Posts Tagged ‘R&D’

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Moving Onto Greater Things

April 15, 2010

One of the issues with running either a W-space corp or a division of a corp with W-space assets is “when do we move onto greater things?”

Granted, as your W-space inhabitants gain more confidence in running sites, they will naturally always want more.  You have that natural progression from C1 –> C6 that goes with time.  While my original decision to inhabit a C4-C2 may have been a contentious one, in effect it serves as a training ground for my men.  C2’s are easily soloable when not enough people are online.  Then we figured out we can effectively though slowly grind out C4 sites with an ECM battleship backed by a DPS battleship.  Well, that sort of messes up the 3-4 man RR gang it typically takes to efficiently rock a C4.  With that ECM battleship, we’re able to take out effectively 50% or more of the Sleeper DPS, making even those tough C4 sites easy peasy.

So where do we go from here?

There are a few things I have in mind that will allow us to continue to live in the current system, whilst recruiting more W-space members, beefing up security, and saving up ISK for a proper move to a C5/6 (meaning at least 2 faction towers).  One of the benefits of having Directorship in a multi-national corp is the global footing of the corp.  We always have people online.  Some TZ’s might not have as many people, but there are always people to banter about stupid shit with, distraction allowing.  Per our corp setup, trust is a major issue.  Taking lessons from the old null-sec alliances I used to serve out my early EvE career in from 2004-2009, divisions, partitions, and trust management is a huge thing.  Who do we trust with tower manager roles?  Who do we trust period with being able to access tower arrays?  Faulty logic and thinking in most carebear corps, and even large alliances have allowed discontented people to initiate large corp heists before leaving.  The divisions and partitional nature allows us to fine tune the trust management, but at the same time, it removes many potential members from more “secure” projects that involve a ton of ISK.  So the strength build-up is slow, but necessary.

Now, with ~25 members manning our Project Valhalla, there are some things I feel that needs focus on:

01.)  Increased PvP patrols; i.e. gank everything that is alive, sending them back into the clone vat, questions asked later
02.)  Accept the C2/3/4 grind to generate ISK for future W-space endeavors
03.)  Utilize the nature of W-space to raid null-sec for some more PvP fun
04.)  Increase our science abilities
05.)  Make sure more pilots are capital ship capable; this means dread, carrier, Orca, Rorqual pilots

All in all, my pilots have been more than gracious.  Granted as a leader, I provide and encourage a lot of leeway.  I believe in the school of thought that pushes for a firm hand, understanding, fun, but also sternness in reaching for our goals.

We continue to evaluate our risks.  Once you pass the 60% mark on surety, it’s probably a good bet to throw everything you have got at the situation.  This goes for PvP, PvE, market stuff, all that good shit.

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W-Space / Empire Mining Payout Schemes

April 10, 2010

A point of contention has always been “how do you pay your team” for combined ops?

In my EvE career, I’ve gone through numerous ways of team compensation.  You can take the “scientific” route, and break down each member’s contribution via their skills, ships, equipment, and of course time put in.  This is the complicated way that carries with it its own headaches.  THe lazy way, of course, is to take the lump sum of the op proceeds and split it up evenly, though this will give the higher skilled members less.  In my experience, the op leaders should always pay “how they feel like,” no questions asked.

That being said, in the pursuit of fairness, let’s say we’ll look at two different scenarios:

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W-Space Payouts:

In W-Space, I expect all my project members to have fairly high skills.  This means that combat site runners and PvP pilots need to be able to field a well equipped battleship, and of course, everything down.  Miners/industrialists need to be able to fly a standard Hulk fit, level IV/V racial industrial, and perhaps have basic research/production skills as well.  It’s helpful that all members can fly at least racial industrial IV, preferably the Iteron Mark IV/Iteron Mark V, or Mammoth as those are the best train time/volume haulers.  For Combat/PvP type pilots, training a Bestower is fine if they don’t plan to put much time and SP into industrial/haulers.  Then of course, there isn’t any baby hand-holding done in W-space, so all pilots also need to have above average scanning ability, and need to *know how* to scan themselves out as this is a prime duty for all involved.  As such, you’ll find members of my W-space team having at least 10m SP typically, or more.

Here, I weight each member by their perceived contributions.  Main toon is 1 weight, alts are 0.5 weight each, if they are also used often in conjunction to the main.  A weight is sort of like a “share” in the proceeds.  Per my fancy schmancy spreadsheet, corp tax is automatically put into a pile, and the remainder is available for payout.  All the members’ weight values get added up, and the payout pot is divided by this combined weight, and this is the “share” of the loot.  Members get their weight * share = personal payout.  Deductions are made if a member is underperforming, which is placed into a “bonus” pot to be divided among the deserving pilots.

