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Topics - peo

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61
EVE Online / Industrial idea: Seeding the GW market
« on: March 31, 2010, 08:05:19 AM »
The GW market is rather dead.
So we were talking about it a bit in corp that i could be an idea to try to seed it a bit.

Would need research for what to sell and stuff. But could be an idea and good practice for the future.

62
EVE Online / powerblockmap + alliances in the blocks
« on: March 28, 2010, 07:14:44 AM »

63
EVE Online / MN5 office
« on: March 24, 2010, 07:07:52 AM »
The MN5 office is expensive, 22m/month.
This together with the kasrasi office going up to 16m/month makes our office prices high. So I suggest we close the mn5 office down and get a more usefull office in for example Hoth (low sec derelik, 50% refinery+factory) so we have a place to base capitals and build caps if we feel like it in Derelik. (hoth isn't good either... 68m/month)

64
EVE Online / Resarch agent profitability tool
« on: March 23, 2010, 01:50:27 PM »
Found this tool when looking around. No idea if it is really accurate but well seems ok to me.
http://hussars-online.ru/eve/datacore.php

65
EVE Online / Rorqual
« on: March 21, 2010, 11:54:52 AM »
Well, my cargoqual will be leaving the cooker fairly soon so been thinking more about how to fit it.
It will be max cargo which sucks for the cap recharge (and makes the tank worse) but this is what I've been thinking about. Will fill the dronebay with drones ofc.

[Rorqual, ror]
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

Capital Shield Booster I
Invulnerability Field II
Invulnerability Field II
Invulnerability Field II
Cap Recharger II
Shield Boost Amplifier II
Shield Boost Amplifier II

Improved Cloaking Device II
500W Infectious Power System Malfunction
500W Infectious Power System Malfunction
500W Infectious Power System Malfunction
Drone Link Augmentor I
Drone Link Augmentor I

Large Cargohold Optimization I
Large Cargohold Optimization I
Large Cargohold Optimization I


Warrior II x5
Valkyrie II x5

66
EVE Online / Poses, reactions and future industrial stuff
« on: March 18, 2010, 04:23:28 PM »
Well, thought I make a post about it to give people a heads up about the planning I have for he future moongoo stuff.

First the what I want to do with it is to eventually get a income per month large enough to pay for limited capital losses. Around three per month (dreads preferably) should be adequate for our needs in the medium term.
This ofc depends on the moons I can find and reactions we can do.

I'm also not willing to just make more of the same thing (which would probably be easiest) as that makes us a lot more vulnerable to price fluctuations in that particular product. That means, no more carbonide of any sort.

What I'm fairly certain still exists as available moons are hafnium and vanadium. So the first step is to claim those. The vanadium moons I know of are also in "good" systems for mining, UMD and 8DL in GW, (also good for ratting) they are however far from stations.
There is probably a free hafnium moon were a small pos can be placed as a mid point as well which means it is possible to jump to either of those vanadium moons.

There are two things that can be made with vanadium hafnite, phenolic composits and hypersynaptic fibers, composites are way cheaper in contents so thats the aim for now.

So first step will be to place a small tower at the hafnium moon and then a large one on the vanadium moon. Later this will be expanded with the rest, most of the towers will remain in lowsec, preferably bimener.
Fuelhaulage from jita will probably be done by contracts to some freighter service.

Any thoughts?

67
EVE Online / How the mineral market in eve works
« on: March 14, 2010, 02:25:56 PM »
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1284731

Quote from: AkitaT
Now, a lot of MD regulars (and not only them) are fully aware of how the mineral market works, and have been aware of it for at least 3 years now, but it seems a lot of people either choose to remain clueless or simply never came across a proper explanation.
This thread is here for the benefit of those that wish to be educated, and for the benefit of people that just want to link to it instead of having to explain it all over again in painstaking detail to people that seem to be clueless.

Right now, and for a few more weeks (at least), until the insurance system is modified (if it will get modified), the mineral market is NOT purely driven by "natural" supply and demand, but instead heavily influenced by the insurance system, more specifically, the platinum payout value.

Most of the time, unless some new types of ships get introduced which cause a sudden demand spike for minerals, the supply side of the mineral market ends up being heavily over the demand level, which exerts a downward pressure on mineral prices. WHY the supply side is so heavy is another story, and it has to do with the way mineral availability has been constantly increased during the game's history.
However, instead of getting constantly decreasing mineral prices, there is a mechanism (now dubbed IER : "Insurance Exchange Rate" ; previously known as "insurance fraud") that acts as a SOFT bottom for the "basket" of minerals typical of T1 ship building, in particular high-tier T1 battleships.
This mechanism might be revised in future expansions, but for now, it's based on some ancient ass-pulled mineral baseprices (2/8/32/128/512/2048/8192 ISK for trit/pye/mex/iso/nox/zyd/mega).

