My daughter was born a couple of weeks ago. There's a lame joke to be made about a frigate-sized baby requiring many years of real-world skill training to pilot. But, the more apt observation is that this noob is handily piloting a pair of Titan-sized tenders.
February 15, 2014, was my first day with Eve. Since then, my family has moved, we've had a baby, and my dog has doubled in size. In the game, I've churned through five characters, whittled down to three. (Yesterday, I briefly regretted getting rid of my stripminer, Rosy: picking at asteroids seems an easy, casual way to do something in the game while doing a 3:00 a.m. bottle feeding. But, then I remembered: I'd much rather sit in our nice corner rocking chair than this creaky desk chair. So, no sweat.) In that span, I've flown over a dozen types of ships, racing up to cruisers and battlecruisers, plateauing for a spell with a battleship, clawing my way into a marauder ... only to look around and wish for the speed and energy of a frigate. It's all been very exciting.
I wrote before about trying to squeeze in as much Eve as possible before baby's arrival, but alas that didn't happen. Spent more time playing X-Wing Alliance, plus a bit of Grim Fandango. All other things being equal -- or, unchanged -- I'd be jumping headlong back into Eve. While X-Wing games have been fun, their nostalgia and neo-novelty value is waning, but Eve is always fresh, and I have plenty of goals I've barely crawled toward. But: baby!
Soon after leaving graduate school, I made one of my first Adult Decisions: I took $100 and put it in a Certificate of Deposit. A year later, I'd made $6 interest! Well, Eve is about to become my next CD, with a minimum one-year term: no-touch (much), but with higher value when it comes out of the oven. And that's due to a big change in the game in November: CCP removed the requirement that all queued skills begin training within 24 hours, and players now can queue up to 50 skills regardless of when training starts.
Well, Eemiv has 50 skills lined up, training time to complete in about a year. (Technically, a bit sooner: in April, I'll realign Eemiv's core attributes to accelerate training.) Eemiv's core ship-fitting skills are pretty well maxed out; a year hence, he'll be maxed out in additional gunnery, maneuver, and ship types. Dengar's parallel queue isn't as long, only about 60 days: I've tightly trained her up for frigates and cruisers (around which she's well maxed out) and, more recently, logistics. In about a month, her parallel training (which costs extra money) will end; when Eemiv's queue is done, Dengar's remaining 30 days will wrap up. I'll continue to update Eemiv's skill planning spreadsheet as things tick off -- thank you, Eve Droid, for keeping me posted on these developments without me needing to log in or fire up Evemon in bootcamp. My final character, Talon, has a few market orders ending in about a week: I'll need to renew them, and that's kind of a blessing because it also means I can consolidate a few of them.
As I've thought about the changes that come with having a baby, I've realized that as much as I love games, I enjoy reading and writing more. Those two things are more compatible with being interrupted by an unpredictable child. (And, when there is time for games, titles kike Grim Fandango are a better fit than Eve in my current circumstances.) Still, I plan to continue to write about Eve -- I have a few draft entries begun -- but this may be coupled with a few other topics. I've given some thought to consolidating this blog with my blog on model-building, and perhaps just broaden it to be "a place to write about stuff" (such as the books I'm reading: I just finished Leviathan Wakes, which was pretty amazing). We will see.
o7, everyone.
Showing posts with label marauder. Show all posts
Showing posts with label marauder. Show all posts
Tuesday, February 24, 2015
Sunday, December 7, 2014
Goals update update
NB my mid-September note updating some gameplay goals -- or the short, short version below:
- Train up to use tech 2 modules on Eemiv's main mission-running ship
- Clone Eemiv and stick one copy amid the dangers of low-security space
- With Dengar, participate in two RvB weekend events
- Stretch goal, not time-bound: train Eemiv up for flying logistics (i.e., essentially, medic)
I gave myself a two-month window and should've added a fifth goal, to wit: post an update two months later so that I'd have at least one post in November.
