Our current war is generally going well for Eve University. We have more than held our own and both new pilots and new FC's have been blooded.
Sometimes, the best lessons are learned from getting an old fashioned butt-kicking. Case in point:
The Battle In Obanen
Our opponents had been fielding lots of 'ceptors, nano'ed cruisers and other slippery ships. These present challenges for Uni fleets and new FC's because they allow the OPFOR to control the engagement. Difficult to lock and engage in Empire, such flight demonstration teams are not significant threats as long as pilots pay attention, stay with the fleet and have the dicispline to not get drawn away from support. Our pilots adapted by choosing smaller, specialized ships with gang support to capture and engage.
No matter the venue, combat is about the constant dance of action and reaction. Seeing our changes, our opponents chose to bring the big shiny ships this time. One of our new FC's had the fleet in Obanen when our opponents surged spider repping battleships into our force. What's more they supported this force with out of corp, neutral remote repping logisitics ships. Our FC fought well, but you can't send kittens against wildcats and expect them to win everytime. Our fleet was rocked:
http://killboard.eve-ivy.com/?a=kill_related&kll_id=6200
What was interesting, was seeing how the students learned from the encounter. Moving from questioning "Can they do that? They can use an out of corp, neutral to rep them during battle?" to acceptance "Wow, I didn't know that! So that's why the logistics ship turned flashy...." to internalization of the lesson "So, when the logistics ship goes flashy, we should just kill it, too."
Payback in Korsiki
It's really great to see learning put into action, isn't it?
http://killboard.eve-ivy.com/?a=kill_related&kll_id=6226
The logistics ship and the primary Dominix went down within seconds of each other.
And that, ladies & gentlemen, is what Eve University is all about. Learning. The pilots involved will forever be on the lookout for 'neutral' logistics ships and ready to deal with their intervention. Mission accomplished!
Tuesday, October 7, 2008
Saturday, October 4, 2008
The Uni Goes To War!
War decs are interesting for Eve University.
On the one hand, they disrupt normal class schedules, teaching activities, mining & missioning, trading and all of our intramural events.
On the other hand, our students get to learn how to FC (Anyone who wants the chair and can raise a fleet is welcome to try their hand. Many times, senior members fly as ordinary squad members, allowing budding FC's full control.), participate in real combat ops and raise a tall, frosty mug of warbeer in salute to fallen comrades & foes.
We fly the same way in every war. Our fleets are large (How can they not be? All those who don't want to fly combat leave Uni during wars as we prohibit all other activities. These folks are welcomed back as soon as hostilities cease.) We fly lots of cheap frigates & cruisers with tons of EW. We teach our pilots to fly and fight as a team, not as a collection of individuals.
Every group that decs us has spies inside the Uni. Our open recruiting policy assures this. It doesn't bother us. To be restrictive in our recruiting policies would be at odds with our purpose.
And, we generally hold up our end of the bargin. http://killboard.eve-ivy.com/
:)
On the one hand, they disrupt normal class schedules, teaching activities, mining & missioning, trading and all of our intramural events.
On the other hand, our students get to learn how to FC (Anyone who wants the chair and can raise a fleet is welcome to try their hand. Many times, senior members fly as ordinary squad members, allowing budding FC's full control.), participate in real combat ops and raise a tall, frosty mug of warbeer in salute to fallen comrades & foes.
We fly the same way in every war. Our fleets are large (How can they not be? All those who don't want to fly combat leave Uni during wars as we prohibit all other activities. These folks are welcomed back as soon as hostilities cease.) We fly lots of cheap frigates & cruisers with tons of EW. We teach our pilots to fly and fight as a team, not as a collection of individuals.
Every group that decs us has spies inside the Uni. Our open recruiting policy assures this. It doesn't bother us. To be restrictive in our recruiting policies would be at odds with our purpose.
And, we generally hold up our end of the bargin. http://killboard.eve-ivy.com/
:)
Tuesday, September 30, 2008
"How old are you?"
One of our members posed that question on our internal forums and added a poll to allow folks to both respond and to display the results.
With nearly 200 responses, the results are not only interesting, they are statistically valid for Eve University and close to being statistically valid for the Eve Universe as a whole. The results as of this morning:
How old are the Unistas?
