Ávalt Vinna

In New Eden the affiliations with other groups and the political and diplomatic situations around those affiliations can evolve and unfold quite rapidly.

Those lucky few in the leadership positions of the Corporations, the Alliances and the Coalitions need to way out options, make decisions and choose avenues for their members. Sometimes these options, decisions and avenues are presented to and openly discussed with the members before a final resolution is made and other times they are not and Leadership just dictates the who, what and when to their members.

I currently find myself in a situation where Leadership has made some decisions and has dictated a course of action and direction for our crew with little to no discussion with our member base which is not our norm.

Now, while I find that I may not be 100% behind the decisions made or our current direction I am loyal to a core group of friends in our crew and am adept at being flexible and fluid so will go with the flow and see where it takes us.

“Being flexible is not enough. The situation is fluid, you must be fluid…” ~ Anon GySgt, USMC

“You must be shapeless, formless, like water. When you pour water in a cup, it becomes the cup. When you pour water in a bottle, it becomes the bottle. When you pour water in a teapot, it becomes the teapot. Water can drip and it can crash. Become like water my friend.” ~ Bruce Lee

– – –

Fjúka Hœttr!

Virðing,
Kalam

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One of the many reasons I love EVE Online and the New Eden universe is that it exemplifies what is meant by open world and sandbox gaming, you can do and be pretty much anything in this game.

As illustrated by this insane graphic:

Click to make BIG!

Thankfully I’m in an active group that likes to go out and get fights so there is not normally any lack of PvP ‘content’ and even on those times when there is I personally have no problems logging in and entertaining myself but I do prefer to have those great overarching epic goals set for myself, ie; build my own carrier from scratch, set up a self contained PI chain, fit out a capital only with modules I build or ‘find’, grind enough LP to get that implant set, etc…

 

I don’t currently have any ‘epic’ personal goals set but am putting some thought into what those could/should be, do you have any recommendations?

– – –

Fjúka Hœttr!

Virðing,
Kalam

Garðr Víða III

This will likely be my last post on Citadel proliferation for awhile.  We will have to wait and see exactly how Upwell 2.0 effects the proliferation of Upwell structures. I’m sure that we’ll see more destroyed but I’m not sure the changes will be enough to stifle the propagation.

At the moment docking, tethering, the use of fitting services and access to hangar storage requires no fuel. With that and the fact that there are no limits to where or how many structures you can anchor what we’re seeing is chokepoints being opened up (which is allowing the almost completely safe movement of capital ships) and all over New Eden we’re seeing systems being locked down by Citadel tanking.

Obviously there are different areas of space and Upwell structure anchoring limits would need to be addressed separately for each.

With the Upwell 2.0 release I see New Eden having 7 distinct areas of space.

  • High-sec (0.6 to 1.0)
  • Refinery High-sec (0.5)
  • Low-sec
  • FW Low-sec
  • NPC Null
  • SOV Null
  • Wormholes

High-sec (0.6 to 1.0)

  • There could be an argument made to allow unrestricted anchoring in High-sec so that everyone and anyone can toss up there own ‘house’.

Refinery High-sec (0.5)

  • You could also argue to allow unrestricted anchoring in this space as well, although I’d argue to see a generous limit set. Setting some level of limitation might create some good confilct, it would be cool to see High-sec industrial groups fighting over good industrial systems.

Once you leave High-sec though I believe having limitations on the number of anchorable Upwell structures is essential. Yes this will create blocking, yes you’ll have to shoot a citadel to place your own but that is the point of setting limits, it will create conflict which in return creates content in New Eden and in the end isn’t that what EVE is all about… Content?

Low-sec

  • I’m not familiar enough with the meta play and politics of Low-sec to make any recommendations for what sort of limitation should be set for Upwell structures for this type of space but many of the chokepoints for capital ship movement are through Low-sec systems.

FW Low-sec

  • Also not super familiar with Faction Warfare Low-sec but I do know that the controlling Faction has access to stations and the attacking Faction does not. Upwell structures in FW have rendered that game mechanic meaningless.

NPC Null

  • This space is frequently used by harassment or nomadic roaming groups and is also often used as a stepping stone location for groups looking to get into SOV Null. Setting a limit in NPC Null would be a good stimulus to create conflict between those groups and the SOV Null entities that have Upwell structures anchored in NPC Null for their logistics routes and capital ship movements. Just like in Low-sec many of the NPC Null systems are also chokepoints for capital ship movement, unrestricted Citadel anchoring has made this activity too safe.

