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Archive for the ‘Blog Banter’ Category

Eve Blog Banter #14: To Dream of the Future

Posted by prometheus09 on January 15, 2010

Welcome to the fourteenth installment of the EVE Blog Banter, the monthly EVE Online blogging extravaganza created by CrazyKinux. The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed to crazykinux@gmail.com. Check out other EVE Blog Banter articles at the bottom of this post!

The first banter of 2010 comes to us from the EVE Blog Father, CrazyKinux himself, who asks the following: As we begin another year in New Eden, ask yourselves “What Now?” What will I attempt next? What haven’t I done so far in EVE? Was it out fear, funds, or knowledge? Have I always wanted to start my own corporation, but have never dared doing so? Is there a fledgling mercenary waiting to come out of its shell? Or maybe an Industrialist? What steps and objectives will I set myself to accomplish in order to reach my ultimate goal for this year? EVE is what you make of it. So, what is it going to be for you?

 

Over the last three years I have pretty much dabbled in everything, but I have really spent 95% of my time living in Null sec and I don’t see that changing any time soon as I don’t like empire for PvP (unless it is POS’s) and I don’t like Low sec PvP (to many restrictions). So that just leaves a life in 0.0 or wormholes space. For me there are two big things I want to do 1) Get more involved in PvP and 2) Make lots of ISK to support number 1.

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Blog Banter #13: More Missions Please

Posted by prometheus09 on October 27, 2009

The Captains Log 27/10

 

Welcome to the thirteenth installment of the EVE Blog Banter, the monthly EVE Online blogging extravaganza created by CrazyKinux. The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed here. Check out other EVE Blog Banter articles at the bottom of this post!

The first banter of this 2nd year of EVE Blog Banters comes to us fromZargyl from A Sebiestor Scholar, who asked the following: On the EVE Fanfest 2009 page are pictures of prizes for the Silent Auction that was held during the event. One of these photos was entitled “Design your own EVE mission”. My question now would be what kind of mission would you write if you got that prize? What would the mission be about? Would it be one using the new system of epic mission arks? What would be the story told by it? Feel free to expand upon his questions and put together your very own mission!

 

Before designing my own mission there would be several things I would do to improve missions in themselves. Currently, who pays attention to the story line? All missions come down to is grinding for ISK or standing. To fix this there would be several things I would like to do

1. Better Objectives and NPC AI

2. More immersion

3. More teamwork

Currently the objectives for missions revolve around one thing – blow up the enemy and if your really lucky bring something back. To make this even better the NPC AI is predicable allowing the player to run the mission without any critical thought.  Therefore it is necessary to introduce new objectives into missions and introduce the Sleeper AI into normal NPC’s.

Missions also need to be more immersive not just the current grab the mission (with out reading the story), blow up the rats, grab the loot and hand the mission in. So how can we make it more immersive? By having the agent open a chat with you during the mission and introducing new objectives that you need to complete before handing the mission in.

Further immersion can be obtained by introducing more teamwork into the mission so that players can fly them with other players.

 

So let’s put all this together into an example of a mission.

Mission: Medical Assistance

Background: Recent natural disasters in Ashab required immediate medical assistance so we sent out a medical transport to help with civilian injuries. However, en route it was ambushed by pirates. From the last transmission we received the transports escort was trying to get it out so we need you to go out and protect the medical transport ship.

 

Warping to the last known location of the transport ship will bring you to some pirates orbiting around some wreaks. Your agent then informs you to destroy the pirates and loot their wreaks to find a navigational log indicating where the medical transport went. You do this and find the log and warp the next location.

Once you land at location indicated by the log you see the medical transport is under fire with only a few of its escort left. If the medical transport dies you will fail the mission.