Assuming Combat/PvP pilots fly battleships and down, and industrial/mining pilots fly Hulks:

1 weight = Main Combat/PvP/industrial/miner toon
0.5 weight = Alt Combat/PvP/industrial/miner toon

We follow these simple calculations to pay your W-space combat site runners/PvP pilots/industrialists/miners:

tL = Available Funds of Total Loot/Ore
T = Corp Tax (% value set by corp)
tW = Total Weight
pmW1,2,3..x,y,z = Personal Weight of Main Toon
paW
1,2,3..x,y,z = Personal Weight of Alt Toon
S = Share
pD = Personal Deduction (% value gauged on performance)
pbD1,2,3..x,y,z = Personal Deductions Going to Bonus Pot
B = Bonus Pot
pB = Personal Bonus (% value gauged on performance)
pP = Personal Payout

01.  To calculate the total weight –> (pmW1,2,3..x,y,z added up) + (paW1,2,3..x,y,z added up) = tW
02.  To calculate the Share values –> (tL – T) / tW = S
03.  To calculate personal deductions –>((pmW1 + paW1) * S ) * pD = pbD1 (and so on)
04.  Adding up personal deductions to get Bonus pot –> pbD1,2,3..x,y,z = B
05.  Total Pay to be paid to the payee –> ((pmW1 + paW1) * S) – pbD1 + (pB * B) = pP

Easy peasy, right?  This simple math won’t bite, I promise!  😉

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High-Sec Mining Payouts:

READ HALADAS’: THE COMPLETE MINER’S GUIDE, you won’t regret it.

With high-sec mining teams, especially since they’re often used not only as a corp’s main industry arm, but as a training ground to prove pilots for later, more dedicated projects, they pay scheme must be different due to the fact that many team members might not be trained up to a sufficient level for their mining skills.  Since we’re not dealing with loot here, and just straight ore, it makes it a bit simpler in terms of the op leader selling the proceeds.  Remember that in Empire, ore values are much less than let’s say, out in W-space and null-sec.  As such, it’s *really* important that the op leader identifies the types of ore that brings in the highest amount of ISK/m3.  I’ve nearly podded a few op leaders for mining ridiculous things like Omber and Pyroxeres, when they could be concentrating on ore types that are worth double or more.  Refer to the handy-dandy Enildor’s EVE Ore Calculator chart for up-to-date information on mineral prices by region before you run any ops.  For more advanced/numbers type people, refer to the excellent Dedaf’s Industrial Tool spreadsheet which sync’s with your character’s API.

The goal which all Empire mining op leaders should push for their team members is to proceed to a Hulk ASAP.  The usual progression path is Racial Mining Frigate (Tormentor, Bantam, Navitas, Burst), Racial Mining Cruiser (Maller, Osprey, Vexor, Scythe), then straightaway to Barges.  You will be wise to have your rapidly learning team member skip the Procurer altogether for the Retriever, then skip the Covetor for T2 and the Hulk unless ISK is an issue (and they are only flying a Covetor to make ISK for a Hulk).  Unless your team member already has a Hulk on an alt or something, they should be training for one.  If not, cut them 🙂  Once they get to a Retriever, they need to train for T2 Strip Miners, specifically the Modulated Strip Miner II.  Being able to use T1 ore crystals is better than using no crystals.  They should also be able to fit at Mining Laser Upgrade I/II (note that on a Retriever, you need a Co-Processor I/II to make it fit).  Drones V and Mining Drones should also be trained at least up to being able to use Mining Drone I and for carriage of light combat drones for self-defense against NPC rats.

Now, on to payment schemes.

Like I mentioned before, you can pay by taking into all their skills, ship, modules into consideration, though many times this will be more of a headache for the op leader than making things easier.  I’ve come up with an easier, simpler method that still pays roughly the same.  Running with the “weight” and “share” system, Frigates equal 0.6 weight.  Cruisers equal 1 weight provided they use 5x mining lasers, otherwise pay at 0.6 weight.  When your pilot has advanced to the Retriever, each Strip Miner laser is equal to 1 weight, e.g. Retriever is 2 weight, Hulk is 3 weight, provided they are fitted with at least 1x Mining Laser Upgrade.  Haulers, provided they are on racial industrial IV, are equal to 1 weight, anything less is 0.6 weight.  For efficiency’s sake, haulers should be either Gallente or Minmatar (Iteron IV/V, Mammoth).  Orcas pilots should be paid at 1.5 weight, and only used when there are at least 18 weights’ worth of *miners* present, e.g. 5x Hulks, 9x Retrievers, or any combination up/down.  If you exceed 20 weights worth of *miners* you might be interested in having a full-time hauler present.  When a pilot has an alt present, their alt should be paid 0.75x of a normal “full” main’s weight (the reasoning behind giving an alt in Empire 0.75 vs 0.5 in W-space is that both toons should be more active since there is less worry of a semi-AFK alt being ganked).

