Friday, April 24, 2015

Ore Reprocessing Changes -- Mosaic

With the Mosaic update, null sec ores are having their minerals changed. Below are tables showing old versus new. As with my previous ore reprocessing table, the units are in Minerals Per 100 m3.
Beware that some minerals are being reduced or eliminated from some ores. In particular, CCP seems to be forcing players to sink even more skill points into mining and train for Bistot and Arkonor in order to effectively mine Zydrine and Megacyte, whereas previously players could get by mining other ores like Gneiss and Spodumain for those minerals.
Note: The Chg values will appear off by a value of 1 on some rows; this is because the numbers are actually fractional but are being rounded to the nearest whole number (with the exception of Mercoxit which was rounded to 1 decimal place). The data is shown in two tables instead of one largely just to improve layout on the page.
High-Sec Minerals Per 100 m3
Tritanium Pyerite Mexallon Isogen
OldNewChg OldNewChg OldNewChg OldNewChg
Veldspar 4,1504,150 00 00 00
Scordite 2,3072,307 1,1531,153 00 00
Pyroxeres 1,1701,170 8383 167167 00
Plagioclase 306306 609609 306306 00
Omber 142142 5757 00 142142
Kernite 112112 00 223223 112112
Jaspet 360-36 610-61 72175103 00
Hemorphite 60733673 240-24 60-6 203314
Hedbergite 00 27333306 00 65671
Gneiss 2560-256 0440440 256480224 486012
Dark Ochre 1,1011,250150 00 00 0200200
Crokite 1,3121,3131 00 00 00
Spodumain 2,4513,5001,049 311753442 0131131 02828
Bistot 00 1,036750-286 00 00
Arkonor 4321,375943 00 8015676 00
Mercoxit 00 00 00 00


Null-Sec Minerals Per 100 m3
Nocxium Zydrine Megacyte Morphite
Old New Chg Old New Chg Old New Chg Old New Chg
Veldspar 00 00 00 00
Scordite 00 00 00 00
Pyroxeres 1717 00 00 00
Plagioclase 00 00 00 00
Omber 00 00 00 00
Kernite 00 00 00 00
Jaspet 36382 243 00 00
Hemorphite 39401 352 00 00
Hedbergite 33331 363 00 00
Gneiss 00 120-12 00 00
Dark Ochre 2215-7 110-11 00 00
Crokite 174830 238-15 00 00
Spodumain 00 00 50-5 00
Bistot 00 152813 76-1 00
Arkonor 00 70-7 14206 00
Mercoxit 00 00 00 7.37.50.2

Thursday, April 9, 2015

Freighter Escort and Bumper Clearing Service

Have a bumper pilot you want dead? Don't have the manpower to conduct a wardec? Are the bumpers hiding in npc corporations? Your search ends here. With this new business proposition you can haul your freight and sell it too.

This is a new business proposition that is not yet active.  Initially, I'm looking to see how much interest there is in using and participating in this service.  If you are interested in either aspect, please mail me in game.  I will track interest and review player histories of interested parties.

There are two initial services that could be provided: for now, I will refer to them as freighter escort and bumper clearing.

 

Freighter Escort


Freighter escort would be for any freighter pilot who wants added protection for a shipment.  Contracts would be arranged in private and clients would need to have a clean player history with no ties to high-sec ganking activity.  Freighters would be escorted by a fleet large enough to discourange and, if necessary, violently remove bumpers who interfere with the shipment.  Partial payment up front, refundable if freighter is lost to gankers.

 

Bumper Clearing


Bumper clearing is more of a bounty program.  If any bumper has been harrassing a high-sec area and you want them to pay a price for their criminal activities, you can offer a bounty to the service.  Parameters of the bounty could be negotiated.  A likely bounty would be one with a time limit, partial payment up front (maybe 10%), refundable if the bumper isn't brought to justice within the time limit.  Once a bounty is active, the service will actively seek out the bumper and destroy his or her ship (generally limited to Machariels, ship types will be defined as part of the bounty contract).  After the bumper ship is destroyed, the remainder of the bounty is to be paid. 

All of this is subject to revision and dependent on player interest.  Mail Scott Bacon in game with a summary of your character history and what aspect of the service you would be interested in.

Tuesday, March 17, 2015

Cloak Inhibitor

There is no such thing!

But I think there should be.

