young Man

On Finding and Using a Common Reference Point

While working in space has its perks and for the most part is a wonderful experience, we are in part hampered by the interface built into our ships. I firmly place any and all blame on the Jovians as part of their desire to maintain a position of aloof superiority over us by seeding small technological wonders attached to inane and sometimes incomplete user interfaces. I could probably wax eloquent over multiple examples, but would only be “preaching to the choir” as it were. None of the pilots I fly with or talk to would recommend the user interface we use on a regular basis for any purpose other than masochism.

Having written all of that, we are flying around in a multi-dimensional space with the only real point of reference being a false horizon given to us by the tactical overlay. Flying around planets, suns, moons, et cetra are all inconsistent measures of location and often difficult to describe in a place where concepts like  UP, DOWN, STARBOARD, PORT, AFT, BOW are rendered meaningless in light of both the interface and third-dimensional travel. [As an aside for those who might have flown a spaceship in a "twitch" type of environment, a barrel-roll really loses it's meaning without a horizon, but that doesn't negate it's usefulness.] So how can you organise yourself and others [especially fleet commanders] to use a common point of reference without everything going down the drain in confusion over directions and terms.

REALITY – You can’t. There will always be someone to misunderstand any given command. “Warp to 30km and hold,” will invariably be understood as, “Get to the gate and jump. Jump! JUMP!” by aforementioned schmuck. In another life, we had a fleet-mate who always turned up oriented 180˚ degrees vertical to the rest of the group. Ultimately it didn’t matter as she would at least be facing the right direction. The best we can do is develop a consistent point of reference and be insistent that people reference it for direction. Anything else will largely just be lucky, random happenstance.

Something reminded me the other day of how we were taught to find reference points in fleet operations while giving a new corp-mate the grand tour. Dazed and confused by the overwhelming flood of information coming at him upon joining our little patch of home, he queried, “How do you all know where you are going?” Admittedly he was referring to finding and keeping track of the ever shifting network of wormholes, but it was a good reminder about getting oriented and one that I had completely forgotten in moving into a wormhole. The point of this is to get everyone a common frame of reference that they can use to describe position and interpret directions.

[caption id="attachment_754" align="alignright" width="230" caption="Finding North"]animation showing reference point north[/caption]

The method is fairly easy and refers to an arbitrary direction that we will call, Norbert. To find Norbert and get oriented to Norbert, you simply full up the otherwise useless system map [via the F11 key unless you've remapped it somehow]. In the lower right hand corner will be a map of your current system complete with relative planetary orbits and the star in the centre. Somewhere on this little map will be a red circle that represents your current position. extending outward from this circle is what can best be described as two overlapping, semi-transparent triangles. These indicate the current horizontal “field-of-view” of your camera drones. The direction your ship is facing is irrelevant as is your vertical declination above or below the plane of the tactical overlay horizon. Remember Norton? It is this field-of-view that we use to define Norbert. Norbert is arbitrarily defined as the top of the little system map. Everything else can now be defined relative to Norbert. You warp to a wormhole at 10 o’clock knowing that your cloaked stealth bomber buddy is 30km 6 o’clock. Stealth Edit. :)

Seriously?

On Waking Up After Being Deprived Of Your Pod

Ouch. Blinding pain. My ship … is, why can’t I feel my ship. And … um … I can’t … seem to focus … on the present. Station … docked? Sleepy … groggy … slow.

Not unlike post-election interviews with the runner-up, waking up after a binge, stepping in it in the park or waking up in a new clone, the process of recovery is sometimes short and sweet and more often filled with emotion, pain and suffering. How you handle losing it all speaks more volumes about you than the epitaphs shouted in comms, kill board statistics or isks spent on your last ride. From an early age people need to learn some important EVE life lessons.

1) It’s a ride. It does not have emotions. It doesn’t care if you are in, on, afk, logged, asleep at the pod, finger in your nose, smiling or frowning. It is quite oblivious to anything you care about. Pets, asteroids, spouses, corp-mates, local taxes, sovereignty fees – they are all irrelevant to the EVE Train.

2) It is independent. It goes where it will. You are able to affect its direction to some extent, but more than likely it is less Butterfly Effect and more akin to Clear Skies or Carebears Attack in the ability to affect the larger picture. You look out for you and yours and things go swimmingly.

3) You will die. You will lose a lot of ships if you are actually playing the game with any level of interaction. It doesn’t matter if you are in high security, low security, null security or wormhole space – you and your ship will soon be parted. Today’s Headlines: Death Coming. Tomorrow’s Forecast: Mostly ganky with an increasing chance of podding. The only unknowns are when, where and everything except how well you handle yourself.

