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Topics - Rubino

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16
EVE Online / Alliance Vent
« on: March 26, 2009, 11:42:33 PM »
Wotcha guys,

The Vent details for the alliance are:

Download URL: http://www.ventrilo.com/download.php

Vent Details:
Address: 91.192.210.41
PORT 3830

We have our own channel where we can hang out :)
I've created a few sub channels in our corp channel there.

Your nick on Vent should be: <MainCharname> (MAADI)
ie mine is: Red 7 (MAADI)

Would be good if you can download/install & setup this before it's needed.  It's also a place you can idle :)

17
EVE Online / Alliance Assistance
« on: March 26, 2009, 12:44:29 PM »
Hey guys,

The alliance needs help today in C-C repairing a POS & defending the teams repairing it.
If you're able to use Remote Reppers (Shield & Armor) then your assistance would be greatly apprechiated - otherwise it would be politic to help out defending those teams repping.

18
EVE Online / Salvage
« on: March 26, 2009, 12:06:07 PM »
Wotcha guys,

I'm looking for some hard to find salvage parts to build some Tech 2 rigs which will generate income for the corp.

Currently I'm looking for those involved in http://eve-online.itemdrop.net/eve_db/items/blueprint/rig_blueprint/capacitor_control_circuit_ii_blueprint/ & http://eve-online.itemdrop.net/eve_db/items/blueprint/rig_blueprint/trimark_armor_pump_ii_blueprint/

Specifically:
Intact Armor Plates (*)
Power Circuit
Logic Circuit
Capacitor Console


Those with a (*) have a buy order up at the Office station.

19
EVE Online / Alliance Jump Bridge Network
« on: March 25, 2009, 09:08:14 PM »
Black Thorns are proud to announce the JB from PNQ to AL8- is operational by now. You can find the JB in PNQ on P4M1, in AL8 it´s located on P5M3 same password as the C-C JB uses.

Following rules have been determined and are in testing status by now:

- JB segments:
    PNQY-Y (P4M1) <-> AL8-V4 (P5M3)
    AL8-V4 (P4M9) <-> K8L-X7 (P8M4)

- all ships from Capsule to Battleship (including BS) are for free, you don´t need to put fuel in (PNQ or AL8- JB), you can´t put in or take out stuff anyway

- all capital hull ships (includes normal freighters Charon, Providence, Fenrir ...) need to be paid per jump. Costs will be 1.5k Liquid Ozone per jump. Donate the ozone in PNQ station to Ruskoffine (Ruskoffine is my Cynoalt and the contracts/inventory can be held clear).

- if you want to jump a capital you must send Derida and Alenzo an EVE mail on what day you plan to jump through, don´t send exact time or anyone else a notification to keep your security as high as possible. This helps us to see how many caps will jump per month and makes sure the JB is filled to 100%.

- if you plan to jump a capital fleet or big BS fleet (50BS+) you need to notify Derida or Alenzo at least a few hours before jumping, this is needed especially for capitals so we can make sure the JB is fully filled and not at 40% or something.

- BT is maintaining the JB and towers, our towers will shoot everyone we don´t have on +10. If your corp just joined Event Horizon don´t use our JB before you got a confirmation from Derida or Alenzo that your corp is set to +10. If you´re new and jump without having a confirmation from me or Alenzo and get shot, it´s your own fault.

- Emergency password changes: if we/you see people jumping through the JB who shouldn´t be allowed to you need to notify any of Black Thorns members ASAP. We will change the password then very fast. People allowed to use the JB is Event Horizon Alliance, in some special cases (PNQ defence) SOT, PL, Arcane will get access for a certain time, but in regular they can´t use it.

- If we see people harassing our JB fuel (like permanently jumping with a battleship not doing anything else) we will remove that corp from our +10 list, our POS gunners will have some fun with them then.

