Tag Archives: solo

Project UNDOCK

I have a little EVE project that I am thinking about.  A couple of the changes over the last 12 months have had a huge impact on my playstyle.  First was the introduction of mobile depots.  This allowed me to refit in space without having to redock.  A more recent change was increasing the number of lowsec to lowsec wormholes.  It wasn’t a huge increase, but it was definitely noticeable.  This allows reaching all areas of lowsec space without traveling through highsec.  If I were of low security status, this would be pretty cool.  As it is, I use them fairly often to traverse space.

As a result, I am wandering even more than previously.  I used to stay within 10-20 jumps of my re-stock location so that I could get more missiles.  Now I am wandering the universe with my backpack (alt flying a blockade runner).  So I am going to see just how long I can go without docking my main.  The backpack will need to dock occasionally to refill on missiles and to drop goods off in stations to be shipped to market for sale, but my main should have no reason to dock unless he loses his ship.

Skills like Supply Chain Management will allow my main to still do some manufacturing if needed and Marketing and Daytrading will allow for the selling of goods at market from up to 20 jumps away.

The one downside is that I may eventually get tired of my Tengu and want to fly something else.  And I am not sure exactly how I am going to continue to manage my PI.  Finally, one could argue that it is a pointless exercise – no one will know if I actually do it or not, and I will still have to dock with my alt occasionally.  Also – why should I handicap myself?  My only answer to that is that it keeps the game interesting.  Also, I think the more time you spend out in space (and not in a station) the more fun EVE is.  So this is a way to encourage that.

UNDOCK!

Pilgrim’s Adventures: 21-May-2014

“2 Machs and a Hack”

Pilgrim opened his eyes and attempted to orient himself.  “Computer – where am I?”  The current system flashed across his display and recognition slowly settled in.  Ah yes, back in frontier – many, many jumps from the famous Jita market where he remembered being yesterday.  Clone jumping was an amazing technology, but it left him disoriented every time.  Thank goodness he didn’t do it every day.

Pilgrim consulted his navigation charts and plugged in the desired path for today’s travels.  He planned to explore some of the conflict area currently being patrolled by the Minmatar militia.  He undocked from the station that housed his ship and body while he was attending to other matters.  It felt good to be in space again.  His Tengu Strategic Cruiser smoothly entered warp drive and off he went.  It was a couple of systems before he saw another capsuleer and bothered to activate his cloaking device.

As he was performing a blanket scan of the system, something unusual came up.  The readings indicated it was a Covert Operations Facility.  Although it is not all that covert now that CONCORD had freely given out improved scanning capabilities to every capsuleer that wanted it.  Sooner or later the pirates that ran these facilities would have to catch on.  Perhaps they felt secure knowing they had a fast response team in the area.  Ship scan didn’t pick up any hostile ships in the area, so Pilgrim warped in to the site.  He knew he only had a few minutes before his presence was detected.  One by one, he performed a deep scan of the four facilities.  And one by one, he was disappointed.  Apparently, these pirates weren’t very far along in their research.  There were only a few tools and some shattered wheels – hardly worth the effort.  Pilgrim re-cloaked his ship and left the site.

The next few jumps were fairly routine.  Ship scan picked up a Venture in close proximity to some gas clouds, but Pilgrim really wasn’t in the hunting mood.  Finally, his scanner probes found something interesting – an Angel Mineral Acquisition Outpost!  Pilgrim knew from previous experiences that the ships guarding this Outpost could be “persuaded” to give out information on the whereabouts of their Commander.  And Pilgrim was sure that the Commander was just aching to part with some of his ship’s superior (and valuable) equipment.

Ship scan showed lots of activity, but none in the immediate vicinity.  Pilgrim launched the mobile depot that enabled him to remove his cloaking device and replace it with more missile launchers.  He took the time to upgrade his ballistics controls and shields as well.  Such marvelous technology that allowed refitting huge chunks of his ship while still in space.  Once everything was correctly running, Pilgrim scooped up his re-fitting depot and anchored a secure container full of extra equipment.  He wanted to save space for any new equipment he might pick up while conducting “negotiations”.