This is not some HTFU rant about people who can’t hack the harsh, kill-or-be-killed world of New Eden. It’s a realistic gut check for pilots who think the worst thing that can happen is getting your current clone senselessly splattered on the nose-cone of a Terror Assault missile or perforated by Repulic EMP. It’s all senseless and it will continue to happen as long as there are people flying other ships. There is always someone bigger, faster, stronger, smarter, wealthier or prettier who is able to relieve you of your capacity to be in a ship.

I’m not saying don’t be upset about losing a ship. I cry over every last one. Most of them I built. I fit them, flew them, trained them, repaired them, crashed them. All of them I loved. My ships are my life and every last one of them is important to me, from the disposable frigates to the disposable battlecruisers. They surround me, they hold me, they give everything they have to me – could I give them less. And as for my pod – that rather frail hunk of metal filled with snot and keeping my clone from feeling the effects of strenuous accelerations and combat – it too serves its purpose and no more. I have bought several clones. I will buy several more. God willing, I will not forget to buy one when I die tomorrow.

So when an overwhelming force of pilots gank you, get up, get back in a ship and keep going. Or not. Either choice is valid. The people who shot you out of the sky won’t really care one way or the other. Ranting – not likely to get you much response. Wild and derogatory remarks – again not likely to help put implants back in your head. Best case scenario – ask if it was them in the reverse situation, what would they have done. They might offer useful suggestions. The worst case scenario is they might just laugh and say, “Die.” Either way, use it to get better at flying your spaceships.

To put this in more of a personal context – the Wormhole Engineers have been attacked, off and on, since they first started living in wormholes. Mining maulings, hauling hijacks, gratuitous ganks and overt overkills have been the norm and not the exception. We learned important lessons all along the way. We first learned how to hide better and then we learned how to run away better. We learned how to be better aware of the situation not just around us, but beyond our little corner of the world. We began to learn how to resist and tank and eventually even how to shoot back. We learned how to take ammunition from out tower and distribute it more effectively on the hulls of other pilots. We haven’t had a lot of kills and we’re still not afraid to back down. However; if we shoot you, it isn’t personal and we’re not out to bully the pilots we see around us.

One of the lessons we learned the hard way was there are no innocent people out here in the wormholes. Letting an unknown covops pilot buzz around in plain site is a sure way to buy a new clone and it is still worth getting an overwhelming force out to catch and pop them. Sending the pilot back to known space is the only way to assure they aren’t scouting for a larger party. The larger force may still be there, but they’ll have to survive with one less set of eyes. They may only be scanning for exits, but that’s what we were doing until we saw someone else’s probes.

A Slight Change In Perspective

On Going Backwards For A Bit

First, a Public Service Announcement from WHEN. Pro-Tip: Cloak, THEN scan. Recently while scanning, two of my corp-mates cornered a day-tripping scanner in a nearby class 1 wormhole and sent him home, express postage paid. Even in a Tech 1 frigate, fit a cloak if you are going to be scanning. Additionally keep your eyes peeled and on the d-scan. Your first sign of danger shouldn’t be the sound of ammunition pummelling into your hull!

The Wormhole Engineers have done a fabulous job of clearing out the anomalies and signatures in our home system. The standard mode of operations is:

  1. Scan out the static exit.
  2. See how deep the rabbit hole goes.
  3. Prioritise the resources located.
  4. Secure the area.
  5. Collect as much as feasible given personnel, skills and equipment.

Numbers one and two happen almost automatically now. It’s become an engrained response to the place we choose to live. Number 3 is somewhat amorphous and can change dynamically [It's the nature of priorities.]. Number 4 can be difficult as there are times when we can easily tell we are out-matched and our best course of action is closing the w’hole as quickly as possible. Sometimes number 4 involves shooting other ships, as was seen in the recent expedition into the nearby class 1. In addition to the uncloaked, and possibly AFK scanner, a salvage-Stabber was chased down and shown the door.

Second, a Public Service Announcement from WHEN. Pro-Tip: Don’t leave a salvager behind to clean up. Especially don’t leave a salvager behind to clean up when:

  • A Corp-mate just got podded,
  • the wormhole you came in through is end-of-life,
  • The poor salvager doesn’t have a probe launcher fit,
  • The straggler doesn’t have bookmarks for the other w’holes in the system.

Having done all this, we eschew the neighbouring class 4 system with its relative dearth of anomalies and sites to pursue the cheap candy covered thrills of the class 1 conveniently left behind by the previous, unfortunate visitors. A few minutes are spent debating the relative merits/demerits/benefits/challenges of flying various fleets to best capitalise on the class one in the most efficient manner. In the end, efficiency really becomes less of a concern when dealing with things that can be handled solo. We each hop into our preferred ships and head off to clean up the Sleeper detritus infecting said system.