Whenever the price of minerals plus a reasonable extra amount (for the manufacturer) goes around or below 70% of platinum payout (30% of payout being the insurance fees), it starts to become profitable to self-destruct the ships, especially if you also collect the salvage.
Since ramping up ship manufacture is not instant, and because moving minerals around takes effort, just like insuring and destroying the ships also takes effort, the bottom is not "hard" but "soft".
Typically, the "basket" of minerals settles at worst somewhere around 5% below the break-even point for IER, but occasional spikes or sumps are not uncommon even if nothing changes gameplay-wise, just due to ongoing conflicts which ramp up demand.

Bottom line, if you select a representative "basket" of minerals needed to build ships, you can estimate with pretty good accuracy just how much the total price will be in times of "stability".
But how exactly does that help you guess what the individual mineral prices will be ?
Well, you have to take into account where minerals can come from (mining/ratting/mission-running ; highsec/lowsec/0.0/wormhole space) and how each of the sources changes in popularity for some reason or another.
It is easy to see however that whenever one particular mineral (or a combination of minerals) either becomes easier to gather for some reason, that particular mineral (or minerals) will become LESS valuable, while THE REST WILL BECOME MORE VALUABLE, since the "basket" price will soon return to the "steady hover" level.
Drone regions introduced ? Zydrine and Megacyte went down in price, Tritanium went up. Veldspar respawn rate buffed ? Tritanium went down, and before things could settle down properly, the new system upgrade ABC abundance pushed Zyd/Mega down again, so pyerite went up. And so on.

However, you have to take into account yet another factor : LOGISTICS.
Minerals all have the same volume per unit (0.01 m^3), so 1 mil tritanium will be just as hard to move as 1 mil megacyte.
You can compress them via modules, but that also takes effort.
So, overall, the more valuable a mineral is, the more volatile its price will be, as it will be easily imported while lowends will usually have to be obtained locally.

68
EVE Online / Updated corp mineral prices.
« on: March 10, 2010, 07:47:06 AM »
I've updated the corp mineral prices again. From now on they are the following, if you have a industry sheet update the prices (enough to update the market price) yourself:

Type           Market Buy Price   Corp Purchase Price
      
Tritanium   2,97               2,67
Pyerite   7,63                   6,87
Mexallon   32,45                   29,21
Isogen   56,23                   50,61
Nocxium   83,80                   75,42
Zydrine   1 180,00           1 062,00
Megacyte   2 150,00           1 935,00
Morphite   5 300,00           4 770,00

69
EVE Online / WAR! Offensive Thursday 19:00 eve
« on: March 09, 2010, 12:39:57 PM »
http://www.beyond-control.net/forum/viewtopic.php?f=56&t=845&p=4772#p4772

Going to try to go on the offensive on thursday.
Battlecruisers and below.

Op starts from Hedal and will try to find them in empire.

70
EVE Online / Chumly pos in reinforced
« on: February 23, 2010, 09:42:23 AM »
Today at 13:38 Eve time a Chumly pos is leaving reinforced.
They would like help to rep it.
It is located in Hrokkur in MH.

More info if I get it.

71
EVE Online / New mittani blog or "how to cry about failing at eve"
« on: February 22, 2010, 07:12:54 PM »
http://www.tentonhammer.com/node/81282

Quote
Did Sov kill the Great Power model?

In the aftermath of the cataclysmic self-annihilation of Goonswarm - and its immediate rebirth as SOLODRAKBANSOLODRAKBANSO [LODRA] alliance - I've found myself in the unusual position of assisting in the reconstruction of an alliance from the ground up. Usually, alliances grow organically, and their structure is more a reflection of environment and circumstances than deliberate, fully informed choices by their leadership and membership. For us, everything must be decided from Day One - income structure, directorate structure, reimbursement structure, goals, enemies, friends, you name it. And in this extremely busy process, one thing has become abundantly clear to me: the Great Power model of alliances is a thing of the past, cruelly murdered by the new mechanics of the Dominion sov system - and this is not a good thing.

The Great Power model has brought EVE Online much of its drama and media attention over the years. To describe it briefly, a Great Power alliance holds territory and aggresses militarily much in the way of the imperialist powers of the early twentieth century. Wars between Great Powers have spanned the entirety of the galaxy, and spawned a series of alliances and blocs which left a web of delicious complexity and political intensity. Great Powers could talk seriously of owning half of the conquerable space on the map; they might not succeed, but it was a possibility that had to be guarded against and fought over. They made war and conquered for the joy of conquest above all.