Total Votes : 194
What interests me is the almost perfect distribution curve around the mid-thirty age group.
First of all, I was surprised to see how old the central band was. I really expected to see more players in their mid 20's than in their mid 30's. That younger expectation seems to be the general consensus of other estimates of the average age of Eve players.
Secondly, I was pleasantly surprised to see that I'm not as much of an anomaly as I thought. There is a decent proportion of us that listened to Paul McCartney before Wings and actually dialed a telephone, rather than punching numbers!
With nearly 200 responses, the results are not only interesting, they are statistically valid for Eve University and close to being statistically valid for the Eve Universe as a whole. The results as of this morning:
How old are the Unistas?
| 8 - 12 | 1% | [ 2 ] | ||||
| 13 - 18 | 3% | [ 7 ] | ||||
| 19 - 23 | 12% | [ 25 ] | ||||
| 24 - 29 | 22% | [ 44 ] | ||||
| 30 - 37 | 26% | [ 52 ] | ||||
| 38 - 44 | 23% | [ 46 ] | ||||
| 45 - 51 | 5% | [ 11 ] | ||||
| 52 - 60 | 3% | [ 6 ] | ||||
| 61+ | 0% | [ 1 ] |
What interests me is the almost perfect distribution curve around the mid-thirty age group.
First of all, I was surprised to see how old the central band was. I really expected to see more players in their mid 20's than in their mid 30's. That younger expectation seems to be the general consensus of other estimates of the average age of Eve players.
Secondly, I was pleasantly surprised to see that I'm not as much of an anomaly as I thought. There is a decent proportion of us that listened to Paul McCartney before Wings and actually dialed a telephone, rather than punching numbers!
Sunday, September 21, 2008
On hardwiring....
Most folks immediately understand the value of implants to speed skill learning. Far fewer seem to have a handle on the value of hardwiring.
Think of hardwiring as "mind-rigs".
The hardwire modules impact a specific attribute of the ship that you are currently flying in the same manner as rigs installed on that ship. If you need more cap, you can install a Semiconductor Memory cell rig on a particular ship. Or you could plug in a Squire CC series hardwiring to give you additional cap on every ship that you fly!
Like rigs, hardwirings are lost if they are removed, so you do need to think about what you plug into the clone head that you are inhabiting.
If you have multiple clones (you _do_ have multiple clones, right?), this gives you the opportunity to design a set of harwires to compliment your personal style & ship choices.
Like most of Eve, there is no single _right_ answer. There are simply choices.
Here is a spreadsheet to help you examine the various hardwirings and their impacts. THe organization will be obvious when you look at it.
http://eve-files.com/dl/173526
I've also included a few suggestions for typical harwire sets for those kinds of characters that I am most familiar with (Caldari railgunners who mine), but I'm not suggesting that these are optimal. You should use them as a starting point for your own exploration of the benefits and costs of using hardwirings.
Oh, and the disclaimer:
Use at your own risk. No warranties are provided, either expressed or implied. Your mileage may vary. Side effects are generally mild and include bloodshoot eyes, flat wallets and bruised foreheads from contact with desktop. In some instances, may result in a significant improvement in the capabilites of the character in question, leading to combat losses by those shooting at you. Do not use in connection with the ingestion of alcohol, perscription drugs or other mind altering substances, regardless of their legality. Do not operate heavy machinery for 12 hours after first exampination. If you experience epeen tumessence for more than 4 hours after plugging in your first hardwire, please consult a physician.
;)
Think of hardwiring as "mind-rigs".
The hardwire modules impact a specific attribute of the ship that you are currently flying in the same manner as rigs installed on that ship. If you need more cap, you can install a Semiconductor Memory cell rig on a particular ship. Or you could plug in a Squire CC series hardwiring to give you additional cap on every ship that you fly!
Like rigs, hardwirings are lost if they are removed, so you do need to think about what you plug into the clone head that you are inhabiting.
If you have multiple clones (you _do_ have multiple clones, right?), this gives you the opportunity to design a set of harwires to compliment your personal style & ship choices.
Like most of Eve, there is no single _right_ answer. There are simply choices.