- Sidenote to JB password: NEVEREVER POST THE PW IN LOCAL OR ANYWHERE ELSE THAN IN ALLIANCE/CORP CHAT!

greetings
Derida
BT CEO

Current Password: silke


Jump bridges are located outside the POS shields.
They are protected by a password listed above - to use the jump bridge:
1) Approach the jump bridge
2) Right click on your capacitor or ship and select "Enter Starbase Password"
3) Enter the jump bridge password
4) Right click on the jump bridge and jump :)

20
EVE Online / POS Defence
« on: March 24, 2009, 11:28:27 AM »
Hi Guys,

I wanted to write up a few things on POS defence - what's needed and what to do when it happens.

What we need:

POS Gunners
Skills:
Anchoring V - Rank 3, Starbase Defence Management - Rank 7
Overview:
These guys are ideal routes for Fountain based alts and R&D chars.  Anchoring V is a painful but does have the bonus of helping anchor Warp Disrupt bubbles (Propulsion Jamming also needed).
It allows the POS gunners to jump into and man the POS modules - focussing fire (or effects for EW based POS modules) on hostiles.  This helps a lot as otherwise the guns will switch targets every 60s.
Each level of Defence management allows for +1 POS module to be manned.  Getting this to lvl 4 would be ideal.  It's a cheap skill (1M isk) but the corp will happily fund it.  You'll need to have you alt often in Fountain for this to be useful (CJ into a camped station won't help much).  If you're going to have the char often spend time in Empire then it would be useful to either stick a JC on the Rorqual or have multiple clones at different stations in Fountain.

Cyno Fields
Skills:
Electronics V - Rank 1, Cynosural Field Theory - Rank 5
Overview:
This is ideal for alts or mains.  Electronics V is a handy skills to have - not only does it help with fittings but is also a requirement for many other skills.  These guys when in a ship fitted with the Cyno Field Generator (and the cyno fuel) can setup a cyno beacon that allows Capital ships to lock onto and jump to the cyno pilot from distant systems.  While you only need Cyno Field Theory lvl 1 - each subsequent level reduces the amount of cyno fuel (liquid ozone) needed to setup the beacon.  The base amount (without skills) of fuel needed is 500 units/liquid ozone.

To setup the beacon for somebody:
1) Be in a ship with enough cargo space for the amount of cyno fuel needed for your skill level.
2) Fit and online the cyno field generator.  Ensure you have enough fuel to create the cyno (right click and show info on the cyno module for the amount needed)
3) You need to be in a gang with the capital pilot(s) before you create the cyno.  Somebody joining the gang after the cyno is up - won't be able to jump to the beacon.
4) You'll now need to be outside the POS shields and moving at less than 500 m/s before you can activate the cyno generator.
5) On activating the cyno - you'll be locked in place for the duration of the cyno - which in a non-specialised ship is 10 mins (I know it's grim and hence why generally you're in a disposable cheap ship)

Quote
The Force Recon ships have a Role Bonus to cynos.  It cuts the duration of the cyno down by half and the amount of fuel needed by 80% (which with cyno at lvl 4 means 80 units/liquid ozone).
If you're thinking of going for Recons - it's a handy byline.

POS attacked
When the POS is attacked - the first thing to do is keep as calm as possible.
1) Get to the POS and asses what's going on and by whom.  You'll be safe inside the POS shields - attackers will only be able to target the POS Defences and the Tower itself.
2) Get a tally of what ships are attacking, the direction from which they are attacking and their ship types and report it in the Fountain Intel channel.  Try to reach the Pandemic Legion/Sons Of Tangra FC's.
3) Try to reach somebody on the Corp Management team (tba - I'm working on method of contacting them currently)
4) Coordinate with any support teams and stay at the POS so you can report with accuracy ship types & numbers.  If possible use your directional scanner to check for the gates being bubbled.  Unless you're in a covops and can warp cloaked - it's best if you don't go to check them yourself.  Accurate intel at the POS has a higher priority.
5) Right click on the tower -> Manage and check the tower fuel and stront status via the last tab in the POS management screen. Check the Ship Maint bay for any Recon/Logistics/cyno ship and launch any that are there.