With the static highsec exit left unscanned/warped, we are able to work in relative safety. Our motley crew ends up being a heavy missile Drake sporting siege warfare links, a heavy assault missile Drake equipped to both hack and analyse [2 magnetometric sites and 1 radar site present] and an Ishtar we half-jokingly refer to as the Salva-Tar for it’s ability to clean up the wrecks as we go along. After a few quick moments we realise that we are not only overkill for a class 1, we are way over tanked as a fleet and begin to split up. Salva-Tar goes back and grabs a specialised salvage boat,the HML drake goes on to the next site and hack Drake finished up on the cans. Joining the HML, the hack-Drake helps make short work of site two and the scenario is repeated for site three. All-in-all, the Drake really proved itself as a wonderful jack of all trades for cleaning up a class 1 wormhole.

In the end, the spoils were average for a class 1, and seemingly low in comparison to doing the same sites in our home class 4, but the evening was in reality a resounding success. We tracked down and killed two defenceless carebears, avoided reprisal, ran several combat sites that were quite beneath our level and left with all of the candy. It was good to feel confident, in control and powerful – if only for a moment. I know that soon we’ll be podded by bigger boys in badder boats and ganked by girls with guns.

Ken Fin Who

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"]Caldari Achura Wormhole[/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.

Get A List

On Keeping and Disseminating Information

One of the things that I suggested in a previous post was a dedicated list of wormhole blogs. So without further commentary from yours truly, I present the WHole-Pack, a list of informative and experiential blogs about pilots living in wormholes. This list is also available via Google Reader.

This isn’t a static list nor exclusive. If you think your blog should be here [i.e. you post about wormholes], the let me know.
[wp-blogroll catid=386]

Get Lost

On Flying & Visiting Wormholes

Last time I wrote about some of the skills and methods necessary for finding wormholes and the action inside them. I suggested that Astrometrics V was beneficial but I never meant to imply that it was required. Sorry.

The whole of scanning is probably is probably something that everyone else seems to already know or expect that someone interested in visiting a wormhole would already know. The same thing for fitting your ships and flying in said wormholes. The reality is, that until you’ve been out and done something, it is all just theoretically. Sure EFT/EVEHQ says your ship does 800 DPS, but not until you engage the enemy do you see if the fit has merit for actually delivering that damage to the enemies’ ships. The same is true for visiting wormholes, until you get out and do it, do the scanning, get some practice, you’ll never really know.

So for those of you looking to actually do something in the wormholes that you are now finding, what is the next step in the process?

First, what kinds of wormhole systems are there? There are six basic classes of wormhole system each with increasing levels of difficulty of combat sites as well as increasing levels of reward. With practice and experience you will begin to recognise the class of system you are in from the color of the star and its surrounding system. From the deep blues of a class 2 system to the angry red of class 6 systems, you will have an idea of what you’ve come across. Additionally, when you find a wormhole, you can check it’s ID and cross-reference it against other tools like Wormhole Thingy or Static Mapper.

Class 1 wormhole systems are fairly basic and can easily be soloed by a well tanked cruiser or speed tanked by assault frigs. Always keep moving. Class 2 systems will require at least a battlecruiser usually, unless you are very good at piloting a very tough cruiser. Class 3 anomalies can usually be taken on in a well tanked Drake, but will likely need a battleship and the radar and magnetometric sites will require a small gang to accomplish. In flying solo in the first three systems, understand that drones will not be as effective due in large part to Sleepers switching their focus to attack your drones. They can however be a good escape mechanism.

Class 4 systems will require a fleet of remote repair battlships or a pair of logistics cruisers. Additionally, utilising an electronic warfare boat such as a Scorpion or Rook can ease the pain. As you move into class 5 systems, it becomes necessary to have a larger group of battleships as well as logistics and ewar. Class 6 sites require the presence of 8-10 battleships, ewar, logistics and several people even bring in carriers [though they bring an additional spawn of Sleepers when they come.].

I would suggest that the best way to learn about what to bring to a particular class of wormhole is to ask the people who have been there. Give me a call, or drop in on the exploration channel in EVE. Talk to any of the other bloggers who regularly post about their experiences in wormholes. Given the nature of the people who live in wormholes, they are likely to have very strong opinions about the best way to do something, but they have invaluable insight and experience.

Wormhole Blogs:

After writing this, I think I’ll also put together a Wormhole Blog List for people to easily reference who is posting about their life in W-Space!