I'm giving myself a 60% success rate on these. Here's the breakdown:
- Modules: done and on time. When I began Eve, I decided to wring myself an early advantage by cashing in (rather, ISKing in) Plex to buy more-powerful (than even T2) but easier-to-fit faction modules. However, faction and higher level modules just aren't worth the real or potential expense: the real cost being the much higher price tag without that much more power, and the potential cost coming from carrying around all that bling to become a target for gankers. (There's really no such thing as "solo" play; even if I'm content to shoot NPCs, anyone else can scan my Kronos, do a cost-benefit analysis, and decide to blow me up while compatriots raid my corpse.) Anyhow, I've sold back the faction modules, and it's nice to have back some of that ISK with which to play the market.
- Clone: I modified the goal a bit and it's still in progress. The biggest hang-up here is that I just didn't invest the time to wrap my head around jump clone mechanics. I had an errant (mis)understanding that jumping between clones requires both the current and target clones to be at stations with medical bays. I was having a devil of time (indeed, utterly failing) at finding a good home base for Eemiv: a station with whose owners Eemiv had good standing, access to level 4 missions, and close to a trade hub to get loot onto market. But, just yesterday I carefully read up on jump cloning and got my facts straight: medical bay only required to create the jump clone; afterward, jumping can happen from non-medbay stations. Eemiv now has a jump clone with a ship -- but, rather than winnowing in on low- or null-security space broadly, I'm going to send him into a wormhole again pretty soon, hopefully better trained and equipped than last time. I like the exploration component of Eve. So, goal amended and delayed, and work continues. As an aside, I like the clone changes coming this week and am curious about the additional clone mechanic shifts CCP has alluded to.
- RvB weekend events: I tried. I logged in for a cruiser event, decked out in a Thorax, but there were no fleets. I bounced between three jump gates in the neighborhood and saw maybe one ship, neither friend nor foe, who promptly jumped out. Weird. I didn't log in for a second weekend event because they were generally free-for-alls, and those just don't interest me right now. Goal not met.
- Logistics: kinda sorta, in that I shifted it from Eemiv to Dengar. I initially envisioned Eemiv as a bit of a free agent, tacking onto missions in local chat as people requested. But, I figure this would be more useful if I did it with Dengar, where logistics piloting for a group can more readily be useful. Dengar is trained up to fly a tech 2 Oneiros logistics cruiser, but I'll try experimenting initially with a less expensive tech 1 Exequror. I definitely need to further investigate good fits for these hulls.
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Typical jump clones From Sony Movie Channel |
So, what now? By the end of the month, I plan to
- Have Eemiv run a hacking, relic or data site in wormhole, low-sec, or null-sec space.
- Have Dengar fly logistics in an RvB fleet once
- Train Eemiv to fly assault and covert ops frigate
- Assess Eemiv's skill training plan to identify when best to remap his attribute points, thereby adjusting the rate at which certain skills train. The character will be able (but is not compelled) to remap his attribute points come February.
- Report back to the blog my progress on the above!
And the stretch goal: have Eemiv or Dengar join a new corporation. I would like to be more engaged with other plays in blowing up internet spaceships, and I'm starting to feel the confidence now to do that.
My initial anxiety at doing this was in-game, i.e. not being able to afford to get blown up a lot as I learned the ropes. Frankly, my anxiety about trying to get more involved now involves the real word: I'm going to be a father in February, and I hesitate to jump into a group I soon won't be able to do much for. But, there are large groups out there that I'm sure can absorb "real life" just fine. And, besides, there's only so long as I can go without kicking myself for coming up with reasons not to do something. If fatherhood is going to mean less time for flying around, well darnit I better get in as much flying and pewpew! as I can now.