Quote
When the shields on the tower have been brought down the tower will go into Reinforced Mode (the duration of which is defined by the amount of strontium the tower has it it's stront bay).

Quote
When the shields are at 50% you'll no longer be able to access the POS structures inside the POS.  So don't forget to lunch any of the ships defined in (5)

6) Now comes the more complex part.  The amount of Strontium defines how long the tower is in reinforced for.  So ideally we want to manage the amount of strontium so that the tower comes out of reinforced at a time that is optimal to support being on site to defend the tower and to repair any damage.  So you'll need to use your judgement and the coordination you have with those from PL/SOT to ensure it's optimal to having friendly support about.

Quote
To kill a POS you need to return when the timer is up on it's reinforced mode and to keep hitting it until it's out of HP.

7) If you're asked & able to setup a cyno then you've a couple of options.  You know where the hostile force is in relation to the POS and you'll know what they're flying.  You'll also know what options you have for which ship you fit.  You'll also know that you'll probably take some heavy fire :)  You'll need to stay alive long enough for those jumping to you to actually reach you.  Work with those from PL/SOT to setup and position the cyno at the optimal for their fleet.  Sometimes you're able to get out of the shields (and at a reasonable distance from the shields for them not to bounce) - to allow them to jump to you without losing your ship.  Fit & fly accordingly.  If this means using a BS and fitting nothing but a tank/cyno - then don't worry - once the dust has settled we'll ensure you have it still.

21
EVE Online / Excitement today
« on: March 23, 2009, 02:18:15 PM »
We had some excitement today while I was putting the Roqual through it's trial run.
3 Hostiles turned up in system - and we got the miners out without a problem.

Red however was scrammed and they proceeded to have a go to take it down....
.... and they tried....
.......... meanwhile Red raised the alert in the intel channel (albeit badly) and the corp scrambled into combat ships.....
.... and they tried....
.......... a decent sized gang turned up from the fountain blue and Hrod and Const jumped into the fray - to which one of hostiles warped....
.... and they tried....
.......... the blues pounded back and the hostiles warped out licking their wounds - alas no kills - and the Rorqual was still at 85% shields.


Nice support by the corp - and a good response by blues in the intel channel - esp Event Horizon who turned up in force and helped out.  Kudos to those guys.

22
EVE Online / JF Logistics to 0.0 from Hisec
« on: March 20, 2009, 02:49:06 PM »
We have the following capabilities for transfer between Empire and 0.0.

Carrier:
Ship Capacity (all ship types): 1M m3
Cargo Capacity: N/A fuel only for the carrier
Corp Hanger: 10k m3

Rorqual:
Ship Capacity (Mining and industrial ships only): 1M m3
Cargo Capacity: 100k m3
Corp Hanger: 30k m3

The Ship Capacity is for assembled ships only - the cargo/corp hanger can take assembled or unassembled ships.


Fuel
Carrier (Nitrogen Isotopes):
Total one-way travel distance: 32.93ly. You will need 16,461 isotopes (2,469 m3) for this journey with your skills.
This does not include the fuel for 3 activations of the cynosural field generator.

Rorqual (Oxygen Isotopes):
Total one-way travel distance: 38.91ly. You will need 19,451 isotopes (2,918 m3) for this journey with your skills.
This does not include the fuel for 4 activations of the cynosural field generator.

I'm happy to do personal trips with notice - but I'd prefer that you supply the fuel than the ISK.
For me it's simpler - it means I don't have to hunt & haul for it.  Generally isotopes are around 300 isk/pu.

23
EVE Online / Refitting in Space
« on: March 19, 2009, 06:51:42 PM »
Refitting is possible at the POS near the Ship Array and when nearby an Orca/Rorqual/Carrier.
Generally you need to be within 3km to swap in/out modules.