Pilgrim was just beginning his introductions when his ship sensors sounded an alarm.  Apparently, there was a Machariel battleship very close by.  It wasn’t on visual yet, but it was closer than it should be – especially considering how hard this outpost was to find. Pilgrim re-calibrated his sensors just in case it was just passing through.  Unfortunately, it wasn’t.  In fact, it was joined by a second Machariel and some sort of logistics ship.  Checking their affiliation, Pilgrim noted they belonged to a fairly well-known pirate corp.  Could he take out the logistics ship and possibly both of the fearsome battleships?  That would be a fine notch in the belt.  Slowly, Pilgrim looked at the row of empty drinks by his console.  Perhaps the bourbon was clouding his judgement.  Pilgrim aligned his ship and warped out.

After refitting his covert operations cloak and picking up his stashed gear, Pilgrim left the system.  It was getting late and he had little to show for his efforts.  After scanning three more systems, he again found something interesting.  The signal was very faint, but with a few tweaks he was able to lock in on the signal of a very discreet drug manufacturing operation.  Again, Pilgrim performed a deep scan of each of the operating sites.  This time he was pleased with what he saw.  After slipping back out to a nice quiet spot in the middle of nowhere, he again refitted his ship.  This time, he boosted his shields to near maximum and onlined his hacking modules.  There was no time to kill all the pesky guards at this site – he would be in and out before they could scratch the paint on his Tengu.  One by one the facilities fell to his hacking abilities and yielded valuable blueprints and skillbooks.  Pilgrim wasn’t much of a drug user himself, but could definitely understand those that felt the need to use some performance enhancing drugs from time to time.  Mostly, he was just glad that the while the drugs were illegal, the blueprints were not and they sold quite easily at the Jita market.

Waving good-bye to the helpless guards still wasting their missiles on his shields, Pilgrim warped off to the next system.  He checked his display and saw that it was quite late.  He still needed to refit his ship to something more travel worthy.  Since there was no one around, he slipped into a handy station for a quick refit (and a shower) before returning to the glorious void of space and phasing out for the night.

Home is where I hangar my Tengu

Do you have a home in space?

The closest thing I have to a home is a lowsec station in a fairly busy (or used to be) pipe in Blood Raider’s lowsec where I have my PI planets and a small amount of invention and T2 rig manufacturing.  I started it back when data and relic sites were sort of worth it – now I run jobs maybe twice a month.   I also invent and manufacture my T2 ammo there to support my roams in that area.

But I didn’t actually spend much time there.  I rarely logged out there and when I did, it was usually in space.  I had a back-up Tengu and lots of equipment there so when things went awry, that is where I would go.   (In fact, my Tengu there was named “Back-Up Plan”)

As such, it is fairly easy for me to move on.  I have done all the complexes in Blood Raider space and both of the major escalations.  I haven’t done much in Guristas space so I am going to try that out for a while.  I am undecided on setting up a base there.  Right now, I have my low-skill alt (30 days of training) hanging out there in a Blockade Runner full of missiles.  I will investigate moving my PI, but I kind of like my current setup. (I just need to clone jump back every 2 weeks or so to clear my silos and launch pads).

I am attempting to fill in some of the gaps in my Lowsec Complex Guides page.  Right now it is sadly lacking in Guristas (and Serpentis and Angels) content.  I will see if I can remedy that.

I will still bounce around a bit and occasionally run off to null sec, but I am looking forward to learning the ins and outs of a new area.  In fact, I was already welcomed to the new area by a Cyclone following me into a complex, but that is a story for another day.

Sansha’s Nation Neural Paralytic Facility (Sansha’s 5/10 )

The Sansha’s Nation Neural Paralytic Facility is a DED rated 5/10 complex found by scanning cosmic signatures in the low-sec regions of Derelik, Devoid, Domain, and Tash-Murkon

It is a 3 room complex with Slave Ation09 as the final boss. The official wiki does a nice job of listing the ships you will encounter.

