Showing posts with label Phoebe. Show all posts
Showing posts with label Phoebe. Show all posts

Wednesday, 12 November 2014

The Week That Was

A Week with Phoebe


It's been six days (for me) since Phoebe was deployed. It was painless update for me and after I'd returned from an evening out I updated my client and was logged in about 30 minutes after Tranquillity came back online.

The new sensor overlay was amazing to see in space, my CEO had fits of pleasure when he saw all his tacticals, perches and other bookmarks when he undocked. I've turned most of the overlay stuff off for day-to-day use but there have been a few occasions, around camped gates, that having the bookmarks appear in space has saved me precious seconds that could have seen me captured. 

I haven't been doing jumps since before Phoebe so I can't say how much jump fatigue will effect me (not much is my prediction). I will be doing some jumps in the coming week, friends need stuff taken in/out plus its good to at least move my market items to high sec ready to move to Jita for sale.

Domination Commander


I've been doing ratting in Curse not because I was bored or in need of ISK but because I was testing out new ships and fits. My current Gila does the job but there are other ships I've never flown that may be better. It has been quite fun using different Faction and T2 ships to see what could replace my Gila as my primary ratting ship but nothing so far has come anywhere near the Gila in terms of cost/dps although I'm going to look at Polarized weapons as an extra 25% damage may be worth it.


During one run I even managed to get my first ever Domination Faction Battleship spawn, previously I'd always gotten Cruiser sized faction spawns, I was hoping that this time I'd get some decent loot and I kind of did but a Domination Shield Amplifier, 1,000 faction ammo and a faction tag was quite a let down. I swear I had better cruiser faction spawns in Providence when I was there, Domination just seem to be ammo, tags and not much else. 

I shouldn't complain too much the Domination Shield Amplifier was worth around 60m.

Results of my tests have been mixed and as much as I love my Amarrian Lasers I've found them to be seriously wanting against the local rats and I've not been at all happy with the fits I've been using. I've been keeping copious notes so in the future you can expect to see a blog post on what I've been doing.

Metamaterials Pricing


Being a producer of Metamaterials I've been saddened by the unit price over the past 8 months. As I've previously written, the price has been very volatile but not in a predictable way. Sure its market so its dependant on other factors but the more T2/capital ships destroyed the more metamaterials will be needed to build new ones. We've seen a lot of ships destroyed but volume of metamaterials sold has been all over the place and pricing with it.

I'm going to see if I can get Lockefox (EVE-Prosper Market Show) to have a look at the prices to see if there is an correlation or pattern to the pricing/volume. I am certain there should be correlation, i.e. certain ships need metamaterials thus more of these destroyed the need for metamaterials increases, but I'm yet to see any proof that this is true.

All Quiet on the Southern Front


There is an active war front near to my home system and as I said last week having PL as nearby neighbours is somewhat concerning but I'm happy to report so far that aside from a few PL or PL-affiliated characters passing through I haven't seen any of them.

I've seen Battle Reports and linked kill mails about what their exploits against HERO but they seem to be nice and busy again them rather than trying to take over the region.

Of course that could change tomorrow but at the moment things are quiet.

Market Activity


Since coming into a "gift of ISK" I've changed my approach to my market activities because I no longer need to make "x ISK per day" in order to keep my accounts active and buy what I need. 

I'm stockpiling the materials I'm making at the moment with no plans to sell unless there is a major market price change. Hopefully what I learn from EVE-Prosper will help me see that well before it happens and I can take advantage and profit greatly :)

EVE-Prosper Show Update


Episode 003 is live and it is much better than previous episodes. Best. Episode. So. Far. as comic book guy might say. The show was more polished this week and I'm sure we'll only be hearing less err.. and ah's" from Lockefox as he gains more confidence in his presenting.

*drool* graph p0rn
The interview with Diana Dial was interesting but it was frustrating with the delays and empty air that happened a few times. Not a production issue more Skype or whatever method of communication they were using (I believe) but this was more than compensated by the excellent discussion between Lockefox and Diana.

