Thursday, October 30, 2014

Shaking off the Rust

I lost two EVE sessions in October due to Thanksgiving travels one weekend and my fall Board Game Day another. Which sucks because I get rusty at FCing pretty damn quickly.

Sunday night I logged in and started putting together a fleet for the corp. We quickly grew in numbers and swtiched from a kitchen sink frigate fleet to a Rouge Squadron doctrine Algos fleet supported by interceptors and Navitas logi.

We got word of a Caldari Militia assault frigate fleet movign around Tama and we swung through Fliet's back door to try and engage them. In the battleground of Sujarento we jumped in on them and engage at point blank range on the gate. They had a couple Griffins and my target calling was rusty because at one point I primaried a couple of Harpies that I should have left for some softer Tech 1 Frigates.

Not a big deal and I internalize the lesson and we won the fight and held the field, losing 5 Algos and a single Atron and Navitas while killing 2 Harpies, an Ishkur, a Wolf, a Jaguar, a Retribution, a Kitsune, a Merlin, a Burst, and two Bantams.

We went back to Fliet and reshipped, then proceeded to scour the warzone looking for more targets. It was going pretty quiet until we got reports of two hostile pirate fleets in the Fliet area while we were deep in Black Rise region. We ran back to Essence and while an allied Gallente Militia fleet took on one fleet, we engaged the other in Heydieles.

We executed the attack a lot more smoothly this time and we only lost our initial scout Algos (don't ask, but really Marcel deserved it) and killed 4 Coercers, 2 Cormorants, an Ishkur, a Thrasher, a Jaguar, a Harpy, and a Hawk in return. Our Logi were hero's in that conflict and props to Ordo Mortis alliance who gave us that exciting finish to the night.

All hail the mighty Algos!



Tuesday, October 28, 2014

Fall Board Game Day 2014

I got together with 5 of my friends (Andrew, Brian, Dave, Evan, and Udit) and had a day full of board games from the morning until night. Here's the rundown.


*burp*

We opened with a simple palate cleanser with Red Dragon Inn in which my character got very drunk very fast. *burp* Ended up in a tie between Dave and me as he got me drunk but I retaliated and punched him to knock him out.

Infiltration
Then we moved on to two games of Infiltration, set in the Android Netrunner universe. Very fun, I think we all died the first game and everyone got out the second time as we were a lot more cautious.

Power Grid

Go green empire!

Getting crowded on the east coast.

Next we moved on to something meatier in Power Grid, a fun bidding / resource management game. Definitely worth the time we put into it, Andrew and I were leading and he pulled out a win in the end.

Dead of Winter

Next up was a new zombie survival game called Dead of Winter. Five of us played, each of us starting out controlling two characters. The goal is to complete the main scenario public objective and each of us complete our personal secret objective. Eventually it looked like a couple of us were going to win but Dave's secret objective was "Serial Killer" and he killed a bunch of people in the last turn and let the zombies overrun the colony so he could win.

Setup.

My dudes, the principal and sheriff. 

Zombies swarming the hospital!

Things not looking good at the Police Station.

Mansions of Madness

Brian had to leave so we ended the evening with a game of Mansions of Madness, an Arkham Horror type game (Praise Cthulhu!). Evan was the Keeper and the rest of us investigators into the weird happenings at a local university building.

Setup.
This game was a lot of fun in hindsight, but during the game I was very depressed as it seemed like the Keeper had all the advantages and was toying with us.

The intrepid investigators!

Dave locked in freezer and going crazy. Good times.

He's really, really locked in.

The beginning of my character's descent to insanity...
By the end of the game my character was:
- afraid of the dark (in a game where my opponent's main ability was to kill the lights)
- afraid of enclosed spaces
- afraid of doorknobs on doors ("the house is alive!")
- afraid of other people ("they are all demons!")
- afraid of monsters... in a monster hunting game.

Yet still better off than Dave who ran into a stairwell and blew his brains out.

Get the witch!
 Eventually the monsters and the Head Boss witch showed up and Andrew as Trashcan Pete pretending to be a Hobo with a shotgun blew up one monster and sent the other running for cover, and then strolled down the hall and blew up the witch with two shots.

Hobo with a shotgun.
Basically we went from "we have no chance" to "hey, we won!". So after that I realized it was a lot of fun.

Monday, October 27, 2014

Project Vulcan - Orcas Versus Archons

To recap, early on in Project Vulcan I started producing Orcas because they required a lower level of entry investment for BPOs and could be produced entirely in High Sec. After a period of time I turned my activities to producing Archon carriers.

I think its time to evaluate which activity is better for my invested effort and is most compatible with my playstyle.

Quick stats:
4,277,208,841Total from sales
66# Orcas sold from June 2013 to ~March 2014
64,806,194Average Profit / Orca

7,667,296,552Total from sales
24# Archons sold from March 2014 to Present
319,470,690Average Profit / Archon
(both average profits exclude startup costs)

In other words, I made about 475 million ISK per month on Orcas, and about 950 million ISK per month on Archons. The effort is definitely higher when considering the transport of minerals to low sec but I've not found the time commitment too overwhelming. In fact, I've started investigating if I can get a third carrier blueprint into the rotation when my liquid ISK builds up into the multiple billions again. Even though I've made 7.6 billion ISK, I've reinvested a lot of it in BPOs to replace BPCs, bought myself a Thanatos, and at any one time I have a sizable chunk of ISK in unsold product. 