Wednesday, September 24, 2014
Goals update
In March, I laid out goals that I ended up accomplishing two months later. Along the way, an underlying goal for myself was to figure out what gameplay styles I liked and to identify what, if anything, I'm playing for. Time, I think, to lay out some new goals now that I'm more attuned to the game. Within two months, I want to
- Equip and operate Eemiv's Kronos Marauder with tech 2 equipment. Tech 2 modules have a performance edge over basic "tech 1" modules, but they require higher levels of skill training. For example, to mount 425mm Prototype Gauss Guns on the Kronos, Eemiv needed to train the Large Hybrid Turret skill to level I. To equip the tech 2 425mm Railgun IIs, Eemiv needs Large Hybird Turret to level V and Sharpshooter to level V (about four weeks' additional training time) ... and when that's done, he needs to train Large Railgun Specialization to level I (just an hour -- but, several more weeks if I decide to bump that up Level V, too). Not all tech 2 modules have such steep requirements; the ship already mostly has tech 2, but there are some holdouts. Tech 2 modules also generally require higher resources from the ship -- power supply, computing power, etc. Fortunately, Eemiv has already trained up most of the core "fitting" skills that affect these systems to level V. I did a quick sketch of the math, and it looks like meeting this goal will require at most a month's time if I plunge right through it.
- Create a jump clone of Eemiv and move one of them out to low-security space. I enjoy high-security space mission running, but it's time to get my feet wet living and playing, too, in riskier low- or maybe even null-security space. Jump clones are a carbon copy of the character and, once every 24 hours, you can swap from one to the other. Therefore, I can e.g. jump over to my high-security clone after work and fly a mission for some ISK, and then on the weekend set out for more lucrative looting in low-security areas.
- Participate in at least two RvB weekend events, including one that involves flying and fighting in cruisers. This is for the Dengar character, and a chance for me to get more comfortable with PvP. Two weekend events might not seem like much, but even this might be a bit of a stretch because of a few competing real-world priorities.
I also have one stretch desire, not time-bound so it isn't a goal per se: train up Eemiv for tech 2 logistics ship piloting, and get experience supporting other pilots. This is a career/skill track I'm increasingly curious about, and even leans toward my playstyle in e.g. Team Fortress II and Battlefield: Bad Company II, where I often was a medic.
Sunday, September 21, 2014
Internet spaceships I have known and loved, lusted and hated
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From CCP Rubicon toolkit |
This decision, though, actually does have one major impact: it dictates players' starter spaceship, and the type of freeby ships they get via the tutorial missions, and from there some of the particular skills (especially weapons related) you're encouraged to train. Certainly a player can pick up and train for other factions' ships and weapons, but there's a lot to be said about continuing down a particular road once you've started. In my case, I have focused a lot on hybrid gun sills -- but, I have virtually no skills trained up in laser weapons, missiles, or projectile guns. While I can still train up to fly other factions' ships, I do so at the risk of not taking advantage of those vessels' built-in weapon bonuses -- which, as we recall from Awful Loss of the Day bingo, is a bad thing. So, I have stuck mainly to Gallente hulls.
Still, I have no regrets. Here, then, is a gallery of what I've strapped into and sometimes had blown out from under me. All images save the last are from a database export published by CCP. I am, for now, omitting the various mining ships and cargo haulers I've flown; more on those later, perhaps.
Real basics
The old pod, the spaceship within a spaceship whence Eemiv and Dengar control their powerful vessels. I've lost plenty of ships, but I've only once had the pod itself (and the bod inside) destroyed.
Frigates and destroyers
The Velator is the starter frigate. On those few occasions when I send a character in their pod alone to e.g. pick up a ship waiting elsewhere, I get a message from the in-game insurance company lamenting the "loss" of my ship, and telling me they've "conveniently" delivered a new Velator at my destination. I've owned and scrapped more Velators than any other hull.
The Atron is a sweet-looking ship, and my first heads-up that the Gallente really aren't quite into symmetry. Ordinarily, this would be kind of a problem for me. But, despite their lopsidedness, Gallente ships still look remarkably balanced and sometimes even organic. These ships should drive me nuts but they don't.