So you now have a few choices. You can try and destroy all the pirates before they destroy the ship. You could focus your fire on the pirates that have the transport pointed and hope you can kill them before the pirates doing the heavy DPS will destroy the transport. Or maybe if you have some friends along they can hop into a logistics ships and repair the damage being inflicted to the transport ship. Alternately those friends can all hop in combat ships and help you destroy the pirates.  Or maybe you want to utilise EWAR and jam the pirate ships that have the transport pointed. Bonus objectives could even be offered by your agent for destroying ships in a particular order. However, the actions you choose will influence what the tactics are employed by the pirates to destroy the ship. Bring in logistics ships will get them to agro the logistics ships and destroy them if they feel the transport is not dieing. Utilizing EWAR would get them to focus on the EWAR ships, thus needing you to use logistics to repair your EWAR ships. Furthermore, the pirates won’t devote all their firepower to one ship. If they see that they only need 10 ships to blow you up they will use 10 and have the rest concentrate on another target.

 

I thinking by adding these three things missions could be improved.

 

Other Blog Banters:

prometheus09sigmj5

Blog Banter 11: Increasing our knowledge of the universe

Posted by prometheus09 on September 1, 2009

The Captains Log 1/9

Welcome to the eleventh installment of the EVE Blog Banter, the monthly EVE Online blogging extravaganza created by CrazyKinux. The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed here. Check out other EVE Blog Banter articles at the bottom of this post!

 

This month’s banter comes to us from Joe Brusati a long time reader of CrazyKinux’s Musing, who asks the following: CCP states that T3 Strategic Cruisers are just the start for the T3 line-up. In future Eve expansions what would you like to see as the next T3 ship type. Please be specific on details about what role this ship would play, cost of manufacturing, and the different modules that would be available for it, and of course you must give your T3 ship a name!

 

Well Manasi wants battleships while Kirith wants Capitals. I guess they both think bigger is better. Well not me; I want to see T3 Scientific Vessels. These ships would focus on the salvaging (Minmitar), mining/gas harvesting (Gallante), hacking (Caldari) or archology (Amarr) professions. They would utilise the Battle cruiser hull class. The ships would have the same subsystems as T3 cruisers, though the offensive subsystem would be replaced by the Scientific Subsystems, which would give a bonus to salvaging, hacking, mining or analysing. I would imagine there price range to be around 300mill. The bonuses they get to scientific module would, I hope, make them a standard part of any exploratory operation.

 

Name

Amarr – Inquisition: ‘Exploring the ruins of civilisation and removing all traces of heresy’

Caldari – Minerva: ‘Acquiring the knowledge of our enemies’

Gallante – Extractor: ‘Building a path to a better future’

Minmitar – Pillager: ‘Salvaging the hopes of our nation’

 

 (All numbers are examples and are just there for show)

Defensive Subsystems – A scientific vessels needs to be well defended as you never know what might be around the next corner. Would have the usual resistance buffs or increased buffer tank. I also think that under this category there should be a subsystem for weapon disruption and jamming (as this increases the ships survivability)

Eg.

Subsystem 1: 5% bonus to all resits

Subsystem 2: 5% bonus to armour or shield hitpoints

Subsystem 3: 5% to rep amount

Subsystem 4: A mix between the above

 

Electronic Subsystems – Resources are tight on scientific expeditions so you have to decide how to utilise its CPU or even it ability to perform its job. These Subsystems would deal with how well the ship utilises its CPU or give a little bonus to the ships professions. So in regards to CPU ship can have increased CPU either for the whole ships or just the scientific modules its uses. Alternatively the ships can have a bonus to scanning, for salvaging a bonus to tractor beams or for mining a bonus to survey scanners.

            Eg.

Subsystem 1: 5% bonus to CPU.

Subsystem 2: Scientific modules use 15% less CPU.

Subsystem 3: 10% bonus to scanning

Subsystem 4: Secondary modules get a bonus (10% to tractor beams, survey scanners etc)

 

Engineering Subsystems - Again the ship has to decide how it wants to utilise its energy. Does the whole ship get a bonus to the amount of cap it has, the rate of recharge or increased power grid or should the scientific modules get a bonus to cap use or a bonus to power grid?

