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Topics - Warcold

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181
EVE Online / Angel Cartel Missions
« on: March 31, 2009, 04:53:24 PM »
Is there anyone with proper standings to the Angel Cartel?
I'd be interested in doing missions for them, but atm I have too bad a standings to do mission anywhere (even with my social skills). So someone whom I could do (combat)missions with would be most welcome.

182
EVE Online / Muninn
« on: March 20, 2009, 12:36:04 PM »
The other Minmatar HAC I have been playing around with. With 1 more high- and one less mid-slot than the Vaga, this boat seems to be meant to do dps.

Here is my try:



More than double the EHP of the Vaga and fitted with tracking disruptor drones this boat should be able to gank well. Still not really satisfied with my tank though, but better tank can almost only be traded against worse dps...

183
EVE Online / Vagabond
« on: March 20, 2009, 12:29:18 PM »
Although HAC is still about 30 days away for me, I have been playing around with fits, to get some enthusiasm to bite through Cruiser V.
I figured Vaga's are not really meant for damage and what i read about em they are very good for speedfits, but I thought I'd go another way: a tackling/ewar Vaga.
The following setup should be able to tackle everything I can get close to (warp to a cloaked corpie?). With a scram (exit warp/MWD), 2 webs (speed reduced to 25-ish%), medium energy vampire and ECM drones it actually is something of a 1-man ewar boat.

Is this too good to be true? I'd like to hear your comments about this setup.



This setup will take me bit more than 30 days btw, think about 40-50.

184
The Dog & Duck / Music corner
« on: March 14, 2009, 11:33:43 AM »
Tip from a friend:
The guy who practically invented mixing: Greg Wilson, has made an Essential Mix. Dunno how good it is yet, downloading it now, but was told it was awesome.
http://theacidhouse.wordpress.com/2009/02/21/greg-wilson-essential-mix/

185
EVE Online / does eve have sound? *har har*
« on: March 11, 2009, 09:16:41 AM »
yes it does! and it's gotten better after M10 (e.g. no more ear drum tearing jumpgate sounds)
so mebbe try if eve has sound now...

186
EVE Online / Minmatar shineyness after M10
« on: March 04, 2009, 08:53:57 AM »
The autocannon effects after M10:


Also on vid:

187
EVE Online / nice/funny T3 stuff
« on: February 27, 2009, 04:41:03 PM »
just so you guys stay on topic...

188
EVE Online / way to go with M10 and redistribution in mind
« on: February 26, 2009, 11:08:49 AM »
As the 'M10 skills needed' topic went it's own way a bit, I thought I'd make a new topic for this.

As I mentioned elsewhere, I am thinking of a massive redistribution of skills and after a short flirt with the perc/willp route, I now have more or less decided to go with the int/mem route instead. I've decided not to go for the suggested int/perc route as, although this will give some more flexibility, it also looses gain had by going for a dedicated redistribution (i.e. int/mem).
The problem I see though, is that with M10 around the corner, I want (need?) to be able to fly some good dps-ship before I step away from the pew-pew-skills for a while.
atm, I can only fly T1 ships (BC/BS) and one T2 ship (AF), which is not enough to fill the role in the corp I would like to fill: DPS.

So I have come up with a new plan: Train for HAC with T2 guns and then redistribute. This will take me about 2 more months  :-\ but after that I can dedicate myself to tanking and electronics (with the 40% time gain mentioned elsewhere) after which I can redistribute again and catch up with spaceship command skills again, then very fast being able to fly a lot of T2 ships.

A rough skillplan would then be:
t+30: HAC
t+60: T2 medium guns @ 4
t+60: skill redistribution to int/mem
t+90: learningskills mostly @ 5
t+180: tanking mostly @ 5
t+210: navigation skills mostly @ 5
t+300: electronic skills mostly @ 5
t+330: rigging skills @ x
t+330: skill redistribution to perc/willp
t+x: lot of ships!

