12 November 2009

New Player Resources: Corp Roles

Odinsdagrting has been running over a month now. It is just me and my three newbie friends. So far, I've been doing most of the work. It isn't a complaint. My work so far has been an investment. This post, however, is born from an email to my corpmates. I figured this was worth sharing.


This can be a corp role onto itself. There are, however, many other roles that can use these same skills.

In this case, though, there are two focuses for one's skills. One I call a container ship, and one is the tramp freighter.

When hauling large amounts of cheap materials, such as minerals and ore, one wants an n-tier industrial, such as the Mammoth or Badger Mk II in the role of a container ship. When fitting these ships, they should be fitted to maximize cargo room. Every low slot should be a cargo expander. Every rig slot should be a cargo expander. The idea is, the ship should carry as many giant containers as possible.

The tramp freighter is for when one is hauling small, more expensive goods, such as salvage, advanced components, or manufactured goods. The tramp freighter needs to be fitted with the intention of reducing time-to-warp. It doesn't need to carry more than one giant container. It needs to slip into warp as quickly as possible. For this reason, it should have initial stabilizers and nano-fibers fit. It may also want to fit warp core stabilizers.

In either of these cases, the ship should have as large and strong a buffer shield tank as possible. High sec, suicide piracy is a very real possibility. These pirates will easily be able to over come any active boosting. A large buffer won't save your ship, but it may keep it intact long enough to get into warp, into the station, through the gate, or until CONCORD arrives.

To see the skills needed for this, just play with ship fittings in EFT or look at ships and modules in EveMon.

Corporate Sales

This is a role that often requires the tramp freighter to quickly carry manufactured goods to the market hubs.

This role also requires the Trade skill. Depending on the volume, this role may also require the Retail and Wholesale skills. It is worth noting that Retail only requires Trade II.

Helpful for this role is also Accounting and Broker Relations. Both of these will reduce costs and save money.

Another skill that would be handy is Daytrading. This skill allows for the remote modification of orders. The Marketing skill will allow one to post remote sell orders, but in most cases, one is delivering the goods to the station and can place the initial order then. Being able to remotely participate in the penny wars is very helpful.


Depending on what materials are being procured, this job may require either the container ship or the tramp freighter.

It doesn't require any skills to buy off of existing sell orders. The buyer doesn't pay a tax or broker's fee.

However, it is sometimes cheaper and easier to just place buy orders. In these cases, one will again need to get into the Trade-Retail-Wholesale tree. The Procurement skill replaces the Marketing skill, and is much more handy.

Research Assistant

One of the bottlenecks in Tech 2 production is the limited number of research slots one has available. Some jobs can take days, further slowing the entire process down. It is helpful to have more hands helping with this.

One of the simplest research jobs is copying blueprints. To install a copy job, one simply needs Laboratory Operation which requires Science III.

There are skills, such as Science, that will speed up these jobs. Metallurgy will speed up Material Level research jobs (very useful) and Research will speed up Time Efficiency research jobs (not as useful). However, these types of research jobs only ever need to be done once. Copy jobs have to be done nearly constantly.

Another useful skill is Scientific Networking. This will allow the remote installation of research jobs.


To build Tech 2 products (without one of the old Tech 2 blueprint originals) one must invent. The skills required to run an invention job on any given blueprint are listed on the blueprint itself. In this case, it is just a matter of looking into which blueprints you'll want to or be expected to handle.

It is worth noting that the skills to run an invention job are the same skills needed to have a research project with an R&D agent once on has Research Project Management and access to an appropriate R&D agent. The datacores purchased from R&D agents are the same ones needed in the invention process.


To actually install a standard production job merely requires Industry. There are, however, items that require more skills than this to be built. Those skills, just as the ones for invention, are listed on the blueprint.

05 November 2009

For My Fans

It seems I have put more than blogger in a tail spin. It seems the kind of moment that makes one want to coin a new phrase: Yarrbear Whines.

Mind you, I don't like the name calling. I am not a carebear, and it is illogical to suggest that I am simply because I am not a pirate. I am just a PvPer who really enjoys the industry side and doesn't currently have a chance for PvP.

There are those that toss around carebear in a purely derogatory fashion. There are those that think that carebears are substandard players, that have no business playing Eve, and should be removed from the game. These are likely what I would want to call Yarrbears; players that like to call themselves pirates, but who are actually griefers. They give real pirates a bad name. These same Yarry types are likely the ones that cry foul when someone uses warp core stabilizers or when their win button of choice gets nerfed.