Eemiv has flown an Imicus for stealing salvage and loot. This ship also has some nice bonuses for other equipment that might make it a decent explorer, too.
The Incursus, which is apparently part narwhal, is Dengar's most frequent fighting platform.
The Tristan is an odd-looking ship with a cool warp animation. Not much else to say about it.
As you can tell from the distinct lines and color scheme, the Astero is not a Gallente ship. Instead, it was created by the Sisters of Eve faction. This ship is built for covert exploration. I took it out for a spin but was underwhelmed by some limitations on how it could be rigged up; after a few trips, I sold it back.
The Catalyst is a destroyer, meant specifically for blowing up frigates. This is a cool looking ship; it's breadth, outrigger pilot area, and generous engine mounts are reminiscent of the Millennium Falcon.
The Tristan is an odd-looking ship with a cool warp animation. Not much else to say about it.
As you can tell from the distinct lines and color scheme, the Astero is not a Gallente ship. Instead, it was created by the Sisters of Eve faction. This ship is built for covert exploration. I took it out for a spin but was underwhelmed by some limitations on how it could be rigged up; after a few trips, I sold it back.
The Catalyst is a destroyer, meant specifically for blowing up frigates. This is a cool looking ship; it's breadth, outrigger pilot area, and generous engine mounts are reminiscent of the Millennium Falcon.
Cruisers and battlecruisers
I suspect for as long as I play Eve, the Thorax cruiser will have a special place in my heart. It was the first ship I had to wait to fly: not only did I need to train up to the larger hull, but I also needed to wait for some new gunnery skills. My Thorax is also the first ship I named after my wife. And, really, it is just pretty cool looking. I recently made an investment in five Thoraxes for Dengar to use in her Red vs. Blue PvP activities. I expect them to die quickly and gloriously; they shant receive any special names.
I just wrote quite a bit about the Stratios. As you can see, it comes from the same faction as the Astero frigate. Whereas the ships for the four main factions require training up only for those factions' ships, ships coming from the Sisters of Eve or various pirate factions require skills from two of the core factions. In the case of the Stratios, I needed to train up not only for Gallente cruisers but also Amarr cruisers.
The notion of bigger ships being slower and less agile really hit me with the Brutix battlecruiser. Like the Thorax, the Brutix receives bonuses to its guns; the Thorax and Brutix both have companion ships that instead offer bonuses for drone combat. At this point, I was neglecting drones and drone skills: that would surely change.
Not long after first sitting in a Brutix, I bought a more robust version of the same hull, the Brutix Navy Edition. Several ships have "Navy Edition" variants that offer better weapon and protection statistics, not to mention a camouflage-looking paintjob. Alas, these aren't enough to save you from not reading. The picture at right is of the Brutix Navy Edition.
Battleships and marauders
Most new player guides suggest stopping for a breather at battlecruisers if you're the type to race up to train bigger and badder ships. That surely describes and, despite all Eve advice to the contrary, I still itched for a battleship even after rocking around a Brutix. Indeed, pausing with the Brutix in a way was forced on me: in addition to the time required to train even to fly a basic battleship, it required a new family of gunnery skills. Additionally, fitting all the ancillary support gear (armor repairers, armor hardeners, etc.) required their own expanded skillset.
But, once squared away with the basics, I promptly stepped into a Megathron Navy Edition, and that's the ship I've spent the most time flying. It's a great mission-runner, though a bit slow both to track fast-moving targets and to maneuver itself around. I addressed the former by training up drone skills pretty handily. And for both issues, I used a micro jump drive to instantly move myself 100km from the riffraff to essentially become a stationary gun platform: all of a sudden, fast-moving ships lose much of their speed advantage when all they're doing is racing right at you for an extended range.