I'm loving the graphs that are appearing, as well as looking great they are presented so simply that even an idiot like myself can see the important bits without needing a degree in mathematics.

Tuesday, 4 November 2014

Skill Queue Evolves

Evolves is probably not quite accurate, certainly it is changing with the removal of the 24 hour limit on skills that has been in place since (I believe) it was introduced in 2009.

One of the biggest annoyances with skills was the 24 hour limit, having to remember to keep it stocked and running was a major inconvenience not just when you were playing but if you were away on holiday or had an unscheduled break in play.

The 24 hour shackle is being removed. 
Now that its being removed its fantastic news. I shall be able to load up characters skill queues with as many days training as I see fit (to a maximum of 50 skills). Finally my skill queue will be a closer representation to EVEMon Skill Planning than ever before.

Edit: I can indeed confirm that the maximum number of skills you can have in the queue is no limited by duration but the number of items. Fifty to be precise:

I won't go all OCD on them about the space missing before the opening bracket
I can train my alts safe in the knowledge they just need to be updated once and then can remain logged off for almost the entirety of their skill training. Then I can unleash them upon New Eden.

Huzzah!

CCP have obviously seen more positives in allowing this than negatives and it certainly is in most peoples Top 3 feature likes for Phoebe.

Maybe bittervets can update their skill queues and then leave, same in the knowledge that they are still training but saving the rest of us who do login from listening to their whining and "oh woe is me" posts on the Forums and elsewhere.

Pre-Phoebe Junk

Today has been my first day back at work after nearly 3 weeks of holiday time. It's been a great holiday and as with any holiday there is never enough time to do what you want or what you'd like to do. 

Towards the end of last week I had to deal with temperatures in the mid to high 30's (that's over 100F for those in countries who don't do Celsius as of yet) so the return to air conditioned offices is something of a blessing even if it does mean I now have to return to my day job.

Defensive Posturing


I had a serious think yesterday about my towers in null sec and come to the realisation that the defences they have are inadequate. A couple of small or medium guns with some hardeners and EWAR modules isn't enough to provide a deterrent.

So I'm in Jita buying up modules and ammunition for all my towers, I've gotten some good advice from my CEO about what to focus on getting and lessons I've gotten from posts by Trinket's Friend should mean I have a solid defensive setup before Phoebe goes live tomorrow.

If an attacker comes in anything smaller than a capital ship then we should be able to give them a bloody nose, at the very least. If they bring capitals then they'll have a support fleet or numbers that no POS could survive but the smaller entity we should be able to defend against.

I'm going be hard pressed to get it all into null sec and setup by tonight but hopefully I'll be able to set them in time for Phoebe.

Codename "Tug"


Revealed by CCP Fozzie in the EVE Vegas 2014 keynote was a new ship that is currently codenamed "Tug". A freighter sized vessel designed to "ship that is specifically designed to move around other ships" it comes fitted with a very large Ship Maintenance Hanger that will allow it to carry "multiple fitted battleships".

The obvious name for this vessel would be Orca but as that's taken we'll have to see what unpronounceable name it gets but something whale like is where I'd be putting my betting ISK.

Thar She Blows!
Considering fitted Battleships are 450,000m3 in size this means a SMA at least equivalent to a Super carrier (2,000,000m3).

Details are sparse to non-existent but the ship is certainly going to be very useful in high sec for moving ships around. I see dozens of these moving form Incursion to Incursion and they are going to be a massive target for gankers.

Regardless I'll certainly be investing in one.

Sabre Rattling


It's been interesting reading about the all the alliances moving to new homes, returning to old homes or just moving about in order to be in a better position come Phoebe. Of interest to me today was that PL have moved to Curse and are well positioned to attack either the reemergent Russians or HERO with the possibility of ProviBlock as well.