Here is a spreadsheet to help you examine the various hardwirings and their impacts. THe organization will be obvious when you look at it.
http://eve-files.com/dl/173526
I've also included a few suggestions for typical harwire sets for those kinds of characters that I am most familiar with (Caldari railgunners who mine), but I'm not suggesting that these are optimal. You should use them as a starting point for your own exploration of the benefits and costs of using hardwirings.
Oh, and the disclaimer:
Use at your own risk. No warranties are provided, either expressed or implied. Your mileage may vary. Side effects are generally mild and include bloodshoot eyes, flat wallets and bruised foreheads from contact with desktop. In some instances, may result in a significant improvement in the capabilites of the character in question, leading to combat losses by those shooting at you. Do not use in connection with the ingestion of alcohol, perscription drugs or other mind altering substances, regardless of their legality. Do not operate heavy machinery for 12 hours after first exampination. If you experience epeen tumessence for more than 4 hours after plugging in your first hardwire, please consult a physician.
;)
Thursday, September 11, 2008
On training....
Many of the questions we see often asked on the Eve University forums and in various convos relate to skill training. New pilots want to get the 'right' answer. They seek a roadmap of specific steps to allow them to reach an undetermined future goal in the minimum amount of time.
Eve doesn't work that way.
Certainly, if you have a specific ship and fit in mind, EveMon will help you optimize the time that it takes to get there. But there are a couple of human problems with that approach.
First of all, rarely does the initial ship/fit goal of a brand new player survive more than a few days. As you gain a deeper understanding of how Eve works and what you find enjoyable, that initial ship will be shelved more often than not. So any initial plan that aims for a specific goal is quite likely to result in a mishmash of unco-ordinated, disjointed skills and some wasted time.
The alternative approach is to train nothing but learning skills in the beginning so that when you turn your attention to 'real' skills, your pumped up mind will minimize the training time required. That approach is clearly mathimatically valid. It's also no fun! While those that join the game at the same time as you did are off flying cruisers, you are still poking around in a low level frigate doing mental pushups. Bah!
For most people who want to balance long term efficiency with short term fun, a middle ground must be found.
Here are a few personal suggestions:
- Push a standard learning skill up quickly so that the next level takes 18-24 hrs.
- Train that skill when you are not in the game. When you get that one up to L4, pick another standard learning skill & do the same thing.
- While you are in game, train lots of different L1 skills. They train quickly and let you get into new ships and modules so that you can have some fun.
- A couple of weeks of this will help you settle on a realistic short term skill plan (say 3 to 4 weeks). Use EveMon to help you plan, but balance efficiency with fun!
- Never buy a skill book until you can train it.
- Never fly with a purchased skill book in your cargo hold. Start training it as soon as you buy it, even if you only train it for 30 seconds. A skill book in your head cannot be mislaid, lost, sold by accident, destroyed or dropped as loot if you should have a close encounter of the pod kind while returning home from the store.
Generic skillplans are just that. Generic. The right skill plan for you is the one that provides your personal balance between having fun now and having more fun later!
Eve doesn't work that way.
Certainly, if you have a specific ship and fit in mind, EveMon will help you optimize the time that it takes to get there. But there are a couple of human problems with that approach.
First of all, rarely does the initial ship/fit goal of a brand new player survive more than a few days. As you gain a deeper understanding of how Eve works and what you find enjoyable, that initial ship will be shelved more often than not. So any initial plan that aims for a specific goal is quite likely to result in a mishmash of unco-ordinated, disjointed skills and some wasted time.
The alternative approach is to train nothing but learning skills in the beginning so that when you turn your attention to 'real' skills, your pumped up mind will minimize the training time required. That approach is clearly mathimatically valid. It's also no fun! While those that join the game at the same time as you did are off flying cruisers, you are still poking around in a low level frigate doing mental pushups. Bah!
For most people who want to balance long term efficiency with short term fun, a middle ground must be found.
Here are a few personal suggestions:
- Push a standard learning skill up quickly so that the next level takes 18-24 hrs.
- Train that skill when you are not in the game. When you get that one up to L4, pick another standard learning skill & do the same thing.
- While you are in game, train lots of different L1 skills. They train quickly and let you get into new ships and modules so that you can have some fun.
- A couple of weeks of this will help you settle on a realistic short term skill plan (say 3 to 4 weeks). Use EveMon to help you plan, but balance efficiency with fun!