The process is pretty simple:

1) Have any items to want to "swap in" - in your ships hold
2) Click the small triangle under your speedo that points to the right and select "Show Empty Module slots"
3) Drag the item from your equipped modules to your hold to unfit - and drag from your hold to the slot to fit


A handy tip when fitting at the POS is to place your ship midway between the Ship Array and the Corp hanger array.  Then you'll be able to rummage through the corp hanger at the same time.

Drones are a little more complicated - you can either have them in your hold (and your ship in range of the Ship Array/Capital) and then right click on them to move them to your drone bay.
The other approach is to open up the fitting manager and then click the drone bay in the bottom left for the window to pop open.  You can then drag/drop the drones :)

24
EVE Online / Anchorable Bubbles
« on: March 19, 2009, 06:21:47 PM »
These babies are items you can anchor at & around gates/stations to trap & prevent people from warping.
Correctly places behind a gate (and in line with the source warp point) they can "suck" people out of the landing zone and into the bubble.

You'll need Anchoring II & Propulsion Jamming III to anchor the smallest (Mobile Small Warp Disruptor I with a 5km range) which takes 2 mins to anchor/unanchor.
The medium requires Anchoring III & Propulsion Jamming IV - it takes 4 mins to anchor and has a bigger range of 11km.
The biggest T1 requires Propulsion Jamming V and Anchoring IV, takes 8 mins to anchor and has a whopping 26km range.

We have a Med at the Office and I'll be getting some more for us to use.  They're handy on the field despite the lag with anchoring/unanchoring them.
Only the corp that anchors it is able to unanchor it - so clean up after yourself if you deploy one.

There are T2 versions of the able with longer ranges (about 25% bigger) and shorter anchoring times - but with higher skill requirements.

They are destroyable by players but it can take some time :)

25
EVE Online / Eve Data Dump is out
« on: March 19, 2009, 06:12:23 PM »
The latest datadump is out: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1026932

:)  Quite a few things have changed and it includes the W-Space systems :)

26
EVE Online / So I liquidated a lot of things and...
« on: March 15, 2009, 10:36:44 PM »
Frustrated with the number of return trips and the fuel cost: A spare carrier, backup fighter, mods and my savings went and I ended up with "Natalia I":



She has a much better cargo capacity and while I can't quite afford a full fit - it's enough to lug the rest of the assets into Fountain.

27
EVE Online / Hulk:W-Space Mining
« on: March 14, 2009, 11:47:28 AM »
I've been playing about on SISI working on a Hulk Setup for tanking sleepers while mining.
While I don't have a working setup that I'm happy with the following appears to work for at least some time against some sleepers:

EHP: 12,316

EM: 73.2
Therm: 78.6
Kin: 80.6
Exp: 81.9

Cap: Stable at 49%

[Hulk, Hulk (Sleepers) ]
Capacitor Power Relay II
Capacitor Power Relay II

Pithi A-Type Small Shield Booster
Cap Recharger II
Invulnerability Field II
Invulnerability Field II

Modulated Strip Miner II, Veldspar Mining Crystal II
Modulated Strip Miner II, Veldspar Mining Crystal II
Modulated Strip Miner II, Veldspar Mining Crystal II

Anti-Thermal Screen Reinforcer I
Anti-EM Screen Reinforcer I




28
EVE Online / Fountain Player Info Pack
« on: March 02, 2009, 01:09:29 AM »
This is a work in progress document.

Fountain PL Information Channel: sniggs bathhouse
Fountain Gang Channel Name: Fountain-Defence

Alliance Channels:
MD Fleet Scouts (pass: isee)
EZ Combat Intel

Everybody should be in Vent at all times when in Fountain.  It'll help you and your corp mates a lot - and provide some social interaction when mining, ratting & missioning :)
You'll get advance warning of any hostiles in and around the region.  It doesn't matter if you don't like talking - just being there is good.