For example right now I have ISK locked up in:
1 Archon on market
2 Archons building
1 set of Archon components 
1 pile of minerals for the next set of components 
1 set of orders for minerals for the set of components after that.

Easily 6 billion ISK right there. 

So to answer my evaluation question, yes producing capitals has been a better investment of my time and effort than Orcas. Time to expand operations.

Thursday, October 23, 2014

Clearing the Cache

Let's talk more about the dark side of Phoebe and the jump changes.

First, let's state the problem that plagues all competitive multiplayer games but open ended games like EVE the most, the n+1 problem:
All else being equal, the side with n resources is at a disadvantage to the side with n+1 resources. 
In EVE, n can refer to the amount of ISK, skill points, friends, experience, etc. Basically, there is always an advantage to have more of things available to you than your opponents. This is a fact of gaming life. Games try to address some of this with caps on players, points, ship types, or diminishing returns on adding more of something, and so on as in tournaments so that what is being measured in the competition is player skill and ability as much as possible. But in the wild, so to speak, there are no effect limits on collecting these resources and hence why so much paper is spent discussing how to give "the little guy", i.e. the side on the lower end of the n+1 problem, the ability to punch up against the "big guy".

A common refrain out of null sec when new changes are announced that they don't like is always "this change benefits the big coalitions more than the little guys you want to balkanize null sec with because they have more of [insert specific resource here]". Well, no kidding! The larger and more organized group will ALWAYS have an advantage over the smaller and less organized groups unless the former choose not to take it. This is not a surprise. The goal of changes should be to give so many decisions and actions for large groups to take that they cannot press the advantage in all areas at the same time.

This is what the jump ship and fatigue changes in Phoebe are trying to do: limit power projection of all capital fleets AND force large coalitions to make choices about how they use their n+1 advantage to the best effect, hopefully leaving opportunities open for smaller groups to gain footholds in the game. Right now, there is no choice to be made when faced with the question of smashing a smaller group because of the ease of tactical and strategic deployment of capitals, or rather the only choice is "do I feel like it?" and that's not a good gameplay design.

So we get Phoebe. And one of the responses is "well, the large capital using coalitions will just put caches of capital ships all over the galaxy and use jump clones or interceptors to get to them when needed".

Yes, yes they will.

The groups we are talking about are some of the most organized and affluent in EVE's history, there is literally no mechanical solution to force projection they cannot buy and/or maneuvure around with enough effort. But that's the key word there, isn't it? Effort.

Yes, they will create stockpiles of capital ships in various NPC stations and POS around the cluster (easier with regular caps than with super caps). Yes they will be able to avoid the jump fatigue mechanic with interceptors and/or jump clones to get to the caches as they need them. Yes, they are still going to be able to throw their weight around considerably.

But hopefully the effort of making and maintaining these caches in an operational and ready to go state adds enough complexity to force projection to cause these large powerful groups to have to make decisions that leave gaps in the defenses. Hopefully Phoebe creates decision trees where all paths cannot be explored to the fullest for these large groups so that gaps occur where smaller groups can exploit and have content. Right now the decision tree is a single line back and forth across the map; there are no gaps, there is no fun content for the smaller groups.

Time will tell.

Wednesday, October 22, 2014

Head Spinning

When CCP announced last winter/spring that it was moving away from the biannual release cycle to 10 times a year (roughly every 6 weeks) I was pleased as I am a big Agile development fan and this has one of Agile's handprints all over it: frequent stable releases to respond to customer demands more often, i.e. making the development process more agile to the clients.

So since then we've had the Kronos, Cruis, Hyperion, and Oceanus releases with Pheobe release coming up quickly. Changes are coming so fast and often I find myself left with my head spinning.

At least when the releases were twice a year you got a chance to get used to the new order of things in New Eden and had time to develop all the appropriate habits and responses to how things work. There are times like this month where my playtime has been limited due to real life issues that I find myself just wishing the changes would stop so that things would be consistent long enough for me to get used to them!

I'm sure once I get back into the saddle this weekend that I'll feel better as I focus on my small slice of the cluster and get back to shooting things in the face, but the nerves about missing any time have only inceased in the post-Kronos EVE, a brave new world.

Side Note: Light blogging will end next week.

Monday, October 20, 2014

Tugging at the Edges

Another thing announced at EVE Vegas was a new ship code named a "Tug":
Then there was a new ship type announced, currently codenamed “Tug.”

This will be a freighter sized ship that will be used for carrying around multiple fitted sub cap ships. A mock up of the ship was shown.
While this currently has no value to me in any of my activities right now, its something I can definitely see a need for in the world of rigged vessels that can't be repackaged. I was always a fan of the Orca's ability to carry ships around high sec but bemoaned its limited ship maintenance array that, at 400k m3, couldn't even carry a single battleship. This new tug is a nice counterpart to freighters which can carry everything but assembled ships with ease.