With Dominion, conquest for its own sake has been abandoned for a game of galactic bean-counting; alliances making war for the sake of war are hamstrung by escalating sov fees. In the past, a Great Power could seize a territory of little military consequence and adjust the amount of towers and defenses put into it. A station system could be held by a token tower, but should there be a military attack, the systems defenses could be bolstered on the fly - raising the cost to hold it, but also with the ability to scale down after the threat had passed. After Dominion, an alliance attempting to seize a neighbor's territory had best hope that their enemy doesn't collapse or implode (a la Goonswarm) lest the sudden influx of new sov fees bankrupt the aggressor completely.

This leaves us with an ugly question of purpose. While there have always been 'niche' alliances - roleplayers (CVA, Ursha'kahn), would-be neutral merchant organizations (Big Blue, ISS), and innumerable tenants/pets/slaves, the grand narrative of nullsec has always been driven by the Great Powers and their warring impulses to dominate and control. It is because of the Great Powers that legions of empire dwellers and thousands of people who don't even play the game follow EVE politics like a spectator sport.

Now, not only must would-be Great Powers abandon conquest for its own sake, the niche alliances must also focus their attentions on feeding the ravenous isk-sink that CCP has created. When the patch was being sold to the subscriber base, much noise was made about 'making nullsec profitable' compared to the risk-free isk faucet that is level four missions in Empire. Shortly before the patch hit, CCP Hammerhead backed off this desperately needed fix, and indeed Dominion has vastly increased the costs of conquerable space with no commensurate increase in income generation from that space.

An alliance living in conquerable nullsec has a bare few options available to it. It can add no real infrastructure upgrades in the form of cynojammers and jump bridges in order to keep costs down - yet then why bother with conquerable space? It can pack its space full of renters and tax them, which was one of CCP's objectives - yet due to the lack of an increase in profitability, the space in conquerable nullsec lacks the profit potential to support the amount of renters necessary to afford many sov upgrades. Indeed, IT Alliance, which has rapidly expanded after the galactic suicide of Goonswarm, has been unable to afford even jump bridges in its new space, despite being the largest alliance in the game and with its new territory absolutely full of renters.

So again the ugly question of purpose. For many of the Great War vets, the prospect of playing Slumlord Online is positively nauseating. When managing tenants was a means to the end of more conquest, having renters was fine - many alliances pre-Dominion used renters as an income method, and it funded their wars quite effectively. Yet now we seem to be consigned to be the galactic landlords of little fiefdoms, unable to expand - and worse, rather than being able to use those rents to the benefit of alliance members in the form of reimbursements and infrastructure, the isk simply vanishes into a CCP-created black hole.
 Alliances trying to maintain conquerable space in the Dominion system are much weaker when trying to handle the inevitable vicissitudes of war. Should a massive hit to the alliance finances take place, such as a lost capital battle or theft or simply an exodus of renters, the alliance may find itself behind on its sov payments like a struggling homeowner in the United States - and if even one bill is missed, sov drops instantly.

Of course, there are other methods of making isk in EVE: Reaction hubs, large scale invention projects, the obligatory moon mining (now we chase Technetium, instead of Dysprosium! Change has come to New Eden!). Yet none of these are unique to conquerable space, unlike the developer-intended renter model; they can be used in NPC space or even in lowsec with equal effectiveness.

The logical outgrowth of these design decisions is to stop conceptualizing alliances as conquest-focused war machines and instead think of them as a business. The bitter fruit of this analysis leads us to abandon the idea of holding any significant amount of conquerable nullsec, walking away from it entirely until the income/expense ratio has been radically adjusted.

The most ideal model of a post-Dominion alliance appears to be the 'hybrid/iceberg' model: an entity which has a minimal foothold in conquerable space for those few functions which remain truly unique to that space, and which otherwise keeps its assets and income in adjacent NPC 0.0. Hybrid alliances have their 'tip' on the sov map with the rest of their assets 'underwater' in NPC nullsec and lowsec. Unlike an alliance entirely in conquerable space, hybrids accrue all of the income benefits of living in nullsec without having to divert practically anything to CCP.  Moreover, hybrids are at far less risk of loss than a traditional alliance, because the bulk of their assets are sheltered in stations which cannot be taken.

There have been hybrid alliances before Dominion, such as pre-Fountain Pandemic Legion and Triumvirate, and these are infamously hard to dispose of in a permanent way. Yet this model wasn't popular at the time, because war for the sake of war was a viable and entertaining option that the majority of alliances were eager to partake in.