- Never buy a skill book until you can train it.
- Never fly with a purchased skill book in your cargo hold. Start training it as soon as you buy it, even if you only train it for 30 seconds. A skill book in your head cannot be mislaid, lost, sold by accident, destroyed or dropped as loot if you should have a close encounter of the pod kind while returning home from the store.
Generic skillplans are just that. Generic. The right skill plan for you is the one that provides your personal balance between having fun now and having more fun later!
Wednesday, August 27, 2008
New ship = new fun
Part of the appeal of Eve for me is rolling out a new ship. All of the planning, the futzing in EFT and EVEMON, the time spent researching fits and considering how to best incorporate a new shiny into your game play culminates when you undock and go for a spin.
Most times, the first few flights are uneventful. A few times, there can be excitement!
I've been working on a 6 week program to get my second character into an Eos with mining gang modules. Looking at all that extra mining capability makes me smile (and Sabre cry that I would 'misuse' a command ship that way!). Monday night, with our 'war' over, it was time to roll out Mom's Little Helper. The results were.... well, let's just say that it's no accident that there were a couple of missing belts when our little gang finished up. :)
Last night was different.
I was pulling missions next door, really after a mission 'roid spawn where I could get a feel for how the Eos would impact my solo work. Couple of students in local who were also mining, along with our most recent can flipper pest. I set the Eos up with an eye toward being effective as anti-can flipper, so it had full tackle, plus an assortment of damage, web and ECM drones. Our frigate-flying Can Flipper struck once as we were organizing the fleet and then left the belt to wait out his timer.
I warped the Eos to the belt and saw a couple of Can Flipper's wrecks and cans sitting around. A few more students joined our little party and a couple of us re-flipped the cans, flagging us to our little pest.
He warps to the belt a couple of times. Each time I lock him up with the Eos and he immediately leaves. Then, just as my timer is about to expire, he warps in, moves to 1500 meters from the Eos while I'm locking him and flips a can!
Scram, web, neut, guns, launch mixed flight of drones. Pop!
No idea what this guy was thinking, but it didn't work out for him. He made several more trips to the belt in his pod. Against policy, one of the students podkilled him, bringing a Concord swarm and leaving behind a frozen corpse. The student said that the sec status hit was worth it to get rid of the gnat. I just laughed.
So, boys & girls, today's lesson is: Don't flip cans in front of a command ship, m'kay?
Most times, the first few flights are uneventful. A few times, there can be excitement!
I've been working on a 6 week program to get my second character into an Eos with mining gang modules. Looking at all that extra mining capability makes me smile (and Sabre cry that I would 'misuse' a command ship that way!). Monday night, with our 'war' over, it was time to roll out Mom's Little Helper. The results were.... well, let's just say that it's no accident that there were a couple of missing belts when our little gang finished up. :)
Last night was different.
I was pulling missions next door, really after a mission 'roid spawn where I could get a feel for how the Eos would impact my solo work. Couple of students in local who were also mining, along with our most recent can flipper pest. I set the Eos up with an eye toward being effective as anti-can flipper, so it had full tackle, plus an assortment of damage, web and ECM drones. Our frigate-flying Can Flipper struck once as we were organizing the fleet and then left the belt to wait out his timer.
I warped the Eos to the belt and saw a couple of Can Flipper's wrecks and cans sitting around. A few more students joined our little party and a couple of us re-flipped the cans, flagging us to our little pest.
He warps to the belt a couple of times. Each time I lock him up with the Eos and he immediately leaves. Then, just as my timer is about to expire, he warps in, moves to 1500 meters from the Eos while I'm locking him and flips a can!
Scram, web, neut, guns, launch mixed flight of drones. Pop!
No idea what this guy was thinking, but it didn't work out for him. He made several more trips to the belt in his pod. Against policy, one of the students podkilled him, bringing a Concord swarm and leaving behind a frozen corpse. The student said that the sec status hit was worth it to get rid of the gnat. I just laughed.
So, boys & girls, today's lesson is: Don't flip cans in front of a command ship, m'kay?
Monday, August 25, 2008
War (?) Ends... So we go on a fieldtrip!
