Posts Tagged ‘Ships’

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Slow Brutix is Slow

May 17, 2010

Sometimes I’m in New Eden for hours.  Yesterday was one of those days.  By 1500, it was the 10h mark and I was pretty damn pooped out.

I was nearly asleep at my keyboard when a Oc, a new Project Valhalla member I brought in a few days ago woke me up over Ventrilo with: “Suun, I think we have a Covetor in this C4 a few connectors down.”  Damn, I’ve never reacted so fast for a while now.  I grabbed the BM’s and my gank Brutix.  Sweet thing about an all-gang Brutix is that I’ve jammed the lows full of damage mods, leaving the mids and rigs with shield mods for a passive tank.  Slotted some Caldari Navy Antimatter Charge M into the blasters and off I went.

The Covetor was just chilling at a gravimetric site in a C4 2 connectors down, and I wanted to alpha his ass.  I’m getting reports over Vent from Oc: “OK, I’m in position, warp to me at 10km and you’ll land on top of him.”  I’m serious, the response time was like ~3 minutes from the time I got the possible target call, to me being at the WH to the C4.  I’m laughing to myself quietly because this is going to be such a sweet gank.  They had a Nighthawk, Drake, buncha indies, and a cap or two on scan, but we were going to get in, do the deed, and get out.

I activate the WH and get into the C4, and immediately initiate a warp to Oc.  The Covetor is still chilling, jetcanning.  I’m thinking that this guy is sooo AFK.  About 75,000 km left on my warp, Oc goes “Uhh Suun.. the guy is sublighting.”  Shit!  I pray I have time to catch him before he aligns all the way and warps off.

I land literally on top of him and couldn’t lock and scram him because his warp drive already kicked in.  Immediately the system starts buzzing with activity and we both kick into defensive mode.  Oc cloaks up his cov-ops and I start bouncing.  Damn with my shit skills I couldn’t fit a cloak onto my Brutix 😦  As I’m aligning to a random planet (III), I lock up and pop all the Covetor’s cans of tasty Arkonor.  I warp into III at 30 km and see the Covetor.  Apparently he had warped in at 70 km.  I don’t bother burning at him because there would’ve been no way to catch him anyway, and he warps off.

We thought they would try to catch us at the connection WH, but on my next d-scan, there were zero ships on scan.  Just a bunch of PoS and industrial arrays/modules.  The fools had logged because they were scared of a tiny Brutix.  And they had cap ships!  Haha…

Anyway, I guess Oc and I were satisfied with ruining their mining op by popping their Arkonor cans.  Condolence prize I guess :\

We head back to our home system and back to our blue bubble.

I’ll be much happier next week when I can fly a Navy Omen relatively well enough, with enough DPS and tank to fuck up most ships a class size up.  The gank Brutix outputs an insane amount of DPS for its class, but it’s just too damn slow.  Meh.

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K-Space Mining: Something to Keep In Mind

May 11, 2010

If we count up the weights in lasers (refer to the High-Sec/K-Space section of this article), it doesn’t make sense to take out an Orca unless there is at least 18+ weight worth of lasers.  This is because an above-average skilled Orca pilot will contribute about 20% boost to the mining laser output.

Any mining teams using Orcas with less than 18 weight worth of lasers are not only putting the Orca at risk for negligible gain, but also are making less per hour.  If your mining team exceeds 18 weight of lasers though, go Orca happy!

More tonight — my K-Space team, get with me, I have the new K-Space Op Paysheet ready.

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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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Magnetometric/Radar Exploration Sites

April 9, 2010

Finally got fed up that I was being teased as the Director who couldn’t do Exploration Sites – hey my points are in leadership!

With Astrogeology III and Hacking III, this setup is fairly fast even with T1 modules.  The best part is it’s throw-away in case you get popped inadvertently, though usually I’m able to Arch/Hack right in the middle of the spawn, and as long as there aren’t Sleeper frigates, I either take very little damage, or I’m able to align and warp out before they could really hit me.

I guess I could T2 fit everything, but I don’t really see the point for doubling/tripling the cost for a few percentage points faster module speed of what amounts to be a cheap-gets-the-job-done fit that if it blows up you won’t feel so bad.

Fit’s rounded out with a cloak and a probe launcher, in case they’re needed.

[Vigil, Throwaway Hacker]
Nanofiber Internal Structure I
Inertia Stabilizers I
Expanded Cargohold II

1MN MicroWarpdrive I
Codebreaker I
Analyzer I

[empty high slot]
Prototype Cloaking Device I
Core Probe Launcher I, Sisters Core Scanner Probe I

Small Memetic Algorithm Bank I
Small Emission Scope Sharpener I
[empty rig slot]