The brutal truth is that post-Dominion there are only two practical functions to conquerable space: the construction of supercapital ships and a discount on tower fuel for running vast reaction hubs. Pre-Dominion, holding sov provided handy fuel benefits even for one tower, but now one needs to have at least ten towers in one system before the fuel discount outweighs the minimum CCP-mandated isk sink. One might even argue that reaction hubs are better run in NPC space, because of the ease with which the at-risk reaction material can be stashed in an unconquerable station should the hub come under siege by hostile forces.

We have entered a new era of gameplay in nullsec, one in which wars and options are severely restricted by crushing financial burdens. Those who try to play at the old Great Power game will find themselves desperately trying to stay afloat or bankrupt; those who remain in conquerable space but give up conquest as a raison d'etre will find themselves stagnating as they wallow in their space-slums. And the hybrids will be laughing all the way to the bank.
 

Basically:
"WAAHHHHHH we couldn't adapt"

He makes the mistake that the "great powers" as he puts it, was in any way the majority of the players of eve. CCP had the express purpose of getting more people into 0.0 with dominion. Have they succeeded? No idea.
It has driven some old "afk-empires" away. But maybe just maybe EvE will be a better place without those elitist turds? Being able to fund infinicaps for a alliance as large as goonswarm from the work of a handful of people harvesting a few dozen moons is bad. The changes that makes it impossible to fund that massive amounts of ships from unreacted moon-goo is good.

He might think the changes are bad. I think they are for the better and we will in time see a more dynamic and interesting 0.0.



72
EVE Online / Atlas rental costs
« on: February 22, 2010, 09:43:42 AM »
http://spreadsheets.google.com/pub?key=tA-04NZICHGZaWaWCt0iwMw&single=true&gid=2&output=html

Atlas has a high rent. Between 100m for crap systems to 1bn or so for good ones.

73
EVE Online / Massive sov loss by lots of alliances
« on: January 26, 2010, 10:27:23 AM »
Seems there has been some hickup/bug/etc with sov:

Goons have lost a shitload of sov and several others have as well.
http://www.kugutsumen.com/showthread.php?5591-The-Sovereignty-Barf-Thread
http://evemaps.dotlan.net/changes/

Wonder if it will be rolled back.

74
EVE Online / AAR 22nd January
« on: January 23, 2010, 07:58:04 AM »
Will be a short writeup.
About half an hour before the roam was to start the server crashed. So we didn't get going until a bit late. After a while we got the last straggler (Erwin who had trouble with Vent), we had started down the MH pipe towards L4X and took a bio in Skarkon.
We jumped into ER and roamed around, it was nigh on deserted. Few places with people and usually LOTS of bubbles. Didn't see anyone basically.
Even jumped own into the BRT - V-I and taunted the russians a bit before going back home the shortest route through a bit of ER. Only thing we shot was a dragbubble on the way home.