I welcome our new neighbours but they are a major power bloc in themselves so I'm a little concerned by move and how it could impact my home and what I do. Certianly I'll be paying more attention in the Intel channels but also to external news sites for a few weeks to monitor the situation.

With luck they'll ignore us little guys and rattle their sabres towards the Russians and/or HERO.

Friday, 31 October 2014

Perhaps they won't notice...

We’d like to allow capitals into highsec without restriction in the future, but it’s a major change that is for a later time. For now, this maintains the status quo in highsec.
                                                                           - CCP in Phoebe Travel Change Update
This appears at the end of the Gate Movement section and probably would be missed by 90% of readers but it is clear that high sec travel for Capitals is on the agenda. CCP have said that before but more as a comment or wishlist item but appearing in these notes it seems a bit more serious and an indication that it is something that they really do want to do. 

This is funny as I'd read this last night before I went to bed and added it to my OneNote "Future Posts" collection for me to follow up with but as I was writing this this morning I noticed EVE Hermit also had the same idea and has covered it here.

He covers it as part of his Capital fleet relocation prior to Phoebe being released and how he seems to have not been able to find a new home as of yet for his Capitals that would not require the activation of an extra account or having to make do with heavily trafficked locations. 

Monday, 27 October 2014

Status Update

Too Quiet


I've been a little quiet, I'm sorry for those (three people as far as I can tell) who regularly read what I write finding that I haven't been writing. I've actually been enjoying a break from EVE with my family visiting from the UK.

I had intended to continue posting but I've found my time to be rather overused and instead I've been travelling to see more of the country I now call home as well as entertaining my family. Unfortunately tomorrow is their last day here and so I should be back to a somewhat more regular posting schedule.

Paladin Restored


I posted very recently that I'd lost a Paladin during a mission due to an issue with EVE and that I was going to petition the loss. I did and it took a week but the petition was answered and my ship was successfully salvaged.

Unfortunately after I lost the ship I had to jump clone to null sec and when my ship was restored it was located to where my clone currently was and not where the ship was lost. I reported the issue and asked the GM dealing with my case if he could please move the ship back to the system where I lost the ship

I don't know if it was my promise to apply two coats of wax to any restored ship or asking nicely but but the GM did this and and I no longer had to work out how to move my Paladin 52 jumps back to it's current high sec home.

Sadness Continued


A second friend has said they'll be leaving EVE before Phoebe is released, the first still hasn't fully left but as I posted last week they've sold their main character and I know they are in the midst of writing an "Open Letter to CCP" about why they're leaving.

The second person is taking a break, they have said they will be returning but they need to take a break and as a result they wanted to relinquish their towers. Instead I've offered to run them whilst they are absent and I'll reap the benefits (with a monthly tithe to the alliance) until he returns.

Which I'm certain won't be that long :)

Expansion


So I'm expanding my Reaction Tower setup, at least six more towers will need fuelling but as far as I can see they are self-sufficient and will require no importing of materials from high sec. This is great news and aside from fuel I will have very little expense.

I'm moving a character into my friends corporation in order to take over the towers, it will save a huge amount of time taking down then setting up new towers for a different corporation, I won't own the towers but I'll be responsible for them so if they are lost this is my only liability in this endeavour.

I'm quite happy with that.

Preparing for Phoebe


This week will be busy, I have several JF runs I need to do in order to move assets I no longer need in null sec to high sec for consolidation. I've already consolidated 3 of my 5 characters assets in high sec to one location and a bit of dual boxing freighters will allow me to do the remaining 2 characters well before next weeks release.

Extra fuel has been bought into null sec as well as any additional ships/modules I will be needing. I do need to move my cyno characters to their new locations but that can be done after Phoebe is released and I need to make use of them.

I'm looking forward to Phoebe, the unlimited skill queue along with the jump changes are the two biggest features I'm looking forward too. It's an exiting time to be in EVE Online and the direction we're going, although appearing very bumpy, is certainly going to be good fun to travel.