SOV Null

  • In SOV null the idea is to fight for and take space, which will become nigh impossible when the defending force has decided to Citadel tank and has dropped 30+ Citadels in every one of their systems. Even with Upwell 2.0 Citadels will still be hard to clear and having to destroy 15, 20 or 30 of them in one system would be a lot more than a little tedious.

Wormholes

  • Wormholes are somewhat similar to SOV null in regards to fighting for and defending your space. It will become nearly impossible to fight over a Wormhole when the local residents have Citadel tanked their hole.

 

For all those folks still asking “Why is it really a problem?” ~ I don’t mean for this to be rude but… if you still aren’t cognizant enough to realize the inevitable problems that will come with allowing an unlimited number of Upwell structures to be anchored everywhere in New Eden I’m not sure there is anything that anyone can say about setting limitations that will make sense to you.

 

– – –

Fjúka Hœttr!

Virðing,
Kalam

Framast Njósn Garðr

While pondering on Citadel proliferation and working through the idea that every system should have a set number of Upwell structure points and set location beacons an idea came to me for a small sized Upwell structure. CCP is yet to introduce or even speak of any small sized Upwell structures but the citizens of New Eden have already started speculation on what they may be and what they may do. Most of the conjecture is folks thinking the small structures will be replacements for jump bridges which is something that needs to be addressed but my thought was for something a little different.

But first, just to keep it fresh, below is what my Upwell structure point system would look like:

“Again this is very basically thought out but maybe a system gets so many Upwell structure points for each moon, planet and asteroid belt it has and each size of Upwell structure costs a specific number of points as well?

Just for an example lets give 1 point for each celestial, so Perimeter would have 23 Upwell structure points, and then XLG structures cost 10 points, LRG structures cost 5 points and MED structures cost 3 points – this leaves some room for the SML Upwell structure that would cost 1 point.

Using that point structure would limit Perimeter to having a maximum of 7 medium Upwell structures or 2 extra-large and 1 medium or 4 large and 1 medium, etc…”

Putting some extra thought into it I’d change that so that the SML Upwell structures cost no points to anchor which would allow folks to anchor as many of them as they wish in any system. IIRC small structures already include deployables like Mobile Tractor Units, Mobile Depots, etc… so the zero point anchor cost would hold in line with how things are currently working.

My idea for a small structure is the Upwell Forward Operating Base. The idea would be that the Upwell FOB would be used by anyone looking to put a foothold into a system or for someone looking for a small base to operate out of.

Here are some basic thoughts on the Upwell FOB:

  • Can be anchored anywhere, does not need to be placed near celestial beacons, but does follow the current Upwell anchoring mechanics
  • The Upwell FOB is not a ‘station’ and does not have a docking bay but will have fitting slots and modules that allow it to provide services like tethering & repairing, a mobile depot style of cargo capacity & refitting service, maybe even modules that works like scan or cynosural inhibitors
  • The Upwell FOB will have a dedicated fuel bay and the service modules will require fuel, I’d think a fuel bay with a capacity to run it for 30’ish days depending on the modules installed would be sufficient and fair
  • Taking it a little further maybe an Upwell FOB could be the necessary structure to anchor with whatever thing replaces jump bridges, it could be one of the service module options

I am of the thought that there should be a fueling requirement for all Upwell structures and with that a dedicated fuel bay that would require one of the Structure Management skills to load so that not just any Alpha toon can load it up.

The fuel bay capacity and how long that fuel will power the structure could be dependent on the size of the structure and which modules it has installed but some primary numbers could look like this:

  • SML – approx 30 days worth of fuel capacity
  • MED – approx 60 days worth of fuel capacity
  • LRG –  approx 90 days worth of fuel capacity
  • XLG – approx 120 days worth of fuel capacity

I’m not super familiar with POS fuel requirements or usage but I’m sure CCP could mirror something similar for the Upwell structures?

 

Just some off the cuff stuff, what do you think?

– – –

Fjúka Hœttr!

Virðing,
Kalam

Garðr Víða II

I wanted to get a solid idea of how many Upwell structures we’ve currently got and see if I could get some base on the number being anchored per day, etc… so I pulled some data off the Adam4EVE site. It was pretty burly so I ended up grabbing just the statistics for all the Upwell structures in HighSec, 0.5 and above, that are being reported by CCPs ESI interface. This covers all structures that allow public access and thus are visible in-game in the structure browser. Any private structures are not listed on the Adam4EVE site, since they are not included in the provided data.