Note that the “weight” system doesn’t perfectly pay each pilot for their exact contribution, as it still gives lower SP pilots a little more and higher SP pilots a little less, but it’s more or less fair.

Weights broken down:

0.6 weight = Frigates
1 weight = Cruisers with 5x mining lasers
1 weight per Strip Miner, up to 3 = Mining Barges/Exhumers
0.6 weight = Hauler that *is not* an Iteron IV/V or Mammoth
1 weight = Hauler that *is* an Iteron IV/V or Mammoth
1.5 weight = Orca

Empire/High-Sec Mining Payout Scheme Breakdown:

tL = Available Funds of Total Loot/Ore
T = Corp Tax (% value set by corp)
tW = Total Weight
pmW1,2,3..x,y,z = Personal Weight of Main Toon
paW
1,2,3..x,y,z = Personal Weight of Alt Toon
S = Share
pD = Personal Deduction (% value gauged on performance)
pbD1,2,3..x,y,z = Personal Deductions Going to Bonus Pot
B = Bonus Pot
pB = Personal Bonus (% value gauged on performance)
pP = Personal Payout

01.  To calculate the total weight –> (pmW1,2,3..x,y,z added up) + (paW1,2,3..x,y,z added up) = tW
02.  To calculate the Share values –> (tL – T) / tW = S
03.  To calculate personal deductions –>((pmW1 + paW1) * S ) * pD = pbD1 (and so on)
04.  Adding up personal deductions to get Bonus pot –> pbD1,2,3..x,y,z = B
05.  Total Pay to be paid to the payee –> ((pmW1 + paW1) * S) – pbD1 + (pB * B) = pP

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Simple, yeah?

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Tinkering With Quasi-Deathstar W-space PoS Fits

April 5, 2010

Who’s using faction fits for W-space PoSes?  Come on man, if you’re going to build a tower, might as well pimp it out!  The idea here is to be able to survive a dread or two, especially with PoS gunners.  Each PoS can be run with about 75% guns online at all times, though you should offline your non-defense mods and online the rest of the guns when something crazy comes along.

Main tower/base:

TOWER:
True Sansha Control Tower x1

GENERAL ARRAYS:
Corporate Hangar Array x4
Ship Maintenance Array x2

SHIELD HARDENERS:
Ballistic Deflection Array x1
Heat Dissipation Array x2
Photon Scattering Array x2

ECM:
Dread Guristas Ion Field Projection Battery x3
Dread Guristas Phase Inversion Battery x3
Dread Guristas Spatial Destabilization Battery x3
Dread Guristas White Noise Generation Battery x3

Shadow Sensor Dampening Battery x4
Domination Stasis Webification Battery x4

Shadow Warp Disruption Battery x1
Shadow Warp Scrambling Battery x3
True Sansha Energy Neutralizing Battery 2x

DEFENSE:
True Sansha Large Beam Laser Battery x2
True Sansha Medium Beam Laser Battery x6
True Sansha Medium Pulse Laser Battery x8

Onward to the R&D PoS:

TOWER:
Domination Control Tower x1

GENERAL ARRAYS:
Corporate Hangar Array x4

SHIELD HARDENERS:
Ballistic Deflection Array x2
Explosion Dampening Array x2
Heat Dissipation Array x1

ECM:
Dread Guristas Ion Field Projection Battery x4
Dread Guristas Phase Inversion Battery x4
Dread Guristas Spatial Destabilization Battery x4
Dread Guristas White Noise Generation Battery x4

Shadow Sensor Dampening Battery x4
Domination Stasis Webification Battery x3

Shadow Warp Disruption Battery x2
Shadow Warp Scrambling Battery x2
True Sansha Energy Neutralizing Battery 2x

DEFENSE:
Domination Large Artillery Battery x2
Domination Medium Artillery Battery x5
Domination Medium AutoCannon Battery x7

ASSEMBLY:
X-Large Ship Assembly Array x1
Medium Ship Assembly Array x1
Small Ship Assembly Array x1
Drone Assembly Array x1
Equipment Assembly Array x1
Subsystem Assembly Array x1

R&D:
Biochemical Silo x1
Silo x1
Hybrid Polymer Silo x1
Polymer Reactor Array x1
Experimental Laboratory x1

Totals come up to: 9,118,000,000 ISK

Someone lend me some monies!