The Problem


Sometimes you hear people complain about "cloaky" campers in null space.  But you don't really respect the problem until you experience it.  A cloaky camper is someone who sits around endlessly in a cloaked ship, occasionally scanning down and attacking anyone they can find, usually by "hot dropping" a fleet on the victim.  This is fine out in the wild, but when one of these cloaky campers sets up shop in one of your alliance's industrial systems, it can disrupt the activities of hundreds of players for hours, days, or longer, bringing an otherwise active industrial system to a near standstill.

You can't scan these people down because they are cloaked.  You can set traps for them, but you'll likely need a fleet to set a proper trap, and much of the time it won't help because the cloaky camper will be largely afk.

The Solution


The goal should be to provide a counter to the problem without making it too easy to do or otherwise breaking people's ability to utilize cloaking.  To that end, I suggest the creation of the Cloak Inhibitor.

The Cloak Inhibitor would be something alliance's or corporations could deploy in their key systems to limit cloaking in those systems.  These could only be put in null space systems and the effects would be system-wide.  You don't want alliances putting these things everywhere, though, so there should be a significant upkeep cost for operating a Cloak Inhibitor.  My thought is that it could be a structure that gets anchored to a POS.  It would have heavy power grid and CPU requirements, possibly requiring a large POS.  Onlining them would take a significant amount of time as well, on the order of 15 minutes, to prevent them from being placed everywhere and then flipped on and off like light switches.   Alliances would be forced to either pay for regular fueling of a dedicated Cloak Inhibitor POS, or would have a time investment when selectively onlining them.

The Cloak Inhibitor would not completely prevent cloaking.  That would be going too far.  Instead, I propose there be 2 new timers that work in combination with active Cloak Inhibitors.   A Cloak Drop Timer, and a Cloak Reactivation Timer.

If you are in a system with an active Cloak Inhibitor and you engage a cloaking device, or if you have a cloaking device engaged when a Cloak Inhibitor is brought online in a system, you get a Cloak Drop Timer.  This would be a timer with a duration of maybe 15 minutes.  Once this timer is up, your cloak automatically drops along with the timer.  If you manually drop cloak before the timer is up, the timer drops immediately.  Either way, when the Cloak Drop timer drops, you get a Cloak Reactivation Timer.

During the period of the Cloak Reactivation Timer, you cannot engage a cloaking device in the system.  The duration would be significant, on the order of maybe 2 to 4 hours.  The duration needs to be long enough to make jumping between alternate characters to avoid the new mechanic impractical.  When the timer drops, you can cloak in the system again, which starts the cycle over.

In addition, the timers will drop and reset when switching systems (but not when logging out and back in).  Someone wishing to abuse the system might try to jump back and forth between systems to keep clearing the timers, but pilots are vulnerable when jumping through null space gates even when fitted with cloaking devices, so I don't think this would be a serious loophole.

End result is alliance's can make cloaky camping far more difficult in key systems.  Pilots in general could no longer afk for extended periods of time in null space, without fear of someone activating a Cloak Inhibitor and decloaking them.  But pilots would still have a guaranteed 15 minutes of cloaking safety in each system.


Tuesday, March 10, 2015

Ore Reprocessing Table (pre-Mosaic)

Today I bring you a table of minerals you get from the various asteroid ore.  There are already a lot of tables out there that do this, but many of them don't show you the information in the most useful ways, and some of them have glaring errors (like the Evelopedia Advanced Mining page having the Zydrine and Megacyte columns backwards). 

Many tables, the Evelopedia table included, show you the minerals per 100 unit of asteroid.  This is nice, as it's how the game is designed, but it's not the most useful.  Mining ships mine at a rate measured in m3 per unit time.  Therefore, the most useful way to show the minerals acquired is to show it by the same measure, in m3 per unit time.  Therefore, below I have put together a table showing units of mineral per 100 m3 of asteroid.  This makes it much easier to decide what to mine based on what minerals you want or need.  Displayed in this way, it becomes a straight numbers comparison.

UPDATE! CCP is changing the minerals in all the ores with the Mosaic update. These values will no longer be valid after the release of Mosaic.