Now I'm wondering what its defenses will be like (i.e. how vulnerable it is to suicide ganking and I hope the answer is about the same as a freighter) and whether a tech II jumping version is ever going to be available, because that is what would interest me and my low sec shenanigans.

I Feel This Justifies My Earlier Position

During EVE Vegas it was announced that new Tech 3 Destroyers are coming to the game:
Each of the empires will get their version of the end result in the order in which they place… and what they are getting is Tech 3 Tactical destroyers.

Tech 3 Destroyers
The Amarr should get theirs as part of the Rhea expansion, which other races getting theirs with following expansion. There were even some mock-ups of potential models for the Amarr tactical destroyers shown.

Amarr tactical concepts
 I find it very interesting that these new ships are not using the Subsystem mechanic. I feel it justifies a position I took in a blog post two years ago titled "Strategic Cruisers are a Failure":
But the concept itself failed.
[...]
The concept is simple: you can pick what role / bonuses / slot layout your ship has AND you can change it whenever you want. The first part is part of the reason the ships are so ubiquitous but the second part has pretty much failed miserably. Most of the time, you use a tool like EFT or Pyfa to determine what setup you want for your Strat Cruiser including the 5 subsystems you want, and then you buy that setup, put it together, and most likely never change it again.

If you want a Strategic Cruiser for a different role, e.g. a probing cloaky ship instead or your sanctum running missile spammer, you are more likely to simply buy an entire second ship rather than just the mods to switch your current ship. My hanger, for example, has three Strategic cruisers in it: one for PvE, one for cloaky probing, and one for pure gank PvP.
Although a few commenters disagreed with me I have seen nothing in the past two years since I wrote the piece that convinces me I was wrong. And now with the new Tech 3 Destroyers ignoring the concept of subsystems entirely for a new mechanic, I feel vindicated in my opinion. Consider this: all the development effort to create the subsystem mechanic and support it since Apocrypha was disregarded for a new mechanic (or borrowed mechanic from siege mode, triage mode, etc) even though they are both Tech 3 ships. The only two Tech 3 things in the game, and they don't share the same mechanic that makes them special. Very telling.

All that being said, I'm super excited for these new ships and the gameplay they promise. More decisions to be made on the fly in the heat of battle? Excellent! More juicy targets trolling the space lanes of low sec? Sign me up.

Friday, October 17, 2014

Cross Training Dreadnoughts

Aideron Robotics is heavily focused on armour tanking at all doctrine sizes, from frigate to capital.

I recently cross trained into a Thanatos carrier and purchased one from Project Vulcan, and then proceeded to invest in the skill book for a Gallente Dreadnought, the fearsome Moros.

I've got the skills to fly and fit one excepting the Tech II version of the Siege Module. For all the skills to V that I want I have 153 days to go!

Capital Repair Systems V (32 days, 1 hour, 50 minutes, 42 seconds)
Capital Hybrid Turret IV ((none))
Gallente Dreadnought III (1 day, 10 hours, 48 minutes, 8 seconds)
Gallente Dreadnought IV (8 days, 17 hours, 53 minutes, 12 seconds)
Tactical Weapon Reconfiguration V (32 days, 23 hours, 31 minutes, 51 seconds)
Gallente Dreadnought V (49 days, 11 hours, 17 minutes, 46 seconds)
Capital Hybrid Turret V (28 days, 20 hours, 35 minutes, 22 seconds)

Of course, most of that is for the three level V skills at the end so more like 2.5 months to be acceptable levels. 

Ah EVE, you heartless monster.

Thursday, October 16, 2014

I Am Secretly CCP Fozzie

OK, that title is not true but somedays it feels like he is stealing ideas from my head!

Check out the latest dev post about Stealth Bombers and this tidbit here:

New Anti-Capital Void Bomb:
This is the first toe dipped in the water for smaller AoE (and therefore more aiming required) dumb weapons, which we think have a lot of potential in the future. It's a void bomb with the following stats:
Armor HP: 600
Explosion Radius: 4000
Energy Neut Amount: 15,000
Flight Time: 15s
Velocity: 2000m/s
AoE Range: One Meter
This thing is most useful against very large ships, and has to detonate right on top of a target to have any effect. We don't expect it to take the world by storm but it should be a very good option for harassing capitals, especially with small numbers of bombers.
And now compare that to an idea I posted about in March of 2013:
5) Super Void Bombs
Currently Void bombs take away 1800 GJ of capacitor. Considering a Wyvern starts with 63750 GJ this weapon is nothing more than a light show. Change them to a percentage of cap neutralized, say... 75%? This would be crippling to cap fleets and subcap fleets and would be a viable weapon to countering them without taking much effort.
Now I realize that my posted idea is different from CCP Fozzie's idea but the end result is the same: an anti-capital weapon that allows a young pilot in a stealth bomber affect a veteran pilot in a capital or super capital. Unfortunately, you still can't use bombs in low sec so I don't foresee adding a stealth bomber to my hanger any time soon. 