So as you can see, it will take me about a year to be able to fly new ships.

pro's:
- good tanking is  8)
- going for perc/willp first will not do me much good concerning T2 ships as I don't have other prerequisites, like propulsion jamming 5 for HIC etc
- it will provide a good basis to build on the rest of my eve career

con's:
- it takes almost a year (or 9 months really) to go from HAC to other ships
- that might be booooooring
- not much flexibility

ofc, training to lvl 3/4 in a certain ship will always be a reasonable option if need be


So, after this monologue, I am curious what you guys think:
should I go the int/mem way?
should I train HAC first or will BC/BS suffice?
other remarks?

189
EVE Online / E-War
« on: February 12, 2009, 12:56:52 PM »
The following is based own experience (which may be wrongly perceived) and Agony documentation (which may be outdated a bit). I'll leave it to the more encyclopedic ppl to correct me where needed. I'd be happy to make this document more complete and correct.



BASIC - SHIP ATTRIBUTES IN WARFARE

Signature Resolution
Guns in EVE are calculated to have an area of effect. This is measured in 'Signature Resolution'. This signature resolution is compared to the 'Signature Radius' of your ship. How the damage is calculated can be seen as rain (damage) falling in a specific area (signature resolution) and your ship is a bucket in that area with a specific surface area (signature radius). If the signature resolution of the gun is 100 m2 (the area where the rain falls) and the signature radius of your ship is 25 m2 (bucket), only 25% of the damage of the gun will be done to your ship (there are other factors too though!). Mind, the signature radius is not equal to the surface area, but a three-dimensional ball. So use the proper formula when you want to calculate the damageratio. ((4/3)*pi*radius^3).
The same applies to the explosion radius of missiles.

Scan Resolution
Locking times are dependent on the scan resolution of the targeting ship -vs- the signature radius of the targeted ship. A high scan resolution promotes a faster locktime and a high signature radius of the targeted ship also promotes a faster locktime.
Small ships have small signature radii (and thus are hard to lock) and have high scan resolutions (they lock other ships fast). Generally Minmatar ships have higher scanning resolutions and lower signature radii, so they lock faster and are harder to lock.
Several modules affect scanning resolutions (I will come back to them later) or signature radius (MWDs being the most influential, having a +500% signature radius bonus when active -> others lock MWD-using very fast)

Sensor Strength
Sensor strength determines how resistant a ship is to jamming and how easy probes can find it.
In general Caldari ships have highest sensor strengths and Minmatar lowest. Minmatar ships are thus most susceptible to jamming.
To calculate if a ship is jammed the signal strength of an ECM module (discussed more thoroughly later) is compared to the sensor strength of the targeted ship.
Jamming succes is calculated like this: If a jamming module has a strength of 3 and the sensor strength of the targeted ship is 10, there is a 30% chance the ship is jammed.
Calculating how easy a ship can be found through probes is a bit more difficult, because signature radius is also involved. A ship with a signature radius of 400m and a sensor strength of 10 will have a 'Signal Strength' of 400/10=40. This is a relatively high figure and thus this ship will be quite easily found by probes.
A ship’s sensor strength determines how difficult the ship is to jam, and how easy it is to find using probes. The chance of an ECM effectively jamming a ship depends on the strength of the ECM versus the target ship’s sensor strength. Other factors also determine how easy the probe will find the ship: probe-target distance, being in deadspace and pilot probing skill.
ECCM modules increase sensor strength, but the right module needs to be used:
Amarr – Radar
Caldari – Gravimetric
Gallente – Magnetometric
Minmatar - LADAR

Warp dynamics
Warping can be a lifesaver in combat. When you see your shield and armor ticking away in big chunks, all you can think off is: GET OUT!!!
Especially in PvP, there are nasties with warp jam modules about, that are meant to prevent their juicy target from warping away.
How do these modules work? Every ship has a certain amount of Warp Strength, which is usually 0 (except some Transport ships, that have an innate +2 bonus to warp strength). Warp strength can be increased by Warp Core Stabilizers, which give a bonus of 1 to Warp Strength (except the T2 version, which gives a +2 bonus).
Warp jammers are used to bring your warp strength below zero, making it impossible for the target to jump. There are 2 different warp jam modules: Warp Scramblers and Warp Disruptors. Warp scrambles give a -2 bonus (penalty) to warp strength, have short range, and also disrupt MWD. Warp disruptors only give a -1 bonus and do not affect MWDs, but they have a longer range. Warp disruptors take some more CPU to fit.
required skill: propulsion jamming
recommended skill: propulsion jamming (less cap use)