Room 1

1 Sentry Gun

20 Frigates

5 Cruisers

3 Battleships

2 Battlecruisers

Sanshas 5-10-1

Room 2

8 Sentry Guns

6 Frigates

3 Destroyers

5 Cruisers

11 Battlecruisers

8 Battleships

Sanshas 5-10-2

Room 3

9 Sentry Tower Guns

4 Missile Batteries

3 Stasis Towers (stasis web on warp in)

9 Frigates

1 Destroyers

10 Cruisers

6 Battleships

1 Faction Cruiser (Slave Ation9)

Sanshas 5-10-3

Slave Ation09 data (courtesy of Chruker)

Slave Ation09

Fits: I have done this complex with both my generic lowsec fit and a faster, more expensive fit outlined in my Sansha’s 6/10 guide

Tactics:  For those of you who like to blitz your exploration, welcome to you new favorite complex.  In terms of average ISK per hour, this is probably the most profitable complex there is.  And while the incoming dps is high, there is no e-war other than tracking disruption and 3 webbing towers in the final room.

Room 1: Kill everything.  Sentry gun is optional.  With only 3 battleships, this room should go quick.

Room 2:  This is where you can blitz.  The Centus Overlords (see highlighted ships in Room2 pic) control the gate unlock.  They are the only ships you have to kill.  Usually, there are 3 of them, but there may be as few as 2 or as many as 4.  Once they are destroyed, you can activate the gate for the final room.  If you are a completionist, there are more battleships here for you to kill, so feel free.  The dps in this room is high, make sure to maintain some velocity.

Room 3: You are webbed on warp-in and the incoming dps ratchets up quickly.  But as long as you have good range, you can kill the Overseer very quickly.  His weakest resist is EM at 49% so Mjolnir missiles are best (as they are for the rest of the complex).    Bookmark the wreck and warp out.

Loot:

Bounties are about 9-15 million (depending on if you blitz). 18th Tier Overseer’s Personal Affects (guaranteed drop) is about 42 million.   You may also get True Sansha modules, Centum B-type modules, and/or a Phantasm BPC. The best drops I have received are a Centum B-Type Energized Adaptive Nano Membrane worth about 400 million and a Centum B-Type Medium Armor Repairer worth about 250 million.  You can get more than one drop or you may get nothing.

Logs relating to this site:  24-Dec-2013

The ISK of Exploration

I recently completed my 10th Exploration Log and thought it would be interesting to review the data.

My methodology:

I decide before I start playing if that session will be logged based on my expecation of playing at least 2 hours.  If my session does not last at least 1.5 hours then I don’t include it.  I tend to focus on the more profitable activities of the better combat sites when possible, but my logs do reflect a mix of relic, combat, drug, and the occasional ghost and data site.

For profitability calculations, I use the loot value shown in the inventory screen.  My calculations don’t count the cost of transporting and selling the loot, but those can be significant.

The Results:

The 10 logs are spread across 9 weeks of game time with the average session lasting 2 hours.  They represent a total of 21 hours played and a profit of 3,396,000,000 ISK (3.4 billion).  My average ISK per hour was 161 million (but remember that this does not include the time/cost spent getting this to market and selling it).

Looking at the graph below, you can see that there is a huge amount of variance.  The most common profit per hour around 80-90 million, but 2 sessions had significantly higher rewards.  In one of them, I received a Bhaalgorn BPC, and in the other I received a Centum A-type Engergized Adaptive Nano Membrane.  This is fairly representative in my experience.

sessions1-10

click to enlarge

I was fortunate in that I did not lose any ships during this time so my only real costs were missiles and PLEX.

The logs are listed below:

Exploration Log 18-Nov-2013  (2.5 Hours, 150M)

Exploration Log 20-Nov-2013 (2 Hours, 180M)

Exploration Log 26-Nov-2013 (2.5 Hours, 215M)

Exploration Log 3-Dec-2013 (3.5 Hours, 319M)

Exploration Log 10-Dec-2013 (2 Hours, 90M)

Exploration Log 13-Dec-2013 (2 Hours, 1,000M)

Exploration Log 19-Dec-2013 (1.5 Hours, 75M)

Exploration Log 24-Dec-2013 (2 Hours, 230M)

Exploration Log 3-Jan-2014 (1.5 Hours, 152M)

Exploration Log 11-Jan-2013 (1.5 Hours, 985M)