Eg.

Subsystem 1: 5% bonus to Power grid

Subsystem 2: 5% bonus to CPU recharge rate

Subsystem 3: Scientific modules use 15% less Power grid

Subsystem 4: Scientific modules use 15% less cap

 

Propulsion Subsystem – Doest the pilot want the expedition to get where it is going fast? Or should the ship be able to escape from enemy forces? Basically these subsystems would offer the ship a bonus to microwarpdrive/afterburner use, either better cap use or speed, to the ships agility, interdiction nullifiers or built in warp strength like transport ships.

Eg.

Subsystem 1: 5% bonus to microwarpdrive/afterburner speed

Subsystem 2: -5% bonus to microwarpdrive/afterburner cap use

Subsystem 3: 5% bonus to agility

Subsystem 4: +2 warp strength

Subsystem 5: Interdiction Nullifier

 

Scientific Subsystems – The basic module of a scientific vessel. These subsystems would offer bonus the ships scientific arrays (Strip miners, gas harvesters, hackers, analysers or salvagers). The bonus they get could be range, activation time, chance of success, the amount of loot acquired or acquiring better loot. However, a ship needs some offensive weapons so maybe you want cut down on the bonus your scientific modules get and give your weapons a boost in firepower.  

Eg.

Subsystem 1: 5% bonus to range and -5 bonus to activation time on scientific modules

Subsystem 2: 5% more loot when using scientific modules

Subsystem 3: A chance of getting better loot when using scientific modules

Subsystem 4: 5% bonus to range or -5 bonus to activation time on scientific modules and 5% bonus to weapons rate of fire or damage

 

Anyway that’s my idea.

A Mule in EvE – ‘Thor’ the Minmatar T3 ~ Banter #11
One Man and His Spaceship – Blog Banter 11 – The many heads of the Hydra
Inner Sanctum of the Ninveah – Strategic Capitals
Achernar – Strategic Battlecruisers: the Spiders
Kyle Langdon’s Journey in EVE – Strategic…. EVE Blog Banter #11
The Captain’s Log – Blog Banter 11: Increasing our knowledge of the universe
Deaf Plasma’s EVE Musings – Eve Blog Banter #11 – a ship called Starfury
More to come…

 prometheus09sigmj5

Blog Banter #10

Posted by prometheus09 on July 28, 2009

The Captains Log 28/7

 

Welcome to the tenth installment of the EVE Blog Banter, the monthly EVE Online blogging extravaganza created by CrazyKinux. The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed here. Check out other EVE Blog Banter articles at the bottom of this post!

This month’s banter leans a little, OK a lot, on the academic side. It comes to us from xiphos83 of A Misguided Adventurer, who asks the following: ” Victor Davis Hanson argues that western culture, comprising of ideals such as freedom, debate, capitalism, and consensual government, are what make western society so successful at waging war. These ideologies create a warrior who’s direct participation in government, ability to think freely, and desire to remain free, fights harder and is willing to suffer more than his conscripted foe. Though a military must remain a structured oligarchy to fight a war effectively, why in a world where military conflict is as familiar as breathing are there so few alliances that embrace these ideologies when governing their members?”

 

Well I have a can of coke, a bag chips and I’m sitting on top of my favourite Goonswarm POS waiting for a juicy hauler to come through, so ill bash out a response to this while I wait.

