So it's been almost a week since Rubicon was released and I've really only had a chance to play with a small percentage of the new features since last Tuesday due to focusing on one specific aspect of it.
We all knew that ghost sites, new deployable modules, new ships, etc were going to add a bunch to everyone's game play and that everyone would be busy trying to make as much ISK as possible in the early days, but we decided to spend out time laying down POCO's.
Our group spent almost a whole week bashing both Interbus and player owned POCO's in the .5 and .6 systems and then setting our own up. The first day was chaos with people constantly ninja dropping POCO's right after another group finished bashing the Interbus POCO. This only happened to us once and we immediately declared war on the 3 man corp that stole a planet from us. The following day we found their very poorly defended POS in high sec and put it in reinforced. They agreed to turn over the POCO they stole from us if we promised not to destroy their POS. We agreed and in the end made three new good friends that will probably join our alliance.
Another aspect to day one is that we noticed everyone flying around in tech 1 hauling ships carrying POCO's to be dropped. We protected our own POCO's by keeping them off grid and in freighters until necessary. In addition we put together a small gank squad and every time one of these ships showed up on grid ready to try and steal another planet we were about to take, we would suicide gank them to secure our resources. We popped three different ninja haulers on day one of Rubicon, each killmail valuing around 150-200 million.
After one day of dropping POCO's I heard the FC's say they were earning about 20-30 million a day so far, and we've dropped about fives times as many throughout the week. I would estimate we're earning about 100 million a day with as many POCO's as we put out there but I can't be sure since I'm not privy to that information. Obviously it cost us a huge investment up front to be able to secure that many but they should pay for themselves fairly quick and they don't require us to do any maintenance at all, other than defend them if a group tries to steal it, which they would have to declare war on us first.
Now that all that's done, I've jump cloned back to my home in null sec and plan to start playing with some of the other new features such as how frequent the ghost sites spawn and how easy they are to find. I'm hearing they are extremely rare, so I doubt it'll be one of those sites people go hunting for specifically, it'll probably more like one of those sites that when you happen to notice them you take advantage of it. I got to play with them on the test server so I already know how to run them, just need to see how it goes on Tranquility now.
This week I think we plan to drop a bunch of small mobile siphon units on our enemy's moons to start draining their income. I trained interceptors to IV prior to the Rubicon launch, but since I'm not an experienced interceptor pilot I don't plan to use them for combat just yet. I only plan to use them for the nullified aspect that is new with Rubicon. I've got a Cloaky Nulli Proteus that I use a lot already, but Interceptors are much faster to go scouting with, so it will likely be my new exploring ship when checking out nearby systems.
Stay tuned for more updates. Cheers!
Monday, November 25, 2013
Monday, November 11, 2013
Eve Online: Logistic Pilots on Killmails
I know that this has been brought up to CCP attention already and I'm not the first person bringing this up, but I'd like to also jump on the bandwagon and say that logistic pilots need to be added on killmails. They are the unsung, unremembered heroes of New Eden. Although every fleet is extremely grateful to always have that logi pilots there, in a day or two when people are looking back to see who contributed to the kill,who was involved in the fight, the logi pilot is always left off that war story.
My initial thoughts are that if a logistics pilot actively helps a member of the fleet that does get on the killmail, then they should as well. For example, if a Thorax and Exequror are fighting a Vexor, and the Thorax kills the Vexor, as long as the Exequror repaired the Thorax (during the combat and before the Vexor was destroyed) then the Exequror should be present on the killmail as well.
I know this is probably way easier said than done, but it'd be nice to recognize the members of our fleets that keep the fleet alive long enough to make the kills.
All that being said, where do you draw the line? If I'm in a command ship and giving active boosts to the fleet, but don't contribute any DPS, does that mean that I should get on the killmail as well? I'm not sure. I guess I would be ok with it as long as the booster was on grid and actually risking their ship, and not remote boosting from a safe location somewhere in the system. (I know that you can't boost from inside a POS anymore, but you can still boost from a safe spot in system). Fleet boosts can be very powerful tools in a fleet, and most definitely influence the results of a battle. If command ships did show up on a killmail somehow, but never engaged during the fight, then the pilot blown up would know all the factors that contributed to their loss. I'm not set on this though since command ship pilots can easily get on a killmail if they want to, by just engaging during a fight. They are strong and capable ships that can handle themselves just fine in a fight.