75
EVE Online / GW kos list (republic alliance at least)
« on: January 22, 2010, 10:51:39 AM »
Found this on the open part of their forum.
Quote
Dharma Industries
War Whores
Section XIII
Blood Eagle Federation
Legionari
SuX ltd.
Majestic Bastards
Segunda Fundacion
Nex Exercitus
Decimus Corp
Dire Ascendancy
Phoenix Tribe
APOCALYPSE LEGION
Dropbear Drive-By
MEK Enterprises
Misfits Enterprises
The Burning Skull
Mantic Mining Inc
Czarna Kompania
legio credere
Bukolla inc
Stop Complaining
z3r0 Gravity
Celtic Anarchy
CTRL-Q
PREY INC.
The-Defiant
Heretic Militia
Zabijaki i Pijaki
Bendebeukers
Point of No Return
DHD Corp.
Dark Star Cartel
Order of the Lost Souls
Kenssy Fried Chicken Kru
Dark Star Cartel
Aureus Legio
Crimson Logistical
The Ronin Syndicate
Quam Singulari
Tharri and Co.
R E D E M P T I O N
Sons of Anarchy.
NQX Innovations
Marquie-X Corp
Military Security Agency
Future Tech Industries
Hotel Moscow
Ice Fire Warriors
Celestial Phoenix.
Brutal Deliverance
Global Gang Bangers
OMNYX
Shadow Legion.
Mugen Industry
Elite Aeronautic Developer Syndicate
Providing of the first medical aid
Astrum Contract Services Group
Involuntary Confinement
SoT
Sharks With Frickin' Laser Beams
Black Fury
The Army
Fire Mandrill
Magical Pigs
BAM XAHA
Euphoria Released
ID TEN T Error
Mother Punchers Inc.
Synthetic Frontiers
The Executioners
Primary Industries
SRE Brotherhood
WOLIMAZO INC
LOCKDOWN.
Lost Star Technologies
Ritual Suicide
Tadeka Family
Organization VII
Executive Intervention
Hydro Chronic
Southern Cross Empire
The Deliberate Forces
Advanced Planetary Exports
Unknown Soldiers
Com-Star
House Arrakis
purple pot hogs
Purgatorial Janitors Inc.
Phoenix Industries
MILITARY INDUSTRIES
DOOMED.
Alpha-Squadron
Pod Liberation Authority
Loot und Sonstiges
Dominus Imperium
KOHTORA
Risky eXplosion
Starwinders
KOZA Z PIEKLA
Laughing Leprechauns Corporation
Auner Development Corp
Allied Deep Space Exploration
Vori V Zakoni
Armageddon Day
Delusion of Grandeur
THE MuPPeT FaCTOrY
High Quality Clearance
Royal Order of Security Specialists
Universal Mayhem
Disgruntled Pilots Syndicate
Ghosts of Ragnarok
Killed In Action
She had a nice face
Koloth's Galactic Swine Consortium
The Forbidden Hunters
Spacecataz.
420 Joint Task Force
Empire of Duckeye
Retaliation.
Black Sinisters
International House of PWNCakes
DeLait
a Dragon Army
Need4isk
Psykotic Meat
Embers of Fire
zollamt
Panthera Tigris Altaica Ltd.
Veritas Immortalis
Pandemic Legion
Apotheosis of Virtue
Initiative Associates
IT Alliance
Rebellion Alliance
RAZOR Alliance
T o r m e n t u m
vae Victis .
Against ALL Authorities
DarkSide.
Executive Outcomes
Brotherhood of Starbridge
Tenth Legion
Emergence.
THE R0NIN
AAA Citizens
Agony Empire
Allied Industrial Group
Atlas Alliance
Without Remorse.
BricK sQuAD.
Sc0rched Earth
Cry Havoc.
C0VEN
CORPVS DELICTI
R.A.G.E
The Firm.
DAMAGE INC...
Eternus Imperium Alliance
Exalted.
Force Of Evil
The Boat Violencing Initiative
Flying Dangerous
Undivided
Green Alliance
Gypsy Nation
HYDRA RELOADED
Dead Terrorists
Initiative Mercenaries
death from above..
Intrepid Crossing
Imperial Republic Of the North
Minor Threat.
Libertas Fidelitas
L-ecume QuantiQue
LUCKY LEAGUE
Luminance Alliance
Moon Tribe
Mortal Destruction
Chain of Chaos
New Eden Hardware Emporium
Novus Aevum
Fuzzy Nut Attack Squirrels
GoonSwarm
Consortium.
R-I-P
Pirate Coalition
THE SPACE P0LICE
Parallax.
Privateer Alliance
RED.OverLord
Morsus Mihi
Red Alliance
Red Army Alliance
INDUSTRIAL REV0LUTI0N
Suomi Finland Perkele
SCORN.
Stain Empire
SOLAR WING
SOLAR FLEET
Stella Polaris.
Rote Kapelle
Syndicate Of Independant Nations
Systematic-Chaos
Tau Ceti Federation
Terran Commonwealth
The Black Isle
THE-FEDERATION
The Kadeshi
Tactical Narcotics Team
Triumvirate.
Ultima Rati0
EVE-UNION
United Legion
The Unseen Company
Varangians.
VooDoo Technologies
The Volition Cult
W A S T E L A N D
Wild Hunt.
White Noise.
Legion of xXDEATHXx
Shadow of xXDEATHXx
Zenith Affinity
Pitch Black Legion
Ad Astra.
V I R I I
Horizon's Edge
Trans-Solar Works
DAB
The Accursed
Krazy Kritter Killers Anonymous
SPORADIC MOVEMENT
Fairlight Corp
Unethical Heroes
Noir.
Breed of Malakka
Triada Syndicate
Gunpoint Diplomacy
Pyre of Gods
Cult of War
General Tso's Alliance
CURSE.
Dara Cothrom
D0GS OF WAR
The Wrong Alliance
FOUNDATI0N
Rooks and Kings
Eternal Defiance
Sacra Cupola
Gentlemen's Club
Controlled Chaos
Ushra'Khan
Unity Thru Aggression.
Primary.
Wildly Inappropriate.
YARRR and CO

Or tl;dr: EVERYONE!!!!!1111!!!!oneeleven!

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