It's really important you join this channel before moving down - you'll see what's happening and where any hostiles are.

All standings are accurate at this time and I have confirmation that we have docking rights to the G95, the U-S & the PNQY station.
You'll be able to setup a clone in G95 or at a station in YZ-.

Restricted constellations:
-Griffin
-Minotaur
-Phoenix
-Skaven
-Chimera
-Unicorn
-Basilisk

The listed constellations are off limits to unauthorized renters. You can't rat/mine/run exploration sites in these constellation. However you can run esculation sites, NPC missions and pass through them.

POS & Office:
The corp POS is up in Z30S-A and we have an Office nearby (2 jumps) in MN5N-X.
We have a small mining POS up in C1XD-X that has a Corp Hanger for ore, Ship Maint Array (for storing your boats) mining supplies and some cans inside the shields for general corp usage.  We can currently cyno between Z3 and C1XD - so if you need something moved it's not too much of an issue (and it'll be easier once we have Sov 2 in Z30 and the cyno generator up).  In C1XD the POS is at Planet 6, Moon 6.  It's also 1 jump from the PNQ station.


General Logistics:
Caldari Space Pickup Point: Kubenin
Fountain Drop off point: POS or Office.

Red will Carrier jump the items down to Fountain.  In the near future we'll probably get a Jump Freighter to ease logistics.
If possible train up the Cyno skill to help facilitate cap jumps.

Empire <-> 0.0 Supplies:
When the move is finished Red will be making jumps between Empire <-> 0.0 at least once every week - this will generally occur on the same day each week (but I'm not sure which day yet).

Quote
Empire -> 0.0
While the corp will be providing Ships, Modules and Ammo in 0.0 - there are often fittings/ammo/ships that we use/want that aren't covered by the programme.
With the size of the corp it's better if requests for these things go through the appropriate Staff member.  This allows them to put things together and maintain a shopping list that Empire Alts & Red can work with without going insane - while allowing them some time to enjoy the game without working only on logistics all the time. 

With this in mind:
1) PM the appropriate staff member via these forums with what you need - being as specific as possible to help prevent confusion.  Provide alternatives if the item can't be found.
2) The requested items will be purchased in empire at the best price/distance (it may not be the cheapest price but it generally won't be the most expensive).
3) The item will then be on the next jump between Empire and Fountain.
4) The item will then be contracted up for you at the Office.

Quote
0.0 -> Empire
With luck you'll stumble accross some nice valuable loot in 0.0 and will want to get the best price in Empire for the item.  The corp will happy shift the item(s) to Empire via the Carrier, proxy the sale for you and pay out the proceeds.  This makes it much safer to transport items - but this service however, to help cover fuel & running costs (it takes 36k Nitrogen Isotops to round-trip jump between Kubinen & MN5N-X & 3k Liquid Ozone), the corp will take 20% of the sale value.


General Preparation:
Setup a JC near to Anttiri to allow quick & simple return for missions/shopping.
Packup what you'd like moved - where possible putting things into a container to keep the space down.
Packaged and unpackaged ships can be carried via the carrier to Fountain. Note: The Ship Bay on the carrier allows a BS or 2 to be shipped.
On arriving to the Office station - move your standard clone here so you'll return should the heat melt your POD :)
There are medical facilites within 1 jump of the Office.

POS Mechanics:
Don't eject from your ships next to the Corp Hanger or Ship Maint Array at the POS.  It can stop people from using them.
Avoid AFK'ing nearby - approach the tower or one of the hardeners if you want to be within the POS shields but not active.

You'll need to name your ships with something distinctive which will help should you store it either in the Ship Maint Array or left around the POS.
Ships should only be left at the POS around the Hardeners or directly above/below the tower itself.  I will scoop and randomly drop ships somewhere in eve with the carrier should this happen more than once.
Unless a ship is marked as corp - do not take ships that don't belong to you - and while I don't think it will be a problem - it's best said upfront.  There will be spares at the POS and at the station - and there will also be utility ships setup for their purpose (ie cyno ships).  Utility ships should only be used for their purpose.  Fuel for those that need them will be in the Corp Hanger at the POS.