Ultimately I'd like to see the logi pilots start to get some recognition. I think more pilots would be willing to learn to fly logistics if they had the ability to be recognized. Early on in my training I loved flying logistics for my corporation. I enjoy being the supporting character in a fleet and helping everyone else do their jobs. When I used to play D&D I enjoyed playing a Cleric so that I could help everyone else. I stopped flying logistics in Eve, because when the fights were over, and everyone was linking killmails and talking about who did what, nobody ever said "Oh and Val did an awesome job at keeping us alive" or anything like that. In the end there wasn't any proof at all that I was even involved in the fight, unless I loss my ship in the process.
So, I changed over to flying other types of support instead. I learned the art of EWAR and now if I remote sensor dampen a bunch of the enemy ships, my actions are noticed and remembered.
My initial thoughts are that if a logistics pilot actively helps a member of the fleet that does get on the killmail, then they should as well. For example, if a Thorax and Exequror are fighting a Vexor, and the Thorax kills the Vexor, as long as the Exequror repaired the Thorax (during the combat and before the Vexor was destroyed) then the Exequror should be present on the killmail as well.
I know this is probably way easier said than done, but it'd be nice to recognize the members of our fleets that keep the fleet alive long enough to make the kills.
All that being said, where do you draw the line? If I'm in a command ship and giving active boosts to the fleet, but don't contribute any DPS, does that mean that I should get on the killmail as well? I'm not sure. I guess I would be ok with it as long as the booster was on grid and actually risking their ship, and not remote boosting from a safe location somewhere in the system. (I know that you can't boost from inside a POS anymore, but you can still boost from a safe spot in system). Fleet boosts can be very powerful tools in a fleet, and most definitely influence the results of a battle. If command ships did show up on a killmail somehow, but never engaged during the fight, then the pilot blown up would know all the factors that contributed to their loss. I'm not set on this though since command ship pilots can easily get on a killmail if they want to, by just engaging during a fight. They are strong and capable ships that can handle themselves just fine in a fight.
Ultimately I'd like to see the logi pilots start to get some recognition. I think more pilots would be willing to learn to fly logistics if they had the ability to be recognized. Early on in my training I loved flying logistics for my corporation. I enjoy being the supporting character in a fleet and helping everyone else do their jobs. When I used to play D&D I enjoyed playing a Cleric so that I could help everyone else. I stopped flying logistics in Eve, because when the fights were over, and everyone was linking killmails and talking about who did what, nobody ever said "Oh and Val did an awesome job at keeping us alive" or anything like that. In the end there wasn't any proof at all that I was even involved in the fight, unless I loss my ship in the process.
So, I changed over to flying other types of support instead. I learned the art of EWAR and now if I remote sensor dampen a bunch of the enemy ships, my actions are noticed and remembered.
Monday, November 4, 2013
Eve Online: World Peace
I may be completely naive to how the world really thinks but in my ideological mind I believe that the majority of the people on Earth would welcome world peace if it could somehow be magically obtained. Obviously this will never happen because we all have different ideas of what "World Peace" means, but ultimately I believe that most people want the killing to stop at some point. Maybe that means they successfully exterminate an entire group of people to obtain their peace, but I think the end goal is that there would be no more fighting. "If I could accomplish XYZ, then I could live in peace" kind of theory. Again, this might mean XYZ equals killing millions of people, which entirely goes against "Peace" but that's just how it is. There are exceptions to everything, and I know that there will also always be people that do not want peace.
That being said, I do NOT think that peace is the end goal of Eve and New Eden, nor should it be. People want to blow each other up, conquer each other's territory, steal their ISK, and ultimately find new and creative ways to kill.
There is also an industrial and economic group of people in Eve that don't care first hand about blowing someone else up, but they do indeed embrace (even if they don't know it) people blowing each other up, otherwise their craft and contributions to Eve would fail.
This goes both ways. Without the industry and marketing people in Eve, the PvP aspect of the game would fail. If nobody was around to build ships and ammo, and sell them to us, we'd have to figure out how to all live with fighting in our noob ships that get provided every time you dock with just your pod. That or we'd all be running the tutorial missions for some free tech 1 frigates and destroyers.