Wednesday, October 15, 2014

Suddenly, Real Life Appears and Attacks You!

Between Thanksgiving travels all weekend, sick kid and a sick wife yesterday, and a conference for work today, I've been a little tied up and haven't been blogging or playing EVE.

I'll be back on our regular schedule tomorrow if all goes well.

Thursday, October 09, 2014

The New Coming Reality

UPDATE: After I posted this there was this Dev Post update which bumps Jump Freighter range to 10 light years, completely obsoleting my musings about supplying Nennamailia. The hazards of running a blog.

This Great Jump Nerf of 2014 is the gift that keeps on giving. As the playerbase moves from resistance and/or shock at the coming change to acceptance we start to see people thinking about what the new reality is going to be.


For us in Aideron Robotics it means analyzing what the warzone will look like from the perspective of a capital projecting force, something we have been reluctant to commit to in the past due to the bigger players in low sec like Pandemic Legion, Shadow Cartel, Overload Everything, and others.

Fortunately, using DotLan maps is not out of the question! It turns out that if you use a supercarrier with Jump Drive Calibration set to 0 you get a range of exactly 5 light years! So I plugged in those values and took a look at what the neighbourhood of Fliet was like.


The bolded red squares and circles are low sec systems in range, squares for ones with stations.

The total is 43 low sec systems in range spread over 6 regions. Notably not in that list are other Gallente Militia strongholds Vlillier and Nennamailia. In fact, both of those are 3 jumps away from us! The warzone just got a lot bigger for capital operations.

Locally, its not surprising that Heydieles and Old Man Star are within range, but one jump gate more to Ladistier and you are out of range. As you can see from the image above, Fliet and its constellation are sort of in a gap between Gallente space and Caldari space, explaining the large coverage of regions it reaches. Let's look at Old Man Star's range:


Just two jumps from Fliet and the number of systems in range is still 43, but now limited down to 4 regions and in Black Rise there are just two regions at the limit in range. Expanses between regions will be very important going forward all over the place. Gallente regions are very dense, look at what the Gallente stronghold of Nennamailia in Black Rise has in 5 light year range:


Just 22 systems in range and only in Black Rise and Placid regions, and more importantly the only low sec system in range with a station and connection to contiguous high sec is Kinakka, a system frequented by all manner of hostile forces.

In other words, while a jump freighter with supplies destined for Nennamailia can jump from high sec to the system safely enough, getting out back to high sec involves running the gauntlet through stationless and frequently contested Akidagi next door, or jumping to pirate infested Kinakka and getting to high sec there.

"Amateurs talk about tactics, but professionals study logistics."
- Gen. Robert H. Barrow, USMC (Commandant of the Marine Corps) noted in 1980

The war is going to be very interesting when this change goes live.


Tuesday, October 07, 2014

Twitter Straw Poll on Jump Changes

There was a straw poll created and exposed on twitter yesterday and I kept a close eye on the results. The question and results as of this morning were: 
What's your opinion of the upcoming power projection changes in Phoebe?

Out of 819 votes, 66% were in favour and 21% were against the proposed changes. I realize this is hardly a scientific result but I think it can be indicative of much there is a split in the playerbase over these changes but how the majority supports it.

I've read and listened to a lot of discussion and most of the opposition to the changes comes from the jump fatigue mechanic which can quickly render a jump capable character inert for days, and to a lesser extent the jump range changes which really hit the carriers hard, taking their max jump range from around 14.6 light years to 5.

The problem is that currently capital ships present a tactical and strategic problem.

By tactical I mean the ability of a capital (i.e. carrier, dreadnought, supercarrier, and titan) to impact an engagement anywhere in its jump range (or bridge range for the titan jump bridges) in a large degree with defensive and offensive capabilities a magnitude above sub-cap vessels.

By strategic I refer to the ability of a capital to go anywhere in the cluster in a negligible time frame using suicide-pod-jumping cyno alts(1), massive range, and virtually instantaneous travel.

So CCP is faced with a double edged sword: tactically capitals are powerful due to their range and power (i.e. tank and gank); strategically they are powerful due to their ability to use jumping many times over a short period of time. Both combined create an umbrella of coverage where the only way to attack that area is to be too small to hotdrop or have your own capital threat in reserves. Thus we get the current situation in null sec: groups can easily defend home turf and travel halfway across the cluster for a fight or extended deployment.

Can one be nerfed and the other left alone? Well, let's look at two use cases, the first where the jump fatigue is thrown out or mitigated to not be a factor while we keep the range nerf, and the second where we leave ranges alone and keep the jump fatigue timers. In both cases we keep the nerf to suicide pod jumping for cyno alts.

Range Nerf Only

By limiting all jump ranges to 5 light years, you have limited a large part of the tactical flexibility of capital ships of jumping on anything that moves within range in a surprise attack, but they are still able to cover large distances in a super short period of time but simply requiring more cyno alts and a bit more pre-planning of those alts' positions. In other words, they would still have lots of strategic significance over a large area for large periods of time.