Sunday, 12 October 2014

Phoebe Features

Titans have been given to every active player on SiSi for the last couple of days so I've spent some very enjoyable time there killing myself with an Avatar. My main has lost twenty two Archons and an Ark to my doomsday trigger happy booster alt and I loved every minute of it. I even managed to see how resistance modules can help save a carrier from a doomsday.

Fun aside I also got to see some of the new features that have been announced for the Phoebe expansion being released on November 4th. Highlights I think you'll be interested in are:

Long Distance Travel Changes


I've posted, at length, about the changes and how I did not like the jump range nerf in relation to JF's but everything else I liked and thought was good. With the JF's now getting a maximum range increase to 10ly instead of the 5ly all other (except CIS and Blops) get I'm totally happy about these changes.

Force Projection will be less of an issue and hopefully it will see some of the larger entities in EVE having to reship and focus more on being able to defend what they have rather than expand and take from others. At least for the the time being.

For full details on the changes please read this devblog and this associated forum thread.

Unlimited Skill Queue


This has appeared, at least to me, quite out of the blue without any fanfare.

Since 2009 all characters have been limited to having a skill queue limit of 24 hours, meaning you could only queue 24 hours or more worth of training at a time. Often it has been asked to increase this or remove the limiation to no avail but now we find that in Phoebe CCP will be removing this limit for all non-trial accounts.


Officially the change is "To help people temporarily lacking access to an EVE client and generally remove annoyance" but whatever the reason this is could be the best new feature of Phoebe. 

Multi Sell


Another feature without much fanfare and has just appeared, after initially being teased by CCP on Twitter.

You will now be able to select multiple items and select to sell them, which will then present a new UI dialogue that will allow you to customise pricing and verify the details of what you want to sell.


The SiSi version of this is very unpolished and looks like its still underdevelopment but the functionality is there and it will be very useful once complete but I'm in agreement with MoxNix in regard to this, it would be better if they'd devote resources to fix the issues with the market UI at the moment rather than add something new and totally different.

Sensor Overlay and Bookmarks in Space


A major overhaul of the Sensor overlay and the introduction of, the previously announced, bookmarks in space.

These changes are on SiSi and take some getting used to. There is a lot more information appearing in space now and fortunately you can turn it on/off but systems full of bookmarks certainly look a lot more hectic.

Read this devblog for full details and if you haven't got SiSi setup get it done so you don't get a surprise when Phoebe hits.

New Invention and Reverse Engineering


I've summarised the changes in a previous post and whereas a couple of friends are uneasy about the change I think the simplification of the Invention/Reverse Engineering trees will be a good thing and may stimulate the T2/T3 BPC markets with an influx of new BPCs.

And More


There are more features but I've highlighted what I think are the best, have a read of the feature set announcement and let me know what you think in comments.

Friday, 10 October 2014

Packing

Having been watching the threadnaught and the lack of responses from CCP I made the decision on Wednesday to pack up as much of my NPC Null assets as I could and move it to a mid-point system that would be much easier to access them from.

I sorted through my assets and used General Freight or Station Containers to sort them to make things a little easier when deciding what to move and what to leave. Modules and ships would mostly be left, I could use an alt to seed whatever I had to market and sell once Phoebe was deployed and I should make a nice profit over my normal prices.

30 minutes before downtime last night I started packing ships into carriers and my rorqual so at least they were ready for when I needed to move them.

Then I awoke to this.

It's always the way though, just as you finish pacing for a trip you remember something you missed or find out that plans have changed and you don't need the kitchen sink or that extra pair of socks.

My wife looked on incredulous as I whooped and jumped around the house this morning after reading that Jump Freighters will be getting a maximum jump range of 10ly instead of the 5ly that was originally announced.

It seems that public opinion and comment has swayed CCP somewhat and the small industrialist who does their own logistics has certainly come out the biggest winner. 

I've already been checking jump routes and whilst I'll need to add new mid-points this is much easier to do by moving existing cyno characters than create new accounts and setup new characters just for this purpose.