Get Up And Go

On Scanning For Wormhole Space

So you are reading all of the wonderful posts about living the adventurous life out on the edges of uncharted space. You might have heard some enticing tales about the bountiful harvests to be had from slaying Sleepers and easy access to high end ores. The main thing is, you’ve heard about all the inherently cool things about living in a wormhole, now you’re ready to make it a reality. In order to help you, here is some information from the Wormhole Engineers [né Dark Star Galactic Engineers - Wormhole Division] as we learn from our wormhole operations.

The decision to explore in wormholes has a very low barrier to entry. Skill-wise, all you’ll need [theoretically] is Astrometrics trained to level 3, an astrometrics frigate [Heron, Magnate, Imicus, Probe], an Expanded Probe Launcher and some Core Scanner Probes. While these are the minimums really for finding a wormhole, you’ll likely benefit from training [should go without saying]

  • Your racial frigate skill higher or a Covert Ops Frigate [Tech 2 astrometrics frigate]
  • Astrometrics to level 5 and picking up a couple of additional scanning support skills
  • Astrometric Rangefinding will increase your probes scan strength which is essential to finding the harder sites
  • Astrometric Pinpointing reduces your scan deviation which makes your scans more accurate
  • Finally, Astrometric Acquisition lowers the amount of time each scan takes which adds up when locating a specific site will take 4-7 scans

You are looking for ‘Cosmic Signatures’ in general and specifically the ones of type, “Unknown”. These represent the wormholes that you are going to kill you later. I’ll skip explaining exploration because it’s been done several times over by better scanners than I. For a start, check out CCP’s own video on the process. You’ll learn how to better position your probes with time and experience, but it will get you started. Google is your friend for finding some other videos and tutorials on scanning, so I’m not going to bother trying to explain it.

Before I go any farther, let me recommend that you go read miningzen’s post about how to survive in a wormhole. It doesn’t do you any good to find the wormhole only to turn around and have it beat you senseless multiple times. Never mind, strike that. If you spend any time at all in wormhole space, you ARE going to die. Repeatedly. It is still a good idea to read the above post. Don’t worry if you don’t understand everything, you will come to understand it as you wake up in your clone the next couple of times. While you are at it, update your clone.

Take some time and get to know the scanning interface and it’s quirks and foibles. You are going to be spending a lot of time using it and won’t want to have to learn it while under fire in an emergency. Get in the habit of cloaking to scan. I’ve seen way too many people out scanning in wormholes in an uncloaked ship and most of them managed to get popped. If you survive, you will hopefully be left with a set of warp-able points that you can bookmark and explore. Sleepers love to uncloak ships and they will vaporise astro-frigates faster than you can click a target to warp out. I’ll try to put together a rough look at various ships and how they perform in wormholes in another post.

Old Blood, Part 2

In continuation from the previous article

Recently I found myself discussing the bygone era of naivete with regard to flying ever bigger, faster, deadlier, efficient, specialised and ultimately more expensive ships. We have all come a long way since our Ibises and Velators. The time since we’ve used civilian weapons [if ever] is far away and mostly gone are the days when the fittings and ships are limited by the skills we haven’t trained or isk we haven’t earned. We still flounder a bit on the first few times we do something new [ship fittings and how to effectively use a Stealth Bomber], but by now we know where to look for the information and make fairly educated choices and decisions based on that information.

Given that we are now what I would consider Intermediate level pilots, we are probably prime for various and sundry problems brought on by our decent into madness [Is linking to your own posts rather akin to talking to yourself? If so, I also have posts whereby I comment on my own posts thus creating a dialogue. Sadly, I'm probably going to end up posting a comment on one of my posts about a link to a post or comment of my own thus degenerating into complete insanity. I apologize to myself in advance.]. Having nearly gone off the deep end one too many times, it occurs to myself [and others, I'm far from unique or inspired], that fresh meat is needed to halt the rapidly encroaching madness. Either that, or we’d like to begin drafting some people so that we at least statistically reduce the number of insane pilot actions.

Actually, we’re debating bringing on a few newer members that we can ultimately train into effective capsuleers according to our own images while exploiting their current skills for our gain. We’re probably going to start with some dedicated salvage/mining personnel to help offset our tendency to let the mining sites in our wormholes degrade to uselessness as well as help accelerate the speed at which we can work over the various anomalies and signatures there-in. Having employed all manner of recruiting means in the past, I thought we might also benefit from some of the other blog readers/personalities out there who might like to take a chance on wormhole mining and salvaging.

I am hoping to wrap this up with a segment on some of the other recruiting methodologies and their relative effectiveness.

The Long Dark Hull

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

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

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