Here is what I came up with.

HighSec (0.5 and above) – Upwell structures anchored per year
Year Anchored Astrahus Athanor Azbel Fortizar Raitaru Sotiyo Tatara Grand Total # of Days Avg/Day
2016 621 35 72 305 2 1035 45 23
2017 516 273 280 59 1485 12 14 2639 363 7.269972452
2018 36 45 18 2 86 1 185 16 11.5625
Grand Total 1166 318 333 133 1876 14 15 3859 424 9.101415094
HighSec (0.5 and above) – Upwell structures anchored per Region
Region Astrahus Athanor Azbel Fortizar Raitaru Sotiyo Tatara Grand Total Avg/Day
Aridia 2 3 1 6 0.0141509
Black Rise 17 4 4 1 21 47 0.1108491
Derelik 39 15 13 4 74 1 146 0.3443396
Devoid 33 9 10 54 106 0.25
Domain 130 38 35 11 232 2 2 450 1.0613208
Essence 48 9 12 6 55 1 131 0.3089623
Everyshore 52 16 11 11 56 146 0.3443396
Genesis 51 13 20 7 72 2 165 0.3891509
Heimatar 42 12 7 5 62 128 0.3018868
Kador 60 15 16 3 79 173 0.4080189
Khanid 54 8 11 4 46 2 125 0.2948113
Kor-Azor 27 7 8 2 47 91 0.2146226
Lonetrek 100 19 23 9 192 2 2 347 0.8183962
Metropolis 77 37 20 12 105 2 2 255 0.6014151
Molden Heath 11 2 1 1 13 1 29 0.0683962
Placid 11 2 6 4 23 46 0.1084906
Sinq Laison 92 30 23 14 141 1 1 302 0.7122642
Solitude 9 2 2 2 7 22 0.0518868
Tash-Murkon 66 30 29 8 127 1 2 263 0.620283
The Bleak Lands 14 3 1 1 15 34 0.0801887
The Citadel 74 16 32 12 171 1 306 0.7216981
The Forge 131 24 36 10 247 3 1 452 1.0660377
Verge Vendor 30 4 13 6 36 89 0.2099057
Grand Total 1170 318 333 133 1876 14 15 3859 9.1014151
HighSec (0.5 and above) – Upwell structure anchored
Upwell structure Grand Total Avg/Day
Astrahus 1170 2.759433962
Athanor 318 0.75
Azbel 333 0.785377358
Fortizar 133 0.313679245
Raitaru 1876 4.424528302
Sotiyo 14 0.033018868
Tatara 15 0.035377358
Grand Total 3859 9.101415094

So what is all this data telling us?

In Highsec, since the introduction of Upwell structures, we’re seeing an average of 9 being anchored daily with the majority of those being the Raitaru and Astrahus types. Both Domain and The Forge are seeing an average of 1 anchored every day within their regional borders.

Would you consider this proliferation? Maybe not yet but if it continues unchecked then I can see a day where it will be ridiculous.

There has been an argument being tossed around that “compared to the number of POSes that are in each system, the number of citadels is still tiny” and I’ll agree that, yes, there are way more POSes anchored than Upwell structures but there is a limit to the number of POSes you can anchor in a system and in comparison Upwell structures are very young. POSes were introduced in 2004, that’s 14 years of POS anchoring, if EVE is still around in 14 years and there are no limits placed on the anchoring of Upwell structures how many do you think Perimeter will have in it?

– – –

Fjúka Hœttr!

Virðing,
Kalam

Garðr Víða

It has been a long while since I’ve posted… it’s not due to lack of time in New Eden or lack of time to write, it has purely been a lack of motivation to write about ‘everyday’ life in New Ede, ie; a lack of something  exciting/new to write about, but with the CSM Winter Summit kicking off today it felt like a good day to discuss citadel proliferation.

I truly believe that there has got to be some sort of limit placed on the number of Upwell structures allowed in any given system.

We’ve got three types of Upwell structures; Citadels, Engineering complexes and Refineries that are further broken down into:

Citadels
Astrahus (medium)
Fortizar (large)
Keepstar (extra-large)

Engineering complexes
Raitaru (medium)
Azbel (large)
Sotiyo (extra-large)

Refineries
Athanor (medium)
Tatara (large)

There are currently no limitations to where or how many Upwell structures can be anchored in a system and if you find yourself asking “What problems is this causing?” then you’ve been hiding under a rock somewhere.