It's a Happy Friday around here today and I'm going to enjoy it by trolling my friend Cracker.

Tuesday, 7 October 2014

Status Report: Still Undecided, Still Procrastinating

Jump Changes, Again


A lot of people seem to like the changes with the exception of the jump range change. I'm not going to rattle off the details of that, if you don't know what it is read the devblog, refer to my last couple of posts and read this thread.

But I did post to the forums, twice, over the weekend.


I've said before that I'm not a fan of the EVE Online forums, its a hive of scum and villainy, to use an apt Star Wars quotation but there are occasionally good stuff to read and the recent Jump Drive changes certainly have stirred the population into commenting.

All I got in return for my posts were two likes and what appeared to be total ignorance of what I'd written At least I wasn't trolled I guess but I'm not sure my plea for review was seen by anyone in CCP. Apparently CCP Greyscale stopped reading the thread around the 200th page, I don't know if that's true but I hope not.

I've been watching my reading list quite closely, as I was away over the weekend, seeing what is being written is a good "finger in the air" indicator of how controversial something may or may not be. 

Jump Changes seem to be very controversial, certainly a lot written and I'd say most has been praising the changes and how they are good with a few bloggers also raising up issues regarding the range changes and how maybe that needs a review or delay.

I'm hoping we'll see an update from CCP Greyscale in the next week over the changes and whether he has been swayed by any of the arguments people have posted.

Undecided, Still


Perhaps in time I would be able to source what I need locally but that would take time and a lot of networking to achieve and with less than two months until Phoebe is deployed I do not see that as happening.


I still don't know what I'm going to do if the changes to the range do come in. I definitely will not be able to continue my null sec manufacturing or market seeding as I am now. So I'll need to work out what to do and where to do it.

Continuing Our Missions


I have decided, regardless as to whether I move out of my null home, that I will retain a couple of clones and ships in several systems so I can make use of the L4 missioning agents I have cultivated. Dumping these would be stupid and I can still farm the LP and then use other methods (such as Interceptors) to move any LP rewards I claim to high sec).

Moving To A New Home Base


I have identified a new home for myself in high sec where I'd be able to base myself and I spent a little time on the Monday public holiday moving ships and other assets there. Research and Invention will be moved here when the last of my blueprints have finished their current work (about two weeks from today)

Did we forgot anything?
It was not at all fun doing nearly two hundred jumps in a Freighter and Deep Space Transports but at least its done now and I finally see all my assets in one place.

Remembering Those That May Leave


Speaking to friends I've made in EVE Online most will remain in the game but a few, those in deep null sec or who run a large manufacturing operation, have indicated that the coming changes will be too much for them and they will be finally hanging up their capsule and leaving.

I can understand their position and most have already said they'll be moving to other games or will dedicate themselves to real life pursuits for the foreseeable future.

And yes, I've already asked if I can have their stuff. I can't repeat what they all told me :(

Friday, 3 October 2014

Jump Changes and Me

I've spent much of the past 24 hours reading posts about the changes to Jump Drives coming in Phoebe and investigating how they will effect my logistics network in order to move products and materials to and from high sec.

Let it be known I like the changes in terms of limiting Force Projection of Capital Ships but the changes in relation to Jump Freighters/Capital Industrial Ships I am not liking at all.

What I Do In NPC Null


Normalised to the minimum I have found that I do the following in NPC Null:
  1. Manufacture in NPC Null of T1 modules using locally sourced and imported materials
  2. Manufacture in NPC Null of T2 modules using some locally sourced but predominately imported materials 
  3. Manufacture T1 and T2 rigs using locally sourced and imported salvage materials 
  4. Ship out Reacted Materials for sale in order to fund Manufacturing and Research operations in NPC Null
  5. Sell Manufactured T1/T2 modules/rigs on my local market

I also mission and rat in order to supplement my income in and around my market system (these aren't primary activities though and aren't listed above) nor is my my high sec trading/speculation listed as it is out of the scope of this discussion.