Minerals Per 100 m3 (prior to Mosaic update)
  Tritanium Pyerite Mexallon Isogen Nocxium Zydrine Megacyte Morphite
Veldspar4,1500000000
Scordite2,3071,153000000
Pyroxeres1,17083167017000
Plagioclase30660930600000
Omber1425701420000
Kernite11202231120000
Jaspet366172036200
Hemorphite602462039300
Hedbergite02706533300
Gneiss25602564801200
Dark Ochre1,101000221100
Crokite1,312000172300
Spodumain2,451311000050
Bistot01,0360001570
Arkonor432080007140
Mercoxit00000007

Thursday, March 5, 2015

Taking a Bite out of Bumpers

A few of us within the AG community have taken to the idea of engaging "bumper" ships to stop freighter ganking in high security space.  Bumpers, of course, are the ships -- usually Machariels -- that repeatedly bump into freighters to keep them mis-aligned and unable to warp away until either the freighter pilot pays a ransom or a gank fleet arrives to attack the freighter.

Attacking these bumper ships to stop the freighter ganks is usually referred to as "bumper ganking", or "Machariel ganking".  I would like to suggest that we should not use the word "ganking" for this activity.  The word "ganking" suggests a criminal activity, and engaging these bumper ships is more aligned with a police engagement rather than a criminal activity.  For now, perhaps we should just call it "bumper engagement".  I would also like to suggest alternatives to what is usually imagined for this work.

By strict Empire law, attacking a bumper ship in high-security space is a criminal activity.  But this is due to the limitations of the programming and the inability of the programming to take into consideration intent and the inability to respect the spirit of the laws rather than just the letter.

As capsuleers in Eve, we can go further and act in a more intelligent manner than what basic Empire laws can accomplish in ensuring liberty and justice in Eve.  Brave officers within the AG community risk themselves to protect the people.  In this way, these capsuleers, who I today will call officers, are like officers in a police force.  I have thought this from the beginning, as is evident by my use of McGruff the crime dog as a stand in mascot.

This policing need not happen everywhere.  There should be plenty of places and ways in Eve to engage in PvP combat (which I will address in a separate blog entry at a later date).  But as a civilized people, we must draw a line somewhere.  And it almost goes without saying that attacking non-aggressive freighters ferrying cargo through high-security space should be viewed as a criminal activity that the people should not tolerate.  Police officers should respond to such behavior and work to stop it from occurring.

To that end, I would suggest that we review the manner in which we engage bumper ships in high security space.  In the past, there has been a mindset much like criminal ganking -- to sneak up on them, drop attack ships on them without warning, and destroy the bumper ship.  While potentially effective and certainly exciting, it lacks the element of police diplomacy. 

I would like to propose we consider a few changes to this tactic.  In situations where there is sufficient lead time before an impending attack on a freighter, I would propose the following:

  1. Issue the bumper a warning.  Something like the following:  "You are engaging in an activity with criminal intent.  Withdraw from this area immediately or we will take action."
  2. There is no real need to sneak up on the bumper.  In fact, coordinating an attack may be somewhat easier without trying to drop a fleet right on top of the bumper.  Move your police fleet into position next to the freighter.  It is fine if the bumper pilot sees this happening.
  3. If the bumper flees, the engagement was a success.  The attack was stopped and the freighter pilot can continue on his way.  If the bumper persists and continues bumping, the police fleet attacks without the difficulty of attempting to time a warp in. 
Think about it.  Let me know your thoughts.  Share your ideas.  But whatever the case, let us continue to stand united and take a bite out of bumpers.

Tuesday, March 3, 2015

Most Unlucky Explorer Ever?

Amid growing frustration, today I have to share a short woe is me tale.  Am I the most unlucky Eve explorer ever?

What makes for being unlucky in exploration?  Bad loot?  Getting killed while running sites?  Having sites stolen?  Not me.  How about not being able to get to a site in the first place?  That's me.  Now, I'm not going to steal a site from someone, which means I need to get there first.  In about 9 months of playing Eve, I have still never made it to a site first.  Ever. 

Mind you, exploration is one of my less frequent activities, but I do try it from time to time, and I think I would enjoy the hacking game.  On one hand, the hacking mini-game is kind of dumb. But on the other hand, it's the kind of dumb I would actually enjoy.  I only really know what the hacking mini-game is because I got to do it once in the tutorial missions.

Early on, the problem probably had more to do with being in bad places and at bad times.  Too much competition.  But last night I thought would be my night.  I was finally going to get to do an exploration site.  I was out in a quiet corner of null space, in a system by myself, on the least busy night of the week, and well after midnight U.S. time.  A relic site was in the system.  This was it!  I almost had it scanned down.  Still alone in system.  I get it scanned.  I fly to the site.  I get to the site!  WTF?  Someone was already running the site!  HOW THE $%(%& DID THAT HAPPEN??