As much as it was a big step up to the Megathron, it's been a bigger step into the Kronos marauder (at right): a Megathron hull with a different color scheme and some special animation, among other things. While jumping away and becoming a gun platform was one of several possible tactics with the Megathron, it's very much the purpose behind the Kronos and other marauders. These ships carry bastion modules that render them stationary but provide big bonuses to weapon range, shields and armor, and electronic counter measures. This is a type of ship I eyeballed flying very early in Eve, and for a few weeks I've been happily flying one. I'll close this out with a great illustration (larger versions available) featuring a couple of Kronoses readying for an engagement.
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From CCP Fansite Kit |
Saturday, August 30, 2014
Ctrl Alt ... Delete!
I've written about secondary accounts I've set up to experiment in Eve's various career areas. Since starting in February, I've created four alternate characters, most of whom I've written about here. Finally, I've settled on the three characters I'm going to maintain. Here's the overall breakdown of who and what:
- Eemiv Tivianne: plugging along since February, this is my primary character. At zKillboard, you'll see an inglorious record of losing flimsy cargo ships and a couple of embarrassing losses to NPCs (um, plus part of some kill I have no recollection of). Right now, I mostly run level 4 missions with this fellow, bringing in about 10-20 million ISK each. He just finished training up to pilot a Kronos Marauder, which is a heavy duty battleship well suited to running missions. Indeed, I'd previously lamented how slow battleships move -- well, the Kronos mostly sits absolutely still, but wow! it cuts through bad guys fast. Next up is firing off some skills to use sentry drones, and after that I'm going to focus on getting more gunnery support skills up from level 3 up to 4 or 5. After rounding out my generic gunnery skills, I'll probably take a close look at taking a cruiser into wormhole space.
- Rosy Tivianne: my first alt, which I'd made as a female avatar in response to feedback from my wife. I set her up as a miner, and got her up to snuff piloting a Mackinaw, one of the higher end strip-mining ships. However, the ship so quickly shred through asteroids that unless I paid rapt attention, there was a lot of idle time. It was a less engaging way to net about the same amount of money (and even then hypothetically: I'd still need to sell the ore) as mission-running. I strip-mined the character of its money and property and sent her to the biomass recycler. Creating and using this character was an practical lesson in weighing ISK per hour vs. "fun per effort:" in the end, mining just wasn't fun and not how I want to spend my limited time; I'd rather play the game than do the game.
- Laung Haul: This poor space-teamster was on the receiving end of my penchant for puns. I've written several times about Eemiv's inglorious outings hauling cargo, losing lots of collateral, etc. I trained up an alt to pilot Eve's capacious, sturdy freighters. And then I put him in one. And, wow, freighters are slow and boring. I considered selling the character, but it'd probably net nothing after paying character transfer fees. Recycler!
- Talon Morda: my station trader, buying low and selling high. I haven't updated his clone backup because this milquetoast will never leave his station. Started with logging in a few times per day to set up competitive prices and make a quick score, but I've been doing that less lately and am still doing okay. There are some ebbs and flows during the week in preparation for e.g. big weekend battles; market orders a few weeks old will suddenly get scooped up. He's trained up enough that I don't need to pay for additional character training, which is nice. Now that my main character is generally equipped for running missions, in addition to earning ISK Talon is buying ship equipment at good rates to keep my third and final surviving character geared up.
- Dengar Morda: the character I wrote about last time, my frigate-scale brawler chipping in with the perpetual (but fun-loving) war between the Blue Republic and Red Federation. With only a few weeks of training done, you can see she has single-digit percent contributions to a few kills. Dengar's mostly puttered in an Incursus frigate, but I recently tossed in some skill training to allow her to fly and fight with a medium-sized cruiser: in fact, I just bought her a few (because I expect some attrition) of the same Thorax-class I bought in March.
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Not to be confused with Long Haul, a Decepticon |
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The bounty hunter Dengar is my frigate brawler's namesake. |
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