E-WAR MODULES

Stasis Webifiers
Stasis webifiers slow down the ships velocity, and are especially handy in gate camps. A ship that has to fly 15 km back to the gate when he gets warp-jammed, will be much more likely to die when you have 150 seconds to shoot at him (100 m/s) than when you have only 30 seconds (500 m/s). But also in midspace stasis webifiers will help you to tie down ships that are faster than you are.
The basic Stasis Webifier I modules applies a 75% penalty to a ships speed. This may seem pretty much, but a ship going 3000 m/s when MWDing, will still go 750 m/s when webbed.
Using more than one webifier on a target slows down the target even more, without the stacking penalties that apply to some other modules. All in all, webbing a target twice or trice is no overkill.
required skill: Propulsion Jamming
recommended skill: Propulsion Jamming (less cap use)



Tracking Disruptors
Tracking disruptors hinder the tracking speed and/or optimal range of the target's turrets (and turrets only).
Tracking disruptors give a double penalty by default: tracking speed and optimal range. Scripts can be used to double one of the penalties, but canceling out the other. These scripts are called 'Tracking Speed Disruption' and 'Optimal Range Disruption'
Using more than one tracking disruptor can be useful, but is effected by the stacking penalty. You'll find these penalties at the bottom of this post.
required skill: Weapon Disruption
recommended skills: Weapon Disruption (less cap use)
Turret Destabilisation* (enhanced disrupting strength)
Frequency Modulation (increased falloff)
Long Distance Jamming (increased optimal range)
*: advanced E-War skill



Remote Sensor Dampeners
These modules hinder your target's locking ability. By default they give a penalty to target range and scan resolution (slower locking). These modules also come with scripts: 'Target Range Dampening' and 'Scan Resolution Dampening'. Whether and which script you use depends on the ships in your fleet and the tactics used. It is hard to bring back the target range to 6 km if you want to orbit there, so when flying short range frigates, you might want to have the target have a very long locking time. A bit of both (no script) may also be usefull in some situations).
Here the aforementioned penalties also apply.
required skill: Sensor Linking
recommended skills: Sensor Linking (less cap use)
Signal Suppression* (enhanced dampening strength)
Frequency Modulation (increased falloff)
Long Distance Jamming (increased optimal range)
*: advanced E-War skill



Target Painters
These modules increase the signature radius of the target. Remember this affects the damage done by your fleet's weapons, but also improves the locking time of everyone in the fleet.
General consensus is that target painters are not that useful.
Penaties apply to these modules.
required skill: Target Painting
recommended skills: Target Painting (less cap use)
Signature Focussing* (enhanced target painting strength)
Frequency Modulation (increased falloff)
Long Distance Jamming (increased optimal range)
*: advanced E-War skill



Electronic Countermeasure Modules (ECM)
ECM modules temporarily shut down your target's targeting computer, breaking existing locks and making it impossible for the target to make new locks for the duration of the jam.
ECM's usefulness is questionable without 1) a ship with ECM strength bonusses (e.g. Griffin, Blackbird), 2) high relevant skills and 3) a Signal Distortion Amplifier module or Particle Dispersion Augmenter rigs.
ECM modules come in different flavours and a omniflavour: i.e. racial jammers and an all in one jammer. The racial jammers are:
Amarr - Radar - White Noise ECM
Caldari - Gravimetric - Spatial Destabilizer ECM
Gallente - Magnetometric - Ion Field ECM
Minmatar - Ladar - Phase Inverter ECM