One very basically thought out solution is to bind the number of Upwell structures that can be anchored in any given system to the number of Celestials in that system, specifically planets, moons and asteroid Belts.

My suggestion would be to put beacons on planets and asteroids belts just like the moon mining beacons and further allow only Refineries to be anchored near the moon beacons and then Citadels and Engineering complexes can be anchored near the planet and asteroid beacons. And again like the moon beacons only one Upwell structure can be placed within range of any beacon.

Lets use Perimeter as an example – http://evemaps.dotlan.net/system/Perimeter/celestials

According to that list Perimeter has the following Celestials:
• 1 Sun
• 5 Stargates
• 5 NPC Stations
• 10 Planets
• 10 Moons
• 3 Asteroid Belts

Using those numbers Perimeter would be limited to a maximum of 23 Upwell structures where as currently, according to Adam4EVE, Perimeter has 44 Upwell structures anchored within it’s borders.

Using this celestial beacon anchoring solution would cut the number of Upwell structures in Perimeter by almost half but in my opinion 23 structures still seems pretty excessive so maybe there has to be some sort of point system placed on top of the beacon system.

Again this is very basically thought out but maybe a system gets so many Upwell structure points for each moon, planet and asteroid belt it has and each size of Upwell structure costs a specific number of points as well?

Just for an example lets give 1 point for each celestial, so Perimeter would have 23 Upwell structure points, and then XLG structures cost 10 points, LRG structures cost 5 points and MED structures cost 3 points – this leaves some room for the SML Upwell structure that would cost 1 point.

Using that point structure would limit Perimeter to having a maximum of 7 medium Upwell structures or 2 extra-large and 1 medium or 4 large and 1 medium, etc…

Those numbers seem much more reasonable to me and would make the anchoring of any Upwell structure something that needs to be thought out and planned. I believe that putting some limitations like these would also be a good content generator for folks all across New Eden, there would be more battles over moons, battles to have your Market Citadel next to Jita and so on.

Putting some more thought into it I’d probably like to see some sort of incentive for SOV holders where they get a boost in Upwell points based on the ADMs of their systems.

 

What are your thoughts on citadel proliferation?

– – –

Fjúka Hœttr!

Virðing,
Kalam

Móðir Kjóll Vísa

This is an overview of carrier ratting taken from this guide: Carrier Ratting Guide

Realistically there are only two of the four carriers that can be optimized to rat with, the Thanatos and the Nidhoggur.

Thanatos bonuses:
• 5% bonus to fighter damage per level
• 2.5% bonus to fighter hitpoints per level
At Carrier 5 your bonuses are 25% to fighter damage and 12.5% to fighter hitpoints, which will give you good damage and hardy fighters and arguably the second best carrier to rat with.

Nidhoggur bonuses:
• 5% bonus to fighter damage per level
• 2.5% bonus to fighter velocity per level
At Carrier 5 your bonuses are 25% to fighter damage and 12.5% to fighter velocity, which will give you good damage and very quick fighters and arguably the best carrier to rat with.

How to fit your ratting carrier:
Fitting your carrier is very important if you want to achieve the higher ticks. If you want to fit it for pure ratting, you need to be in an Alliance that has a good INTEL channel, this cannot be stressed enough! Make sure the space is safe before you undock your expensive ratting carrier. Below are some base fits for ‘strict’ ratting carriers.
________________________________________
[Thanatos, Ratting]
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Capital I-a Enduring Armor Repairer
Energized Adaptive Nano Membrane II

Drone Navigation Computer II
Drone Navigation Computer II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II, Optimal Range Script
Omnidirectional Tracking Link II, Optimal Range Script

Fighter Support Unit II
Fighter Support Unit II
Fighter Support Unit II
Networked Sensor Array
Cynosural Field Generator I

Capital Hyperspatial Velocity Optimizer I
Capital Hyperspatial Velocity Optimizer I
Capital Hyperspatial Velocity Optimizer I
________________________________________
[Nidhoggur, Ratting]
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Damage Control II

Drone Navigation Computer II
Drone Navigation Computer II
Omnidirectional Tracking Link II
Omnidirectional Tracking Link II, Optimal Range Script
Omnidirectional Tracking Link II, Optimal Range Script
Capital Shield Booster I

Fighter Support Unit II
Fighter Support Unit II
Fighter Support Unit II
Networked Sensor Array
Cynosural Field Generator I

Capital Hyperspatial Velocity Optimizer I
Capital Hyperspatial Velocity Optimizer I
Capital Hyperspatial Velocity Optimizer I
________________________________________

Of course there are fitting modifications to consider.