 

The Perfect Solider

Firstly, I find the whole premise of solider that comes from a country whose government is based on liberal ideals fights better then a solider from a different political structure is wrong. A soldier who fights for the ideals that his culture believes in (and that he believes in), whether they are liberal, socialist or religious will fight just as hard the other as these soldiers are all fighting to protect their homes, their families and their way of life from the enemy. An example of this is the Peloponnesian War between Athens, a true democracy (even though women and slaves could not vote), and Sparta, a militaristic oligarchy. (Any quotes from 300 will result in the beheading of the offender) Both nations fought long and hard but in the end it was Sparta that prevailed (thanks in part to Athens putting a lot of its military leaders on trial), only to be conquered latter on by Macedonia (definitely not democratic). In Eve though you have the extra layer of people wanting to fight ‘because it is fun’ and they will continue to fight no matter what the political ideology of their alliance or corp is. Also often what makes a military strong is not the ideology of the nation but the experience, numbers, resources and technology that that nation has. Again this is in Eve. A well equipped and experienced theocratic alliance will overcome the poorly equipped and unexperienced democratic alliance, no matter their ideals.

 

A true democracy?

 So that leaves the second part of the question, why are there no/very few democratic alliance or corps in eve? Ga’len and Manasi disagree with this and believe that a lot of alliances (or what they have seen) are democratic as the corps and alliances they have been part of or observed have been fairly democratic. I have to disagree with them, mainly as I believe what they describe are no democracies. *Disclaimer: I am not part of those alliance so forgive if I do not know all the internal workings of them.* Just because a alliance allows for free speech does not make them democratic, free speech is a part of democracy but is not democracy itself.  Any alliance that ignores the comments of its members is soon going to find that it has no members, so it is prudent for all alliances to allow free speech no matter its organisational structure. Also just because an alliance has a council in which the leaders of various corps discuss what the alliance is going to do does not make it a democracy. That is an oligarchy. Unless the members are directly voting on proposals for the alliance, or voting in representatives who make these decision for them (along with allowing free speech, freedom for members to what they want and grow) they are not a democracy.

So now we come to the question of why are there so few democracies in Eve. Firstly, because I think it is a hell of a lot easier to run a dictatorship or an oligarchy so long as the member base is willing to follow their leadership and the leadership is willing to listen to the concerns of the members. This is particularly true in the last alliance I was part of. We had a good experienced leader who knew how to run an alliance, but as the membership grew older and wanted to branch into new things the leader refused to change the alliances policy to suit the needs of its members. This resulted in a lot of people leaving the alliance (including my whole corp) and forming a new one. Secondly, you have the problem of participation. You can’t really have a democracy if only a quarter of the people vote. In today’s society there is a lot of apathy towards politics and government and people don’t really vote (unless you’re like me and live in Australia, which has compulsory voting), which I think is carried somewhat into Eve. We have this problem in my corp. We try to run it as democracy, with lots of discussion and votes, but it is always the same 20-30 people who participate (out of 142 say around 60-70 not including alts). The others people in the corp don’t really care what happens so long as they can build, rat, mine or shoot. Even though we allow people to vote on polices and discuss new policies the leaders of our corp and the alliance are chosen by the current leaders and I suspect this is true of most corps and alliances.

 

Anyway I’ll quit rambling now and go back to hunting Goons.

prometheus09sigmj5

Blog Banter # 9: Cloaks and Missiles

Posted by prometheus09 on July 2, 2009
Welcome to the ninth installment of the EVE Blog Banter and its first contest, the monthly EVE Online blogging extravaganza created by CrazyKinux. The EVE Blog Banter involves an enthusiasticgroup of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed here. Check out other EVE Blog Banter articles at the bottom of this post!

“Last month Ga’len asked us which game mechanic we would most like to see added to EVE. This month Keith “WebMandrillNielson proposes to reverse the question and ask what may be a controversial question: Which game mechanic would you most like to see removed completely from EVE and why? I can see this getting quite heated so lets keep it civil eh?”

Since I’ll be judging this banter for the contest, along with my fellow judges James Egan and Richie Shoemaker, I’ve deceided not to participate and to focus my attention on going through the articles. Please remember that the banter and article submission is open for one (1) week. After which, no additional articles will get added or be open to the contest. Good luck to all!
 