Both the Corp Hanger and Ship Maint Array at the POS should allow you access to view/take/deposit items.  If you have a problem access using it - contact a Staff Member and they'll help you out.
It's a good idea to have ships at both the Office and the POS - so you always have options should the area get hot.

Logistics Ships:
If you can fly one of these ships - please PM(forums) or chat with Warcold/Safran Foer and let him know your Racial Ship Pref and fittings.  The fitting should focus on remote Shield/Armor & hull repair (all 3 if possible but primarily Shield & Armor).  He will coordinate and arrange for a fitted ship for you (the corp will cover the expense).  This should be parked at the POS around the hardeners (rather than in the Ship Maint Array) to enable it to be used should the POS come under attack.  You are strongly encouraged to obtain the skills needed for these ships and the corp will help fund the Logistics Skillbook.  While we hope it won't be needed - it's better to be prepared.


Ratting:
Here's a decent guide to ratting that has some relavent sections on 0.0 ratting and something called "chaining".

PVP:
In Fountain it's NBSI - Not Blue Shoot It.  Best done to them before they do it to you.
Make sure you have Safe Spots in and around the main systems and create some insta undock BM's for the stations.  It'll save you when you need it.
There are plenty of hostiles around - so you're never far from some action if you want to indulge :)

Always keep one eye on local and one on the intel channel - whatever you're doing.  Likewise if you spot somebody that isn't blue - report it in the Intel channel "sniggs bathhouse".
It's very useful to have 2 chat windows open - one for local - and the other for corp/intel.  You'll then be able to drag a person from the userlist in local - to the intel channel and link their details.

You should always refer to the Intel channel before moving about in Fountain - so you'll know if there are any hostiles about and where they are.  The F11 overview maps are a handy helper also when looking up systems.

Quote
When reporting Intel try to follow the format:
<dragged char> in <location> - <ship type>

<location> should be as specific as possible.  If you don't know where they are - then the system name (or first 3 letters) is ok.  If you see them on the gate or station - then include those details - ie "Z3O at YZ- gate".
<ship type> should be ufo if you don't know what they're flying or the class/type they are flying - ie: "hac" or "vaga".

A more complete example is:
"Admiral Iceblock in MN5 at YZ- gate - vaga"

If local start climbing quickly with hostiles (anything that isn't blue is hostile) - then (1) get yourself safe, (2) gather some quick intel and report, (3) try to narrow down some ship types and direction.
The actual report to the intel channel would be something like:
"20+ hostiles in Z3O - Puppet & exBob"

If it changes significantly - ie it's 30 now - then update your report to the intel channel.

Mining:
Part of the deal for getting permission to mine in 4HS is paying SOT 10% on what's mined there.  If you're hauling the mins yourself - please keep this in mind and drop 10% of the minerals into the Corp Office in the Stuff section of the MN5 Office hanger.
Red will be jumping Ore between 4HS and the office frequently and if all goes to plan I'll be able to compress in about 6d which will make logistics easier.

We need to come up with a mechanism of tracking who mines what and drops it at the POS for the corp to haul/process and payout.
I don't have anything decent at the moment to track this - so I suggest you send a corp mail with the following structure for now:

Quote
Subject: <Time Segment>:<DD/MM/YYYY>
Body: Ore mined

An example:
Quote
Subject: AM:09/04/2008
Body:
500 Crokite
3m Veldspare

Which, while not ideal, is something to start with.  I need to check if I have some hosting that supports Symfony - but I can knock up a web application for tracking in a day or so.