High-Slots:
• Replace the Cynosural Field Generator with a Heavy Energy Neutralizer or fourth Fighter Support Unit

Mid-Slots:
• Replace the T2 drone modules with Faction variants as your ISK/risk comfort level allows
• On the Nidhoggur replace the Shield Booster I with a T2 version if you have trained it or a CONCORD if you have the ‘disposable’ ISK for it

Low-Slots:
• Replace the T2 Drone Damage Amplifiers with Faction variants as your ISK/risk comfort level allows
• On the Thanatos replace the T2 EANM with a Faction variant, like the Centum C-type Energized Adaptive Nano Membrane
• On the Thanatos replace Capital I-a Enduring Armor Repairer with the CONCORD version if you have the ‘disposable’ ISK for it

Rig-Slots:
• Dependant on your level of ‘disposable’ ISK you could fit T2 Capital Hyperspatial Velocity Optimizers
• On the Nidhoggur you may want to consider replacing one Capital Hyperspatial Velocity Optimizer with a Capital Drone Durability Enhancer to give your fighters some extra hardiness (this can cause some fitting issues with a strict T2 fit Nidhoggur)

Cosmic Anomalies: Combat sites to run:
For the Pirate Factions (Angels, Guristas, Sansha, etc…) there are only three anomalies that should be run while you’re carrier ratting.

1) Havens (Rock Havens*)
2) Forsaken Hubs
3) Sanctums (Ring Sanctums**)

In the Drone Regions there are just two anomalies that should be run while you’re carrier ratting.

1) Hordes (Ring Horde**)
2) Patrols

This is the recommended priority in which you want to run sites. You’ll have to judge for yourself as the analysis of worth was done by others.

* The trick to find out if a Haven is a Rock Haven and not a Gas Haven is right click -> warp to -> ctrl+space to stop the ship. If the Haven in question is a Rock Haven, you will get a pop-up saying “I have detected a stargate nearby” – if the pop-up does not appear, right click and ‘Ignore’ that site as well, do this with all the Havens before you start ratting, so you only have the Rock Havens and no Gas Havens in your scanner.

** There is no trick for Sanctums or Hordes, you have to warp to all of them (ideally in a fast ship) in order to find out what they are.

When you undock in your ratting system, the first thing you should do is open your Probe Scanner with all the signatures, start by sorting by name and then ‘Ignore’ all the sites that are not one of the types above. Now you only have sites you are interested in and if any new signatures spawn you will see them.

After getting the signatures you want listed, you should sort by ‘Distance’ so you get the closest ones on top.

Your DPS = Fighters:
Load three full squads of Light Fighters, that is nine fighters per squad, plus carry five to ten spares. It’s also recommended that you have a squad of Dromi webbing Support Fighters, they are a nice ‘In Case of Emergency’ squad to have to slow down interceptors.

Faction -> Weak to -> Recommended Fighter
Angel Cartel -> Explosive -> Einherji
Blood Raiders -> EM/Thermal -> Templar/Firbolg
Guristas -> Kinetic -> Dragonfly
Mordus Legion -> Kinetic -> Dragonfly
Rogue Drones -> EM -> Templar
Sansha -> EM -> Templar
Serpentis -> Kinetic -> Dragonfly

Warp Speed Implants:
The recommended implants for carrier ratting are the ones that give you an extra boost to warp speed. Like one of the ‘Eifyr and Co. ‘Rogue’ Warp Drive Speed WS-‘ series which go into Slot 6 or the other option would be a Mid-Grade or High-Grade Ascendancy set.

WS-605 (approx 1mil ISK)
WS-608 (approx 6mil ISK)
WS-610 (approx 25mil ISK)
WS-613 (approx 100mil ISK)
WS-615 (approx 175mil ISK)
WS-618 (approx 550mil ISK)
Mid-Grade Ascendancy Set (approx 1.5bil ISK)
High-Grade Ascendancy Set (approx 6.5bil ISK)

“How To Carrier Rat and Get DANK Ticks!”
So you now have a fully fitted ratting carrier, with three full squads of the appropriate Light fighters, maybe a Warp Speed Implant, a solid Intel Channel, you are on Comms and in the Standing Fleet, you have a PvE channel for the System you are ratting in to call out the site you’re planning to run, and you have sorted your Probe Scanner so now you only have the appropriate signatures in there.