Jump Fatigue Nerf Only

If you only introduce the jump fatigue mechanic, you limit the ultimate distance capital ships can travel in any reasonable period of time but still allow them tremendous influence on any battle within their jump range. Locally the capitals would still dominate the meta and not allow any cracks around the seams for smaller organizations to exist.

Therefore the conclusion I think CCP came to is that in order to disrupt null sec enough for it to matter, both nerfs had to happen to affect both local tactical flexibility and cluster wide strategic influence.


(1) - The mechanic where you set your medical clone to a distant station with med bay, self destruct yourself in your pod, and awake in the new station without requiring a jump clone or gate travel.

Monday, October 06, 2014

AAR: The Art of Exploding Gracefully

We were in a large Enyo fleet backed by Navitas logistics suppport and a number of ewar and tackle ships in support. Roaming the warzone looking for trouble, we finally found something of a challenge when a Razor fleet appeared in Muninns and Scythe/Scimitar support.

We decided to try and take the fight by setting up in a medium plex and letting them come to us. The plan was to primary the Scythes and then Scimitars while keeping the Muniin's tackled so they could not make range as much as possible. The Razor fleet warped into us and we put the plan in action, taking down two Scythes quickly. But then the Muninns got the range they needed and Enyos started popping in two volleys as the logi could not react fast enough.

Our DPS depleted rapidly and the Razor logistics started to hold and our fate was sealed as a Cal Mil fleet in Merlins warped in to join the fun. The order was given to warp off and we took that battle on the chin, 8 Enyos and a number of other ships lost to just two Scythes killed. Nicely done, Razor.

In hindsight our Enyo fleet doctrine is poorly matched against the arty Muninn doctrine, not enough raw EHP to survive the volleys long enough for significant reps to help. Our Rogue Squadron doctrine would have been better suited.

We reshipped into Vexors and Exequrors and went looking for trouble with Razor again but it appeared they were content with spanking us once and had docked up. I logged off as it looked like the action was over for the night but I got told this morning our fleet ran into a Cal Mil 20 minuts after I logged off and had an awesome winning fight including killing a Loki, Vulture, and Sleipnir. Dammit!
I miss all the fun.

Thursday, October 02, 2014

Contraction and Expansion

CCP Greyscale released a dev blog yesterday titled Long-Distance Travel Changes Inbound that has stirred the pot of the EVE community to a degree that I have not seen in years, perhaps ever. I spent most of the day on Twitter, Skype, and Slack channels talking about it (and one Google Hangout conversation) and the reactions of it.

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. So while feedback may mean some tweaks and modifications to the details, the overall thrust towards a goal end-state indicated in this blog is coming whether you like it or not.

I'm going to parse the majority of the dev blog and comment on inline it here, but first I want to toot my own horn from a couple of blogs I wrote back in 2010 and early 2013.

First off, talking about the tactical flexibility of supercarriers in 2010 before they got their own nerf, but the same arguments applied later on to the carriers and dreadnoughts:
With NCDOT living in low sec in Yong and with jump range of all of our operations here in CVA, their super capital fleet hangs a shadow over everything we do. It has led me to think a lot on the power of supercarriers and Titans and whether or not they lean to far to the overpowered side of the balance spectrum. There is certainly a lot of opinion in the community that this is so, but this is not a "Nerf Supercaps!" post. Instead I simply want to look at the current situation and discuss it.
First, let's look at the range of a supercarrier with Jump Drive Calibration IV based out of the Yong system.