Quote
Generally in 0.0 the approach to mining is:
1) Warp in Tank to a Belt & tank the NPC's there.  If none present - wait until you have a complete spawn to tank
2) Warp in barges & mine.  Barges should be passive aligned to the safe (passive align is when you align and get to speed, and then drop speed to 0 which will allow warping out quickly)
3) Warp out barges when op complete
4) Kill rats and warp out the Tank

This allows the weaker barges to mine in safety without getting agro from the NPC's.
Should anybody not blue appear in system - the barges should warp to the safe immediately - the tank should follow quickly.

You have more flexibility if you're in a Hulk as you're able, with the right skills and modules, to tank the NPC's.

29
EVE Online / Fountain 0.0 (Pandemic Legion) Overview
« on: February 28, 2009, 06:04:16 PM »
This is a current working plan

General:

We get docking rights and full services access in all fountain stations and permission to set up poses anywhere in fountain provided it is not in any restricted constellation.
We get permission to rat, mine, explore anywhere in fountain (see restrictions below) with the provision that your pilots do not rat in systems already taken by other NPCers and dont cause drama.

Generally there's a simple rule of first come first served. No one can force a renter to pull up a pos except Pandemic Legion or Sons of Tangra or by their authorization. If a system already has sovereignty, you need to ask permission before laying down a tower. Any tower dropped in PL or SOT systems without explicit permission will be removed immediately peacefully or not. People abusing this rule and dropping sov in lots of systems will be punished in some way that will make this not worthwhile.

Due to the increases in SOV (seeing as people are taking sov so they can have their own private ratting systems) which is reducing the systems people are able to use the following additions to the above are implemented. SOV does not grant the right to ask people to leave the system. There is NO owning any system outside the restricted constellations. What this means is first come first served. If you are ratting in the system you may ask others to leave if you were there first. If you are ratting and they are there to MINE you can not ask them to leave. Systems are shared.

Everyone in fountain is NBSI.


Stations:

PNQY-Y, G95F-H & U-SOH2 stations in Fountain
The G95F-H is the main station in Fountain we should be based out of and is approx 34 Jumps from Anttiri via Gate Travel (be aware that the most direct route goes through Gallante space).

Restrictions:

In the sovereignty of the following alliances, you leave the system if one of the members of the owning alliance asks you to leave
-Pandemic Legion
-Sons of Tangra

Towers are NOT to be anchored in PL or SOT sov systems.

Restricted constellations:
-Griffin
-Minotaur
-Phoenix
-Skaven
-Chimera
-Unicorn

The listed constellations are off limits to unauthorized renters. You can't rat/mine/run exploration sites in these constellation. However you can run esculation sites, NPC missions and pass through them.


Actions:
1 )  Standings: Once we have been added to running list of blues - we need to set standings to the appropriate corps/alliances and I need to contact each entiry to ensure reciprocal standings have been set.
2 )  Scout Fountain for where to setup a POS
3 )  Purchase POS and modules for deployment
4 )  Arrange for corp & member assets to be move to Kubinen for transport
5 )  Place cyno alts for the carrier jump & ensure spare fuel is in place for repeat trips
6 )  Jump down the POS and initial assets
7 )  Rinse and repeat assets as members move down.  Members should goto the main station in Fountain and setup a clone as their first priority.
8 )  Close any un-needed offices

30
EVE Online / Booster Production
« on: February 27, 2009, 07:28:17 PM »
Wotcha Guys,

With the coming expansion there's a ton of new exploration sites added and the gas clouds for booster production have been moved into higher sec systems.
Booster can generate some decent income and give you an edge in combat.

While it appears a little out of date and incorrect regarding the sec of systems you can maufacture boosters in - here's a guide on making boosters at a POS: http://support.eve-online.com/Pages/KB/Article.aspx?id=466

I have a test corp POS setup on SISI for testing the process if you're interested in taking a look.

It would be handy if somebody could do the math about what sort of profit we're likely to see should we decide to put some effort into this.
Assume that we would be harvesting the gasses ourselves and that the reactions & BP's are done at zero cost.  Also ignore the cost of the POS itself.

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