Exporting


I make metamaterials for sale to help fund my operations, it contributes to my income that I then use to purchase the minerals, T2 components and salvage needed to manufacture the range of T1/T2 modules and rigs I produce.

I never leave NPC Null with a partially filled Jump Freighter, it is always full whether that is with materials I need moved or courier contracts from corp/alliance that need to go to high sec.

My logistics network at the moment means I have to do two jumps to get to high sec, approximately 20 light years in total distance. I have two dedicated cyno characters in my primary jump systems but with clones in a secondary system should the primary be too dangerous to use.

Fuel wise it costs me less than 700 liquid ozone and 22,000 isotopes per trip to leave my NPC Null home. Once I reach my high sec entry system its a matter of dropping off any courier contracts or shipping materials to Jita for sale by my trading alt.

Importing


It is rare I make more than one jump a week but I do ad-hoc services, for a fee, should someone need it but I import raw materials for my metamaterial reactions as well as minerals, T2 components and salvage as needed to meet any shortfalls I have for production.

I try to plan at least 4 weeks ahead in what I need with at least 2 weeks reserve in case of unforeseen difficulties. As a result I typically make one run a week from Jita to NPC Null and if space is available carry courier contracts for corp/alliance in addition to what I need bought in.

I'd estimate at least 75%, probably closer to 90% if I'm honest, of what I need has to be imported from High Sec. 

Sourcing Locally


Local politics and supply issues mean that even if I tried I could not source all my requirements locally. 

I'm surrounded by entities that are hostile to me and my alliance, not to mention that roving gangs are regular visitors to Curse that make it extremely unwise to pilot anything larger than a hauler more than one or two jumps.

Those that I have spoken to aren't interested in selling me what they make at a reduced price, Jita price is the base but more often than not its Jita plus 10% or 20%, but they'd rather move it to Jita to sell than helping a "red" locally.

There are a lot of reactions happening in the Constellation I'm in, I've performed a full moon survey of the nearest 12 systems and have a good idea what is being made. However most of the high end moons are being extracted rather than reacted with other materials. It seems its easier to extract Hafnium or Mercury and move it for sale in Jita than it is to setup production POS'es and manage them.

PI materials are non-existent in the local market and everyone produces for themselves or, again, for export to Jita. Again I've spoken to some PI producers who aren't in my alliance and they aren't interested in making materials for sale to me both because I'm "red" but also because it will not be as profitable (so they have said).

Minerals I am able to get from reprocessing wrecks, although this no longer yields as much as it used to, as well as the odd hauler spawn but these do not provide all or even the quantities I need of minerals to produce items. I could mine, and I do sometimes, but I am missing out on Mexallon, Isogen and Morphite bearing asteroids so I continually need to import these minerals above all others. Tritanium I've got nearly a billion units of and most of the rest I have between several tens of million (pyerite) or thousands of units (nocxium/megacyte).

I salvage wrecks in belts or mission sites I've been given access to and over the course of 30 days this provides a lot of salvage materials but none is for sale, at least at reasonable prices, locally and anyone else who stockpiles is either doing so for shipping to Jita for resale or produce rigs themselves and do not want to supply a competitor.

Major Consideration - Jump Range Change


Changing the maximum jump distance to 5ly for all jump capable ships will very possibly kill my efforts and I'll leave NPC Null for something either significantly closer to high sec or I may just move onto something new. I just don't know,  I'm not feeling quite so fatalistic about this situation as Lorna is but I am facing a serious threat to my activities that I cannot see a reasonable or simple solution to.

As I said in my opening, my Export route is currently two jumps and requires two cyno characters and no more than 10 minutes of action at the keyboard to do. 

Using DOTLAN to simulate the 5ly limit for my JF pilots (JDC 0, JFC V and JF V) I find now that 2 jumps becomes 7 jumps with four of those jumps requiring stops in non-NPC Null systems held by entities that are hostile to me. I can't see any way of getting blue status with them nor can I really "ninja cyno" as a Jump Freighter cannot fit a cloaking device and thus would be easy pickings for any probe carrying combat ship.