The difference between the racial jammers and the omni jammers is that the racial jammers have a strength of ~3 for the relavant race and a strength of ~1 for all other races. Omni jammers have a strength of ~2 for all races.
The jam-calculation is already discussed: racial jam strength devided by racial sensor strength = jam-chance. The drawback of using jammers is thus that you are never sure you will jam your target. But when you succeed, you can go drink coffee for the duration of the jam, because the target cant do much. What the jammer won't affect though are FoF missiles (target everything that aggresses the ship (also friendly reppers as we've seen in the tourny)) or drones that already were given a target.
A final note on the difference between racial and omni jammers: Racial jammers use less cap, have longer range and are easier to fit (less cpu and power use).
required skill: Electronic Warfare
recommended skills: Electronic Warfare (less cap use)
Signal Dispersion* (enhanced jamming strength)
Frequency Modulation (increased falloff)
Long Distance Jamming (increased optimal range)
*: advanced E-War skill



ECCM
As discussed in an earlier section: these modules give bonuses to (racial) sensor strength, to be less susceptible to jamming and be harder to find by probes.
Stacking penalties apply.
required skill: Electronic Warfare
recommended skills: Electronic Warfare (less cap use)




HOW TO INFORM THE FC WHAT IS GOING ON?
Usually E-war is 'called' over voice, so the FC can get an idea which targets have which penalties.
The most important are, scram (warp scrambler), point (warp disruptor, referring to the 1 point of warp strength penalty) jam (ECM) and web (stasis webifier).
A clear syntax is, for example: 'Jam on Rokh (ship type)' or 'Point on Vengeance Knight (pilot name)'




APPENDIX


Module Stacking Penalties (webifiers, overdrives, etc.):
--------------------------------
1st Module = 100.0000000000% effectiveness
2nd Module = 86.9119980805% effectiveness
3rd Module = 57.0583143503% effectiveness
4th Module = 28.2955154019% effectiveness
5th Module = 10.5992649743% effectiveness
6th Module = 2.9991166538% effectiveness
7th Module = 0.6410183110% effectiveness
8th Module = 0.1034920490% effectiveness

_________________________________________________


Races' easy-to-get-in T1 ships and their E-War bonuses:
--------------------------------
Amarr
Crucifier Frigate: bonus to tracking disruption effectivity.
Arbitrator Cruiser: bonus to tracking disruption effectivity.

Caldari
Griffin Frigate: bonus to ECM strength and reduced ECM cap-use.
Blackbird Frigate: bonus to ECM strength and range.
Scorpion Battleship: bonus to ECM strength and range.

Gallente
Maulus Frigate: bonus to sensor dampener effectivity.
Celestis Cruiser: bonus to sensor dampener effectivity.

Minmatar
Vigil Frigate: bonus to target painter effectivity.
Bellicose Cruiser: bonus to target painter effectivity.

190
EVE Online / Taking down a Titan
« on: February 11, 2009, 11:28:34 AM »
High-end FC-ing: "Take a breath"  :D

"Avatar class titan piloted by Hurley of the Band of Brothers alliance is baited, trapped and destroyed by Goonswarm and Pandemic Legion subcaps in H-ADOC on 4/1/2009"
http://www.youtube.com/watch?v=ymdSjCYK_PI

191
EVE Online / PVP Guides by Members
« on: February 10, 2009, 11:57:59 PM »
- ALWAYS MOVE: being at 0 m/s makes you an easy target for any sniper happening to be in the vicinity. So always move: when not aligned to something (and thus moving) pick something in your surroundings and orbit around it; a station or stargate when they are near (so you can jump or dock when need be) or one of your gangmates when in a safespot for instance.

- ALIGNING TO: Often, your FC will ask of you to align to something. This is so noone has to align when the FC jumps the whole fleet and everybody will arrive at the same time at the spot being jumped to. Even in agile frigs, aligntime is still substantial.
Everyone arriving at the same time will ofc introduce the element of surpriseTM, resulting in more dead enemies and less dead gangmates.