As you can see, there is 153 valid destinations in range in eight regions, including most of Catch and Providence regions. All the supercarrier fleet in Yong needs is one alt with a cyno beacon and fuel to hotdrop anyone even though they are many many jumps away. This means that any small or lone capital operation in 153 systems has to be extra vigilant of any neutral or hostile coming through because NCDOT has a lot of supercarriers and it only takes a handful to obliterate a fleet of capital ships.
And then, in January of 2013 I wrote in response to a TheMitanni.com article this:
That image [Edit: referring back to the image in the previously mentioned blog post above - KK] shows how many systems a Wyvern supercarrier with a pilot having Jump Drive Calibration IV can reach in a single jump from the system of Yong in Amarr space. The problem with jump capable ships is that the range they have is not in a straight line, its in a sphere from their point of origin. This tactical flexibility means than they can project power equally over all those system with only need of a small scout with cynosaural beacon as the requirement.
And I suspect this is why large alliances are so hesitant to use those super capital fleets: because they know their opponents have the same tactical flexibility.
If jump ranges of supercapitals were reduced dramatically, the power projection of capital fleets would be reduced and their tactical flexibility would be lowered while still maintaining most of their strategic influence. Yes, they would be able to cross space quickly with planning and organization, but their ability to stand on overwatch of a region or two would be hindered and might give small entities more opportunities to make use of dreadnoughts and carriers without immediate fear of super capital hotdrop.
In other words, I've been a critic of the tactical flexibility of capitals and supercapitals for about four years now and have advocated some sort of effort to reduce their ability to dominate large scale PvP over vast swathes of territory. Now, let's go to the dev blog! All emphasis in the following quoted text is mine.
Hi everyone,
We are about to make some significant changes to how long-distance travel in various forms works in EVE, with the aim of significantly increasing minimum travel times between two arbitrary distant points, most particularly in regards to jump drive and portal based movement. The overarching reason for this is that the current ease of movement has shrunk the practical dimensions of New Eden considerably, to the detriment of the game experience.
Everything you need to know about this dev blog is summed up here. Another way to put it is that jump ships will not be able to cross the cluster as quickly as before.
Why this?/Why now?
Nullsec is stagnant and needs a change. This is the first of many steps in our plan.
Big fights are cool, but they’re crowding out more accessible and more frequent smaller ones.
"Stagnant"! Take a drink.
These changes have positive implications for people not involved in sovereignty warfare, for example making use of capitals in lowsec less risky.
That would be interesting. As has been pointed out, capitals see a fair amount of use already in low sec but primarily by the big low sec entities, and the engagements have to be short and sweet or else they attract the attention of the big boys, Pandemic Legion, Black Legion, and their ilk. Nothing like a drop of a fleet of supercarriers on a party to say "the fun's over, everyone go home".
We expect the impact of these changes to be emergent, and as a consequence are unpredictable and will take a while to develop on TQ. This plays into our longer-term plans, as you’ll see in a second!
How do these changes fit into the Nullsec plan?
As we’ve previously discussed at Fanfest, in our recent forum post, and in the premiere episode of The o7 Show, a group of developers here at CCP has been working on Nullsec and associated game systems with the goal of releasing a series of changes to shake up the status quo and improve the overall state of Nullsec. We are planning to deploy changes over several phases, which will each provide specific improvements individually while also fitting into one greater whole.
Phase One contains the long-distance travel changes, as well as some other associated changes planned in Phoebe in November. These changes are not intended to be a silver bullet to fix all of Nullsec’s issues in one fell blow. Instead, they represent a significant improvement to specific areas of concern for Nullsec (and Lowsec) while also setting the stage for the later changes.
I'm glad there is recognition about the symbiotic nature of the two areas in terms of capital ship mechanics.
Phase Two is focused on medium-term changes to the ways that organizations capture and hold Nullsec space and infrastructure. We are working with the CSM as we firm up our plans for this phase and as we develop internal prototypes. It is during this phase that we expect to make greater progress towards smaller and more diverse Nullsec holdings. It is too early to go into great detail about what these changes will contain, but currently most of our conceptual prototyping has loosely fallen into categories that could be described as “occupancy-based” systems and more “freeform” systems that decentralize sov to focus more on control of the individual pieces of infrastructure. As we continue this investigation we will be working closely with the CSM and following all appropriate player feedback.
Phase Three is the stage that CCP Seagull discussed in the EVE Keynote at Fanfest this year. This stage is intended to build upon the changes that we are planning for starbases/structures and corps/alliances in 2015, changes that will open up new possibilities for more dynamic warfare and more granular control of territory. This phase is also intended to lead quite deliberately into the future through our vision for player-built stargates.
By splitting the task of improving Nullsec into manageable chunks, we are ensuring that we get you the best changes as quickly as possible rather than holding back needed updates. We’re happy to be getting the first significant chunk of these changes out to you all later this year.
Where's that image again? Ah there it is.

So phase two as discussed in the dev blog is that "Sovereignty & warfare" arrow on that image. These changes to jump drives, aka Phase One, probably fall in that area as well. Still no words on what will happen in "Corps & Alliances" yet though.
What is changing?
We are going to allow capital ships to use gates in lowsec/nullsec, and we are aiming to make gate-to-gate travel take less time than jump travel over distances of more than ~20 LY. We've run simulations for capital ships travelling between arbitrary pairs of systems, and settled on the target movement speed of no less than 3 minutes per lightyear for travel over 20 LY. This should allow us to bring about the main change we want to see – less sustained use of jump travel – while still preserving its value for short bursts of movement.
Holy shit! I never imagined the possibility of allowing capital ships (later confirmed to inlcude supercapitals) to use stargates for travel. But its a clever solution to the problem of how to limit jump travel while not crippling jump ships to the point of uselessness.