Whatever, HTFU, and all that good jazz.

Contrary to public misinterpretation, I have no desire for PvP-free zones. I have no desire to change the engine to make PvP impossible. And yes, I am distancing myself from some comments I've made, but that is because they didn't come across as I intended. I am sorry for that.

I do, however, want to make piracy harder across the board, so that only real pirates will do it. And trust me, I can find some real pirates. They have some fantastic operations going on. It is quite tempting, actually, to become a pirate. But at the end of the day, I like to have something a little bigger to show for it. Besides, low sec warfare is nothing compared to null sec warfare. One day, I'll get back to 0.0.

Why do I want to tweak PvP? I propose an experiment for anyone with the free time to do it (read: not me, since I have no free time).

Build a high sec suicide ship of your choice. If I were doing it, I'd build a battlecruiser. Insure it with the best insurance you can. The reason I say build it yourself is, the Gold and Platinum insurance cover more than the cost to build a battlecruiser. If you have a really good BPO and get your materials cheap enough, even the silver will cover the cost. The battlecruiser now costs the difference between the insurance premium and the return on the insurance. Put on the cheapest high-damage, suicide fit that you can and find your hub of choice, or your 0.5-system-with-good-traffic of choice. I hypothesize that one could nearly strike at random and at least break even. I hypothesize that if one were to sack a good sample rate of suicide ships in this manner, one would find that they aren't losing nearly as much money as one would fear, if in deed they were to lose money at all.

To me, that is what is broken. One should have to think about it. One should have to lay in wait and strike targets carefully, with some thought, and with some great risk. Otherwise, the only ones taking a risk are the haulers. Again, it isn't my goal to make the game easier for non-PvPers, for carebears if you like, but to make the game equally hard for PvPers and non-PvPers alike.

In all of the discussion, someone suggested a rugby match analogy. Analogies are prone for failure, but I'll expand it bit more just for fun. The flaw in the original analogy, to my thinking, is that the pitch is not high sec. The pitch is low sec. Waiting in line at the concession stand is 1.0. One should be able to wait in line at the concession stand without fear of mugging.

Mind you, if one waits in that line with money hanging out of his pockets and more bling than Cadillac pitch at a hip-hop concert, then he should constantly live in fear of mugging. I won't feel bad if he is exploded in line.

But again, see my experiment above. I think one could probably not go broke just popping random people that roll into or out of Jita.

I will admit, I don't know why I really harp on this. I have never been the victim of random violence. So I can't say for sure that it is a rampant problem. It is entirely possible that my hypothesis is wrong. It is also possible that my hypothesis is right, but that it is actually much too boring for anyone to do.

At last, I'd like to close the ninja salvage discussion.

Unlike everyone who responded to me, I have actually found a legitimate reason why salvage is "easy" (doesn't provoke PvP) and looting isn't. By allowing anyone to salvage, there is the possibility that more salvage makes it to market and controls the price of salvage and thus the products built from salvage. I imagine there is a bit more price control in that the ninja salvagers don't have the same bills to pay that the mission runners do, and thus they may be willing to sell for less.

That does make sense. But I think it is the wrong approach to fixing the problem. First off, I don't see why salvage and looting are different. They are the same action. They are both made possible by the same series of actions. Yes, I could understand the idea that both looting and salvaging should be "easy" actions. After all, why should a wreck by owned by anyone?

But, being a gamer, and not merely someone that plays games, I am interested in the mechanics and dynamics and balance behind it. I think provoking PvP gives more opportunities for player interaction. I think it simply makes more sense from a game point of view that one would want to make the harsh game of Eve harsh, not just a free ride for the ninja salvagers.

To make sure that wrecks don't go unsalvaged (after all, there are mission runners, I'm sure, that can't be bothered, are too full, or don't think it is worth their time) I think ownership of a wreck should have a timer. After 30 or 60 minutes, the wreck goes from being yellow to white, and anyone can loot and salvage without provoking PvP.

I think that would be a good compromise to insure that salvage makes it to market and that the game is hard for all parties involved.

Again, I think all spawns should be sleeper-smart, and I think spawns should be balanced such that PvE fittings are much closer to PvP fittings.

Mind you, I don't run kill missions, so I don't have a personal problem with ninja salvagers. I'm not sure why I care to fix it.

Then again, perhaps an objective third party is what is always needed.

Next week, I promise, I'll talk about market PvP (unless we get into low-sec and something interesting happens).