- MAKING SAFESPOTS: Safespots are made by bookmarks when in warp. - Open your people and places tab -> places tab -> Add bookmark. Now jump from one point to the other and somewhere in the middle of your jump press the ok-button. The bookmark is made at the moment you press the ok-button.
There are the quick and dirty safespots, made between 2 'endpoints' (gates, planets, stations, etc.). These are easily compromised though, because you will show up on the overviews of ppl who happen to travel between these points (esp at gate-gate safepoints on busy routes for example).
This is why more complex safespots are usually being made. These safespots are made by going to the safespot I just described and making a safespot between that spot and another point. Now you will have a spot between a random spot on the M1 and Inverness, i.e. backwater. Noone comes where you are now, but you will be findable by scanprobes, so either keep moving or keep track of the 360 degrees directional scan and move as soon as a scan probe appears on the list.

- MODULE CYCLING: When you expect an enemy to pop up any moment, you can choose to start cycling your weapons/ECM/scram/etc. This will make sure you will start firing as soon as you have a lock and will make things a bit more hectic for you. Just start up all your weapons and then target a planet or moon. You will get some message you failed to target nothing, but your weapons will be cycling and you have less risk to accidentally shooting stuff you dont want to shoot (cursor changes back to normal).
There are some dangers to this tactic though: 1: only use planets or moons as target. When targeting a station or stargate for example, you will start shooting at it and will probably die. 2: When a friendly (repairboat f.e.) locks you, the default is you target him/her back. This will trigger your guns. This can be countered by changing your settings (general settings -> bottom middle column: set 'auto target back' to '0 targets').
Cycling your MWD or AB is usually not advised, as it will eat up cap you will need later.

- ORBITTING: Orbitting makes you harder to hit, due to tracking-issues of the enemy, esp when they have big, slow guns. Smartbombs can be a problem though, so it is advised to orbit at > 6km, which is the largest range a smartbomb can have. You will hit less maybe, but you will live longer.
When two ships are orbiting each other it would seem they wont have tracking difficulties (imagine two ppl holding each other's hands and swirling around, they will keep facing each other and wont have to turn their eyes (guns) to keep looking at each other). This is not how the game dynamics work though. From what I have heard, both angular velocities are added to each other to calculate tracking in this situation.

- SPIRALING APPROACH: See picture below. When approaching a big ship in a small fast ship it is usually advised not to approach it in a straight line (red line), because this will usually result is esthetically attractive, but unpractical explosions. It is usually better to take the longer, but healthier approach (green line), because using this method, you will probably avoid the guns, due to it's tracking issues. Although I drew the picture in 2D, a 3D approach (the so called 'spiralling approach') is more effective, because your turns will be less sharp and thus will loose less angular velocity in your turns.
Not really trusting my drawing skills, I will explain it a bit. Tracking is measured in rads/second. 360 degrees equals 2*pi~6.28 rad, thus 1 rad equals a bit under 60 degrees. My Tempest's 1200mm artillery (the second largest Large Minmatar artillery) has a tracking of somewhere around 0.015 rad/second. This is with suboptimal skills though and with no/minimal tracking enhancing modules. But expect normal battleships to have somewhere between 0.02 and 0.03 rad/s tracking (ruling out the freaks). In the picture I chose 0.02, because it gave me figures that were easier on the eye. What you need to do to avoid the fire of the tempest's guns is going faster than these 0.02 rad per second around the Tempest. In this example that means you would have <50 seconds to transverse the 60 degrees between the black lines. The black lines are about 60 degrees apart, but that is arbitrary, there is no need to take your turns at 60 degrees, but it is just for the example and it gives you a visual idea of what 1 rad is.
These calculations are for a 2D approach, but you catch my drift.

The exact mathematics are at this moment beyond me, but I have the idea that it doesnt matter how get from the top line to the bottom line (or vice versa), as long as it is in under 50 seconds. A route being square to the second line would be shortest. This means when being far away from the target, you should aim at a 60 degree approach. In the agony course we were advised to fly at a 45 degree angle, but that was at 50 km. When you get closer to the target, the distance between the black lines becomes smaller, and thus you can fly in at a more direct angle, as long as you fly at < 50 secs/rad.
When getting near the target, you can start orbiting at > 6 km.