How is this going to be achieved?
The primary change is the addition of a new mechanic, called "jump fatigue".
Jump fatigue is tracked for each character, persisting between play sessions and over downtimes as appropriate.
Every time you use any jump drive, jump bridge or jump portal (hereafter all treated as "a jump"; note that this does NOT include stargate travel!), you will accumulate jump fatigue. If your fatigue is below 1 before a jump, your fatigue will be 1 + (light years travelled) after the jump. For subsequent jumps, the fatigue is multiplied after each jump by 1 + (light years travelled). This stays on the character as mentioned earlier, and decays at a rate of 0.1 per minute.
After a jump is complete but before your fatigue is increased, you gain a jump cooldown timer. The length of this timer is a number of minutes equal to your jump fatigue (before being increased by that jump!), and you are unable to make another jump of any kind until this timer expires. Note importantly that, because fatigue decays at a slower rate than a cooldown timer, you will retain fatigue for a length of time after your cooldown timer expires. (See Appendix A for examples.)
The status of both your fatigue and your cooldown timer will be displayed in the timer bar in the upper left corner of the screen:
I expect this part will be the most to be tweak between the release of the dev blog and implementation on Tranquility. The problem as the math currently exists is that you could quickly make a character useless for capital operations for too long a time if you did many long range jumps in a row since its exponential growth. While I appreciate the goal, we don't want to make capitals so rare as to become unusable. Expect this to get capped or have a higher rate of cooldown depending on the amount of fatigue at a certain point.

UPDATE: In a tweet CCP Nullarbor says they are going to "cap the maximum jump fatigue to 30 days (and therefore jump activation to 3 days)".

In addition:
Almost all jump-capable ships will have their range reduced to 5 LY after skills; this is both necessary to allow us to not penalize short-distance travel in a cleaner way, and also as a goal in and of itself to constrain the distance covered in single hops. . (Note that jump portal range on a ship is always the same as its own jump drive range.)
As above, capital ships will be able to use stargates, but will for the time being they will still be barred from entering Highsec (that is a larger discussion that we would like to revisit in future).
Huge fan of this change. One of my biggest bugbears was simply the element of tactical surprise the range and speed of capitals had over any other ship type. I refer back to my post old posts showing the sheer power of being able to go many light years in any direction in an instant.

What else?
You will only be able to move your medical clone to the station you are currently docked at. This prevents obvious movement workarounds with suicide-cloning. (If your clone contract is revoked by the station owner, we are keeping the current behavior that it is moved to your home system as defined in the character sheet.)
Another spot of a lot of questions to be answered is jump clones and if fatigue timers are carried over. I suspect they are but the question remains.
Hitpoints and resistances on various sovereignty-related structures will be revisited, to balance out the reduced ability to use Supercarriers against them. Stay tuned for a follow-up blog on this.
We will be releasing a collection of other smaller changes in Phoebe that will be of interest to many of the same people who are affected by these travel changes. These include a rebalance of starbase weapons, a rebalance of stealth bombers and heavy interdictors, enabling of lowsec doomsdays, and changes to interdictor bubble mechanics. More information to come.
Lots of words, no details, yet these have a lot of impact on how this jump range nerf will play out.
What's not changing?
Starbase jump bridges already have a 5 LY range, so they don't need range adjustments.
We are hoping to leave skills as they are for the initial release; we will likely readjust them in the near future, but we want to see how behavior settles down first.
Jump clones are being left alone for the time being. We are likely to want to revisit them once the initial changes shake out, the use of ship caches becomes clear and so on, but they serve a diverse enough set of purposes (null-null movement, null-highsec movement, implant swapping etc.) that we don’t want to make major changes too quickly.
So this is one of the complaints I've seen bandied around the social media about this overall change: rich coalitions will play caches of jump capable ships all around the galaxy and simply jump clone to them to use them locally as needed. Therefore, the argument goes, the nerf does not actually accomplish its goals.

Unless you actually read the goals, of course, in which you see the aim is to see "less sustained use of jump travel – while still preserving its value for short bursts of movement". In other words, yes agencies can setup depots of jump capable ships and use jump clones to get to them and jump all over an opponent, but they can't do it continually forever every day. There will be decisions to be made and consequences other than the normal risk of undocking and ISK for fuel. I like this, it makes strategic decisions regarding use of capitals and supercapitals more important and limits the "hot drop supers on lone targets in low sec for lolz".
What's being special-cased?
Jump Freighters and Rorquals will gain a role bonus: 90% reduction to effective range jumped for the purposes of all these calculations, but will otherwise get all the described changes. This means that, for all the math we’re doing on this feature, whenever we use the range jumped as a variable we first multiply it by 0.1. We will still likely want to revisit the logistical power of these ships in future, but for now we want to bring them into the new system without nerfing them too hard.
For the record, a perfect skilled jump freighter pilot can go 11.25 lys right now, so their range will be more than halved. This will greatly impact serious null sec logistics even ignoring the jump fatigue. Of course, we have not talked about what the building of player stargates entails and that may address some of the issue (e.g. highway jump gates from shallow null to deep null) or it may have nothing to do with null sec logistics. Short term, I see two major fallouts here: deep null sec is going to lose value in terms of desirable space as logistics to it will be that much harder (more jumps required and jump fatigue) and a possible contraction of null sec populations to shallow null sec where jump freighter logistics will be less disrupted.
Black Ops ships will have their range unchanged, but will otherwise get all the described changes. This also keeps the range of their jump portals unchanged. We don’t feel that Black Ops range needs adjustment right now.
Black Ops current perfect skilled range is 7.875 lyr giving them more tactical flexibility than any other jump capable maneuvure. Interesting.
What are the anticipated consequences?
In the short term, we would anticipate a reduction in the degree to which the average non-trivial capital fight escalates, and the number of parties involved. This seems likely to increase the frequency of capitals being deployed in small-scale engagements, in both lowsec and nullsec.
I can't say for sure if their changes will facilitate or not this vision. On one hand, the odds of people willy-nilly committing their capitals to an emerging fight will decrease, but on the other hand there is an apparent less risk for actually doing so. It *might* work out like they want or it might evolve into an abandonment of capitals altogether.
Over the medium term, we see the potential for more substantial changes in the nullsec status quo as the various competing parties work to adjust their internal objectives to the new situation;
In other words, "we're gonna wait and see what happens and if it gets bad we'll try something else".
[I]t seems plausible that the general reduction in travel capabilities will lead to more localism, but we don't want to make any firm predictions in this area.
"We hope there will be more localized fighting as a result of these changes but really we can't tell."
We're confident that these changes improve the overall system of lowsec and nullsec gameplay and take them in better directions, but any set of changes that would allow us to accurately predict their consequences would by their nature be too simple to be interesting for very long.
"We had to go big or go home."