Looking for alternative routes I can change two of the stops to other systems but again they are either held by the same hostile entities or another one entirely. Some choice I have there.

Minor Considerations


Then of course there will be the two other "minor" changes I'd need to keep abreast of:
  • Additional jumps means additional cyno characters, ships, modules and fuel needed
7 jumps means I'd need new cyno characters in new systems, that I don't have station access in order to jump. Wait I don't have station access so I'd need another character in a cloaked ship holding spare modules, cyno ships and fuel.
  • Using jump clones for cyno characters could increase the jump time from minutes to at least a day or two depending on setup
Instead of adding new characters maybe I can use jump clones instead...  And if I did use Jump Clones I'd have to train them up to be able to have multiple clones (at least 5) and be maximum skilled in Cynosural Theory so as to not require cargo modules and use the minimum amount of fuel per lighting.

And then of course you've got to take into account the jump clone timers, what takes 10 minutes now and I don't need to do any jump cloning may take one or two days to complete the full journey due to the cool down period between jumps. I could add more cyno characters but I'd need to start another new account dedicated to cyno characters and I have more than enough accounts at the moment.

Of course jump cloning would only work if I had access to friendly stations on the route that I can install a clone and store ships, modules and fuel in. Ah, wait I don't.
  • Use the gate network to move cyno characters ahead of the jump freighter and light as needed

I'd could use my cyno characters to travel through gates each time I needed a cyno but this would opening up the opportunity that I could die on the way (very likely) or be followed and have someone spring a trap and catch my jump freighter (very possibly).

What About Wormholes


I did have someone say that wormholes may be the saviour for people like myself. Find a nice Null->Low Sec (which I could jump out of) or Null->High Sec connector and I'd be all good. In theory it could work but in practice it wouldn't (I don't think).

I've seen four WH's in my home system in the past 2 weeks. 3 were to WH space and one was a null->null connector that was even deeper located than I was. I really don't see WH's being able to help.

Conclusion


The jump range change will more than half my JF range (11.25ly to 5ly) and limit the systems I can use whilst increasing the stops I must make on the way in hostile systems.
As a result my conclusion is simple, based on what has been announced, I will no longer be able to, as of Phoebe, be able to run a logistics network from my NPC Null home to high sec. 
We still have almost 2 months until Phoebe is released. Things can change, although as this post says:
Since this is a dev blog, this means it that CCP is a lot more solid on its decisions here than it would be in a trial balloon dev post on the forums
meaning that these changes are probably decided and unlikely to significantly, if at all, change between now and release.

Bugger.

We'll have to wait to see what happens and whether the feedback CCP are getting is going to see changes or not.

Thursday, 2 October 2014

Stop, Revive and Survive

The post title comes from a Road Safety campaign from one of the Australian states and seems rather apt (to me) with the announced changes from CCP with regard to Jump Drives and Capital Ships.

Long Term Plan


Announced overnight by CCP Greyscale in a devblog are details of the three phases of changes that are coming to null sec over a-yet-to-be-given time scale:
  • Phase 1 - Long-Distance Travel
  • Phase 2 - Medium-Term Changes
  • Phase 3 - Dynamic Warfare and Granular Territory Control

Very little information is given for Phases 2 and 3 but we have a lot of detail for Phase 1 as this is being planned for the next Expansion, called Phoebe, in November 2014.

Changes, Soon


It is made clear form the devblog that the changes are not "a silver bullet" that will fix all issues in null sec in one go but instead will form part of a greater number of changes, over time, that will represent a significant improvement to "specific areas of concern" within EVE Online.