————————————————————————————————————————————-
 
The interaction
No I don’t want to remove cloaks and missiles from the game, If CCP did this where would I be? My Manticore would be useless (Unless CCP gave it large Artillery batteries instead!). Instead I would like CCP to remove one of the interactions they have when being used together, where missiles that were fired before initiating cloak will fail to do damage on that target when a cloaking device is activated. If the technology we have today allows us to fire a missile that can guide itself to a target, then I’m pretty sure the technology of Eve could also do the same. By removing this game mechanic from Eve it would help to increase the survivability of Stealthbombers as they would be able to fire their payload and recloak (after the 15 second recloakingdelay associated with Stealthbombers) after two volleys with the second volley still doing full damage despite being cloaked. 
 
Missile Destabilisation  
This could also allow for the introduction a new module that could negate some of the damage that self guided missiles do. Something along the lines of a cross between a ECM burst and a Turret Destabilisation modules, only they affect missiles instead of turrets or ships. Activating the modules would in affect create a ECM burst that affects the guidance systems of the missiles preventing them from hitting your ship directly and thereby reducing the damage they do. However, if the ship that fired this missile is not cloaked the onboard ship guidance system would guide the missile (thereby creating the need for a Missile Launcher Destabilisation module?)
 
Anyway not the best idea but one I would like to see
prometheus09sigmj5
List of Participants:
  1. Diary of a Space Jockey, Blog Banter: BE GONE!
  2. EVE Newb, (EVE) Remove You
  3. Miner With Fangs, Blog Banter – It’s the Scotch
  4. The Eden Explorer, Blog Banter: The Map! The Map!
  5. The Wandering Druid of Tranquility, “Beacons, beacons, beacons, beacons, beacons, mushroom, MUSHROOM!!!”
  6. Inner Sanctum of the Ninveah, Kill the Rats
  7. Mercspector @ EVE, Scotty
  8. EVE’s Weekend Warrior, EVE Blog Banter #9
  9. Miner with Fangs, Blog Banter – It’s the Scotch
  10. A Merry Life and a Short One, Eve Blog Banter #9: Why Won’t You Die?
  11. Into the unknown with gun and camera, Blog Banter – The Hokey Cokey
  12. The Flightless Geek, EVE Blog Banter #9: Remove a Game Mechanic
  13. Sweet Little Bad Girl, Blog Banter 9: Who is Nibbling at My House?
  14. One Man and His Spaceship, Blog Banter 9: What could you do without?
  15. Life in Low Sec, EVE Blog Banter #9: Stop Tarnishing My Halo
  16. Cle Demaari: Citizen, Blog Banter #9: Training for all my men!
  17. A Mule in EVE, He who giveth, also taketh away?
  18. Dense Veldspar, Blog Banter 9
  19. Morphisat’s Blog, Blog Banter #9 – Randomness Be Gone !
  20. Facepalm’s Blog, EVE Blog Banter #9: What a new pilot could do without
  21. Memoires of New Eden, You’re Fired
  22. Kyle Langdon’s Journeys in EVE, EVE Blog Banter #9 Titans? What’s a Titan?
  23. Achernar, The gates! The gates are down!
  24. Speed Fairy, EVE Blog Banter #9: Down with Downtime!
  25. I am Keith Neilson, EVE Blog Banter #9-F**K Da Police
  26. Ripe Lacunae, The UI… Where do I begin… (Eve Blog Banter #9)
  27. Clown Punchers, EvE Blogs: What game mechanic would you get rid of?
  28. Estel Arador Corp Services, You’ve got mail
  29. Epic Slant, Let Mom and Pop Play: EVE Blog Banter #9
  30. Deaf Plasma’s EVE Musings, Blog Banter #9 – Removal of Anchoring Delay of POS modules
  31. Podded Once Again, Blog Banter #9 – Do we really need to go AFK?
  32. Postcards from EVE, 2009.07.02.00.29.06
  33. Harbinger Zero, Blog Banter #9 – War Declarations & Sec Status
  34. Warp Scrammed, Blog Banter 9 – Never Too Fast
  35. More articles as they are posted!