Another way of stating that paragraph is that the game in null sec has stratified to the point that nothing short of explosives is going to break the calcification. Whether its dynamite or plastique, its gotta be destructive enough so that people are actually disrupted enough to allow a new normal to form before the old normal re-asserts itself.
What's next?
We will be actively participating in the comments thread of this blog and listening elsewhere around the internet.
These changes will be appearing on the Singularity test server in the next couple of weeks.
We anticipate shipping them in Phoebe, which comes out in November.
We are expecting to make follow-up adjustments in Rhea, in December.
The medium-term shake-out of these changes will be very impactful on sovereignty-system changes we are anticipating making next year, so we are expecting to revisit all this again as the work on those changes progresses.

I'm sympathetic to those in null sec looking at what these changes will do to their current empires but the fact of the matter is that I can see why CCP feels that any smaller change than this will simply be absorbed into the current null sec culture and nothing will change with the status quo. I myself expressed doubt that any mechanics change would shift the null sec tectonic plates but I stand corrected as this dev blog is the most dramatic change to the game I have seen in eight years, excepting perhaps major features like Dominion sov or Apocrypha wormholes.

As for my predictions, expect battleship fleets to become even more popular than they are now, including in low sec as they will be less threatened by sudden carrier / dreadnought escalation. I also suspect that usage of carriers and dreadnoughts in low sec will increase (the former more than the latter) at least in the short term while everyone figures out the new normal.

It will be interesting to see how the ability to jump through gates will impact cap ship usage. Are Capital ship roams or logisitics runs in the future as the carrier acts like a low sec and null sec Orca with a cyno emergency exit a few systems away? I can't wait to see how this plays out.

Overall, I'm a big fan of the changes. I am worried that a mass exodus is potential but I hope that players currently addicted to the ease and power of jump capable ships and starbase structures choose to adapt rather than quit. Shorter tactical ranges and greater strategic cost for jump capable ships means there may be spots for smaller entities to fit under the coverage and spark some content which is good for everyone.

Wednesday, October 01, 2014

How To Move EVE to new Solid State Drive

My computer is about four years old but it was pretty decent when I bought it and upgrades to RAM and video card have kept it pretty good for the gaming I do. Except the hard drive. The old IDE drive was so slow with the IO that some games took forever to load and I was beginning to suspect some of my mystery 2-3 second freezes in EVE were a symptom of this as well.

With SSD prices dropping lately and my wallet flush with cash from selling my soul, I decided to purchase one and add it to my computer to store my games. Here are my steps to how I moved my EVE client and kept the settings on my Windows 7 computer.

1) Install Solid State Drive - This means get it in the box with power and data connected, and formatted in Windows. If you don't know how to do this get someone to help you. On my computer my SSD is the E: drive

2) Copy your EVE client files to the SSD. For me, this was copying the folder C:\program files (x86)\CCP to E:\CCP so I could get both the Tranquility and Singularity clients.

3) Start EVE launcher from new location. Notice how it works but has lost all your settings, overview tabs, shortcuts, etc. It's OK, we'll fix that.

4) Go to your Appdata\Local\CCP folder, for me that was C:\Users\\AppData\Local\CCP. You may need to tell Windows Explorer to show hidden files in order to see the AppData folder. Under there you will see a number of folders like this image:



See how each client instance creates its own folder? The new one for my SSD client instance is e_ccp_eve_tranquility. Copy everything from your old Tranquility instance folder to the new one. For me this was from c_program_files_(x86)_ccp_eve_tranquility ro e_ccp_eve_tranquility.

All Done! Start up EVE on your Solid State Drive and see all your settings like you expect.

BONUS: I decided to move my AppData\Local folder to the SSD as well since most games make use of this folder for storing local settings and saves and such. In Windows 7 if you look at the properties of AppData\Local folder there is a Location tab, and in there you can select a new location. I suggest manually copying everything to the new location first and then just changing the location without windows copying them for you, but your mileage may vary.