Module Management:
• Load your preferred scripts (Optimal, Tracking or empty) and activate your Tracking Link modules, keep them running constantly.
• The Networked Sensor Array (NSA) should not be left running, cycle it when the first wave spawns and from that point on you should start a cycle when you have your fighters target the last rat in the wave. You can right click the module and toggle the auto-repeat to OFF so that it only cycles once each time you activate it.
• Only pulse your repair module when you have lost enough EHP to warrant a cycle.

Warping and Landing:
• Always warp in at range 70km to 100km, whatever you’re most comfortable with.
• After landing the first thing you do is ALWAYS align to your ‘Safe’ (Keepstar, Fortizar, Safe POS, Station, etc…)

Fighter Management:
• Fighters are controlled in a special way compared to drones, you may want to practice with this before jumping right into carrier ratting.
• Check your drones Optimal Range and then set your Default Orbit under that distance appropriately.
• Down where your Modules are, you can toggle between modules and fighter control panel, when on fighter panel click the square below that and detach the fighter panel, move it to where it’s comfortable for you, ideally to a spot where your mouse movement is minimized.

Fighter Movement:
• You want to move your fighters ALL the time
• When you land, you launch your fighter squads, ensure they are all selected, press “Orbit” and click on a target or object, this should make your drones move towards it and start orbiting, this is the reason we put our default orbit under their optimal range.
• Because you landed at range you should engage the MWD on your fighters, this can be done manually, or if you marked all 3 squads you can just press F2, shortcut for MWD.
• An important thing to note is YOU have to make your fighters be constantly moving, each time they kill a target they slow down to a standstill, which means you have to press “Orbit” and click on the new target after each kill, the good thing is you can have all 3 squads marked, but only the squad that is *not* actively engaging something will follow your orbit command.
• This mechanic is important, the time it takes from one gun-cycle to the next is enough to let your drones take damage, even die, if you keep this “Orbit” movement up your fighters will also reach targets earlier and be orbiting when the gun is ready to cycle.

Kill order for rats:
Frigates -> Destroyers -> Cruisers -> Battlecruisers -> Commander BS -> BS

Recommended engagement:
• Frigates: 1 Squad, Guns only
• Destroyers: 1 Squad, Guns only
• Cruisers: 1 Squad, Guns only
• Battle cruisers: 1 Squad, Guns + 1 Volley
• Battleships: 3 Squads, Guns + 1 Volley from each

Aligning and warping:
• When you are on the second-to-last wave, you should start aligning to your next combat site instead of your ‘Safe’.
• You should Claim it in your PvE channel and make sure no one else did it first
• Attempt to claim and align to a signature that is close to your current one for reduced travel time.
• When you have killed the last rat, recall your fighters, press F2 for MWD and they should return to you quickly.
• Once they are in, you warp to the site site at range, rinse and repeat.

If you’ve got any tips, tricks, recommendations please post in the comments…

 

– – –

Fjúka Hœttr!

Virðing,
Kalam

Mannboð eða Gráðr

Belt Ratting in Null-Sec is not the best ISK/Hour activity but I enjoy it every once in awhile for a change of pace. Belt Ratting is kind of like playing the lottery you’re totally counting on ‘Lady Luck’ for that rare spawn. Since the introduction of NPC Capital Ships there are now four types of rare spawns that can be found in Asteroid Belts… “Hauler”, “Commander”, “NPC Capital” and “Officer” spawns.

I spent some time over the last couple of nights chain clearing the belts in our home system and on one night over the course of about four hours I got three separate NPC Carrier spawns but on the next night doing the same thing I got absolutely nothing.

There doesn’t seem to be any rhyme or reason to when or where a rare spawn will show up, it appears to be totally random.

– – –

Fjúka Hœttr!

Virðing,
Kalam

Eignask Auðigr Greiðliga

In New Eden, barring some inexplicable stroke of luck, there are no easy ways to get ‘Space Rich’ you just have to dig in and grind at your preferred method of ISK making and that’s what I’ve been doing lately… grinding away trying to fatten up the wallet.

It’s a slow process but one thing you’ll find is that the more ISK you have the more ISK you can make.

– – –

Fjúka Hœttr!

Virðing,
Kalam