Throughout time in life and in Eve countries (solar systems) and groups (corporations) would ally together to strengthen their standing in their regions and then combine forces when an outside evil threatens to disrupt their way of life. Ultimately though these alliances always fail because someone offended someone else, someone gets greedy, the love of a woman, or a multitude of other reasons. People like their safety net though and like to know that someone else out there can't just destroy everything they've worked for with little to no effort. If I was a lone corporation that owned one system in null sec, but I refused to be part of any alliance, I would have to always fear someone bigger and stronger just taking what is mine and not being able to do anything to stop it. Hence why we form alliances.
Too many allies is also a bad thing in Eve because then there isn't as many people shooting at each other. No pew pew = no ships blowing up = no industry needed = no marketing needed. It's a long negative domino effect when there is peace in New Eden. It's a very sensitive balancing act that is controlled by the players and nothing else.
On that note, a big war just broke out again in Eve, and you can read more about it on Stabs blog, but stuff like this is very good for Eve in my opinion. Even if you have no stake in the war at all, thousands of ships blowing up is a good thing (well, unless they are your ships being blown up). We're only two weeks away from Rubicon being deployed which will add a bunch of new elements that will also shake things up, so if this war continues longer than 2-3 weeks expect drastic changes in the market prices of a bunch of items on top of what was already expected.
I'm interested in seeing how many of the mobile deploy units such as the new tractor and cyno jammer are going to be carried into battle after the Rubicon release, and how much more TiDi (time dilation) occurs because a 1000 vs 1000 battle just dropped a few hundred modules not currently used in battle into an already slow fight. CCP better step up their ability to handle large scale fights or prepare yourself for tons of rage when the server crashes during a fight.
That being said, I do NOT think that peace is the end goal of Eve and New Eden, nor should it be. People want to blow each other up, conquer each other's territory, steal their ISK, and ultimately find new and creative ways to kill.
There is also an industrial and economic group of people in Eve that don't care first hand about blowing someone else up, but they do indeed embrace (even if they don't know it) people blowing each other up, otherwise their craft and contributions to Eve would fail.
This goes both ways. Without the industry and marketing people in Eve, the PvP aspect of the game would fail. If nobody was around to build ships and ammo, and sell them to us, we'd have to figure out how to all live with fighting in our noob ships that get provided every time you dock with just your pod. That or we'd all be running the tutorial missions for some free tech 1 frigates and destroyers.
Throughout time in life and in Eve countries (solar systems) and groups (corporations) would ally together to strengthen their standing in their regions and then combine forces when an outside evil threatens to disrupt their way of life. Ultimately though these alliances always fail because someone offended someone else, someone gets greedy, the love of a woman, or a multitude of other reasons. People like their safety net though and like to know that someone else out there can't just destroy everything they've worked for with little to no effort. If I was a lone corporation that owned one system in null sec, but I refused to be part of any alliance, I would have to always fear someone bigger and stronger just taking what is mine and not being able to do anything to stop it. Hence why we form alliances.
Too many allies is also a bad thing in Eve because then there isn't as many people shooting at each other. No pew pew = no ships blowing up = no industry needed = no marketing needed. It's a long negative domino effect when there is peace in New Eden. It's a very sensitive balancing act that is controlled by the players and nothing else.
On that note, a big war just broke out again in Eve, and you can read more about it on Stabs blog, but stuff like this is very good for Eve in my opinion. Even if you have no stake in the war at all, thousands of ships blowing up is a good thing (well, unless they are your ships being blown up). We're only two weeks away from Rubicon being deployed which will add a bunch of new elements that will also shake things up, so if this war continues longer than 2-3 weeks expect drastic changes in the market prices of a bunch of items on top of what was already expected.
I'm interested in seeing how many of the mobile deploy units such as the new tractor and cyno jammer are going to be carried into battle after the Rubicon release, and how much more TiDi (time dilation) occurs because a 1000 vs 1000 battle just dropped a few hundred modules not currently used in battle into an already slow fight. CCP better step up their ability to handle large scale fights or prepare yourself for tons of rage when the server crashes during a fight.
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