I have never been mad in Eve before.  Until now.  Time for me to go find one of those squishy stress balls.  Because I'm going to squish the $#$%&( out of it.

Thursday, February 26, 2015

Moon Mining Series: Update 2

Today I thought I would provide a little insight on shutting down a mining POS.  It turns out it's a little more complicated than you might expect.  First -- terminology -- I will use the term Control Tower to refer to the main tower, Facility Complexes to refer to things other than the Control Tower, like Silos, Moon Harvesting Arrays, Shield Hardeners, etc, and I will use the term POS to refer to the station in it's entirety (Control Tower + any Facility Complexes). 

Having finished my initial mining experiment, I went to shut down my POS.  One of the first things I did was remove all but about 12 hours worth of fuel.  Why?  Because fuel is valuable and it also takes up a lot of space.  It needs it's own cargo trip if you have a lot of fuel left.  I also offlined the Silo and Moon Harvesting Array.  I removed everything from the Silo and unanchored the Silo and Moon Harvesting array.  Once unanchored, I could scoop them back to the cargo bay.  This was all pretty easy.  Unfortunately, at this point, someone had set up a gate camp on my route and I could not proceed with the shutdown process.  I decided to wait until after down time.  However, for whatever reason, the server didn't come back up in the usual timely manner and I had to go to work.  By the time I was online again, my Control Tower was out of fuel.  Well, almost out of fuel.  It was offline but still had 1 fuel block in the fuel bay.  Here's where the first bit of useful info is -- it appears the fuel is removed in hourly increments.  A small station uses 10 fuel blocks per hour.  If you put 5 fuel blocks in it, that doesn't give it an extra half hour.

What do I care if the station is offline, right?  I'm just taking it down.  Well, here's the thing:  You can't unanchor a tower that has other Facility Complexes anchored off of it.  And I still had a couple of shield hardeners anchored off of it.  And you can't unanchor the other Facility Complexes unless the tower is online.  Doh!

So off I went for more fuel, just a couple of hours worth.  I went back to the station, put the fuel in, and onlined it again.  I could then unanchor the shield hardeners.  With the other stuff unanchored, I then offlined the tower and attempted to unanchor it.  But you can't unanchor it unless it is empty.  I still had a bunch of Strontium Clathrates in it.  They aren't of much value, but they do take up a lot of cargo space.  Guess I'll just jettison it, right?  Wrong again.  There is no option to jettison directly from the control tower.  You have to move it into a ship cargo bay first.  Well, at that time, there was another gate camp blocking my route again, so I didn't have a hauler with me.  I figured I would just start the unanchor and then go switch out ships (Note: this is risky, because if you unanchor and leave the tower, someone else can easily scoop it!  But I was willing to risk it at the time).  I didn't have cargo room to remove and jettison the Strontium Clathrates easily.  Doh again!

Later I came back with a bigger hauler, pulled out the Strontium Clathrates, jettisoned them, and then I could unanchor the tower.  Unanchoring the small tower takes 15 minutes.  After that, I loaded up the tower and a shield hardener and was on my way.  I left behind 1 unanchored shield hardener and 1 ECM battery, because frankly, they weren't worth going back for.  You're welcome, whoever finds and takes them. :-)

Takeaways:
  • Control tower fuel should be added/removed in hourly increments.
  • Towers and facility complexes must be empty before they can be unanchored.
  • Towers cannot be unanchored while other facility complexes are still anchored.
  • Facility complexes cannot be unanchored while the tower is offline.
Recommended Shutdown Procedure:
  1. If the Control Tower is already out of fuel, take some fuel with you when you head out to it -- just an hour or two worth should be enough. 
  2. Offline and empty facility complexes.
  3. Unanchor facility complexes and remove them.  For facility complexes outside the shield, you may want to move them inside the shield if you won't be immediately removing them from the system.
  4. If you have a lot of fuel left, and the tower plus fuel won't fit in your hauler, remove most but not all of the fuel first.
  5. Offline the Control Tower.  Remove the remaining fuel and Strontium Clathrates.  Just jettison them from your ship cargo bay after taking them out of the Control Tower if you don't care to keep them.
  6. Unanchor and remove the Control Tower.