The major change coming will be changes to how capital ships can move:
  • they will now be able to use gates in null and low sec
  • their jump distance changed to a maximum of 5ly per jump

but by far the biggest change are the new timers:
  • Jump Activation - counter that shows how long you have to wait until you can jump again
  • Jump Fatigue - counter of accumulated jump fatigue that is used to calculate the Jump Activation timer when you do jump

New Timers for Jump activation and Jump fatigue
An example is given in the devblog of how this will work in practice but basically the further you jump the longer it will take you because the length of wait between jumps will increase due to Jump Fatigue. 

Read the devblog, it clearly lays out the functionality and how it will work much better than if I reproduced it here.

Jump Freighters/Capital Industrial Ships


The Jump changes potentially could have a massive impact on goods movement within null sec and CCP appear to have foreseen this and have given Jump Freighters and Capital Industrial Ships (i.e. Rorqual) a role bonus that will reduce these timers by 90%.

From my perspective this is great, it means that when I have my "logi day" I won't have to worry too much about jump timers slowing my jumps down. I did have to check the jump range of JF's but they already are at 5ly so there won't be much change for me.

Fuel costs already went up, now I may have a couple of minutes between jumps when I use midpoints but aside from that these changes won't impact me very much I believe. 

How Will This Change Things


This certainly will have an impact on force projection but it will not change the ability of the current Null Sec power blocs to retain their power. They will need to adapt and change but the ability for them to deploy will not be greatly diminished and we will certainly see capital armadas moving via gates, with sub-capital support, to continue to strike fear into any smaller groups looking to get a foothold anywhere in Null.

We could see the end of large empires spanning entire quarters of null sec but entire regions would still be defensible and with the changes to jump mechanics it will make more sense for power blocs to maximise the use of the systems they have and relinquish control over areas they cannot actively defend or would be more trouble than they are actually worth.

Null Sec Power Blocs
These changes could stimulate Null Sec industry, forcing characters to use the space they have rather than claiming it and not making use of it. New null sec trading hubs could be created and catered to by local industry rather than importing everything from High Sec. 

A lot of space is currently unused because it is not very resource rich or profitable, Phases 2 and 3 should address this and perhaps we'll see rebalancing of system sec and upgrades that mean space is finally worth owning.

My own hope is that there will be smaller entities, be they Corporations or Alliances, that can will finally be able to gain themselves a small foothold in one or two systems in areas that the current Power Blocs cannot easily assault or want to retain because they cannot profit from them.

Actually I love that this brings risk back into null sec, no longer can wrecking ball fleets or massed capitals move around with impunity and at high speed.

More To Come


I see there is some "hurt feelings" in some quarters, so much so that they has been a leak of a post/message that CSM Member/Providence Head FC corebloodbrothers on internal forums.

People certainly get passionate about changes, especially if they feel it will have a negative impact and after having lived in Providence myself I can recall the insular and "me" behaviour a lot of people had. 

Changes can only be good, in the long term. Short term it means everyone will need to look at what they're doing and finding new ways of existing or adapting to the changes.

Reaction

"I was astonished by CCP’s latest DEV blog"
                                                                - EVE Hermit
"Dis gon b gud"
                     - Neville Smit
"I actually rather like this"
                                   - Stabs
Three quotes from three people who don't jump to conclusions or mince their words. These quotes come from their respective blogs based on their feelings on the devblog.

Wilhelm Arcturus also has an excellent write up, he even tries to explain to his non-EVE readers what this change could be compared to in other games. The other three seems positive about the changes but Wilhelm is, from my reading, on the fence about the changes possibly even thinking that they don't go far enough.

I believe they are a good start, I still feel that a mass restriction on cynosural fields is another way of limiting force projection, but what we're seeing (subject to feedback and change) is an excellent start and certainly seems to open the way for splintering of null sec space away from the current Power Blocs.

I'm sure over the next couple of days we'll see more comment come out, there will be the nay-sayers and the EVE Online Forums will be full of people saying the changes are too much and they will be quitting because of them. 

These changes are the start of something good and perhaps its time for a culling of the old guard to allow new players a chance to get into the game without the bitter vets of old.