Our latest war dec ends in a few hours. A 1 man corp dec'ed us, lost the ship for which his corp is named (demonstrating a total lack of understanding of one of the easiest fitting ships in the game) and then went to Plan B. Plan B involved logging on in space in a nano'ed Crow, warping from deep safespot to deep safespot, going 9k mps toward some distant celestial object & then proclaiming in local how uber he was, even as he refused all opportunities to engage.
Plan C involved self-posting to C&P on EO and asking for others to join him in his 'winning campaign'. Plan C must not have worked out so well either as his member count never moved from one.
Plan D involved just logging in on his alt.
So, since the warbeer supply was still adequate, we took the students on a little fieldtrip to 0.0. We take these on occasion and all the participants are clearly instructed to fly something they can afford to lose ('cause the odds are about 10 to 1 that they will) and to fly an empty headed clone (for the same reason).
Every time we do this, three things happen:
1. We have a great time, mostly going bloooie at some point!
2. A student forgets to check and loses a nice set of implants (Snakes? ouch!)
3. Somebody flies a ship they _really_ didn't want to lose.
As for our trip Sunday? Check. Check. And check.
Our 40+ fleet was holding the gate quite nicely. Big bubble up. Showing the students where to position tacklers to grab people that bounce off the bubble. Talking about the importance of positioning & scouting. Hostile count in local was about 10. We had popped a few of the curious and the unwary. Hostile count increased a bit... Our scouts were reporting what was jumping in system. Nothing to be concerned about so far. Then, in a set of clearly coordinated moves, a hostile Sabre jumps through the gate and a hostile Domi warps in at the edge of the bubble. No big deal... FC calls targets for the various squads, we start taking them both down. Then... Well, then, the Hammer arrived. :)
"A Ragnarok just warped in..."
"WTF is a Ragnarok?"
"Jum..."
"Momma? Look at all the pretty lights!"
"Momma? Why am I in a pod?"
That's right, sports fans! The Eve Uni fleet had just been Doomsdayed! Frigate wrecks littered the field. A few of the battleships survived and escaped, but the student ships were toast. It was epic!
A good time was had by almost all (the pilot with the Snakes was understandably not too pleased, but, hey, whadda ya gonna do?) and the students got some valuable lessons about how much 0.0 is different from Empire. I'm sure the Ragnarok pilot had fun, too!
Plan C involved self-posting to C&P on EO and asking for others to join him in his 'winning campaign'. Plan C must not have worked out so well either as his member count never moved from one.
Plan D involved just logging in on his alt.
So, since the warbeer supply was still adequate, we took the students on a little fieldtrip to 0.0. We take these on occasion and all the participants are clearly instructed to fly something they can afford to lose ('cause the odds are about 10 to 1 that they will) and to fly an empty headed clone (for the same reason).
Every time we do this, three things happen:
1. We have a great time, mostly going bloooie at some point!
2. A student forgets to check and loses a nice set of implants (Snakes? ouch!)
3. Somebody flies a ship they _really_ didn't want to lose.
As for our trip Sunday? Check. Check. And check.
Our 40+ fleet was holding the gate quite nicely. Big bubble up. Showing the students where to position tacklers to grab people that bounce off the bubble. Talking about the importance of positioning & scouting. Hostile count in local was about 10. We had popped a few of the curious and the unwary. Hostile count increased a bit... Our scouts were reporting what was jumping in system. Nothing to be concerned about so far. Then, in a set of clearly coordinated moves, a hostile Sabre jumps through the gate and a hostile Domi warps in at the edge of the bubble. No big deal... FC calls targets for the various squads, we start taking them both down. Then... Well, then, the Hammer arrived. :)
"A Ragnarok just warped in..."
"WTF is a Ragnarok?"
"Jum..."
"Momma? Look at all the pretty lights!"
"Momma? Why am I in a pod?"
That's right, sports fans! The Eve Uni fleet had just been Doomsdayed! Frigate wrecks littered the field. A few of the battleships survived and escaped, but the student ships were toast. It was epic!
A good time was had by almost all (the pilot with the Snakes was understandably not too pleased, but, hey, whadda ya gonna do?) and the students got some valuable lessons about how much 0.0 is different from Empire. I'm sure the Ragnarok pilot had fun, too!
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