The approaching ship is most vulnerable at the turning points and at the point where the spiraling approach changes into orbit@. In the latter case you will travel at a straight line to or from the target to reach the desired range. 'Orbit at Current range' thus might be best, but this will take good timing.
Thinking of it again, you might choose for orbit@current and adjust your range when you notice you are not being shot at at that moment. Someone being shot at should IMO avoid adjusting orbit range. This all applies to a single target.
Above can ofc also be used when you are the one being approached. Dont keep your turrets cycling, but fire them now and then; when you see the approaching ship is turning. And ofcourse fly away from the approaching ship, to keep him from entering his range for as long as possible, and forcing him to delay his approach, because he needs to make a more inefficient approach to maintain the high angular velocity.

AGGRESSION TIMER: When in losec, you can't just be firing away at everyone you come across. Although there is no CONCORD to make your life miserable, there are still mechanics that discourage shooting ppl. When shooting someone that isnt flashy red (i.e. very low sec status or has aggressed you first), neutral sentry guns will shoot you and you won't be able to dock or jump through gates, till the aggression timer has counted down (15 minutes). And even when you obey these 'rules', you will have to wait out a 30 second aggression timer to dock or jump through gates. It is advised to take a bit longer in mind (like 60 secs), to rule out effects of lag and such. Don't hang around in this time, but move to safespots or jump from planet to planet, to reduce the chance of being jumped by someone else looking for a fight.

192
EVE Online / Bellicose Gankfit
« on: February 09, 2009, 05:06:38 PM »
The Bellicose is quite a good ship actually, the only Min cruiser with 4 midslots. I think ppl think they are crap because one of the bonuses is wasted on target painter effectiveness. The bigger powergrid allows me to fit the largest medium autocannons though, making up for some lost damage which is actually higher than the Scythe's, even without drones. Costs me a low slot for a PDS though...
The cool thing about the Belli is that it has a 40m3 dronebay and a 40Mb/s bandwidth, which is pretty neat (highest drone ability of all Min cruisers). The Stabber and esp. Rupture have awesome powergrids though, compared to the Belli's.
But all in all, I used the extra midslot for some extra tank (1 passive shield and 1 pass. armor on this one) and fit an Multi ECM (could also fit a webber) for some nasty for anyone we encounter.
All in all the Belli seems to be the better cruiser to do the Gank Night in   :)



193
EVE Online / Scythe Gankfit
« on: February 09, 2009, 04:49:21 PM »
Been playing around with EFT a bit. Hard to make something nice of a Cruiser hull, esp when it has to be a crappy ship.
Came up with this. Would have to train 3-4 days or so to fly it in this, but those skills are in my short term plans anyway.
Unfortunately I can not fit the biggest medium autos on this one. The autos make range a problem, but artillery is out of the question due to powergrid issues.
Chose for webber on this one, but could be ECM as easy. This ship gets bonuses to tracking links, but as Gank Night sounds like 'all for me and me for me too', i chose not to fit em.


194
The Dog & Duck / Recipes
« on: February 08, 2009, 11:19:26 AM »
As promised to Bethor some months ago and to Beo last week, here is the recipe for Rendang, an Indonesian meatdish, which is my favorite food   :)
Translating to English will be a bit hard, but I'll do my best.

- 2kg of beef meat (chopped to about 1 inch blocks, mebbe wee bit smaller). Hard to find the exact translation, but I use two kinds of rib meat, the one with a streak of fat through the middle (http://www.degroenewegassen.nl/UserUpload/producten/groot_64.jpg) and the rougher, cheaper one (http://www.degroenewegassen.nl/UserUpload/producten/groot_60.jpg). About 1:1 ratio. Dictionary calls them simmer steak and stewing steak, but dont know if that is what it really is called. (For Bethor: riblappen & sucadelappen)
- 2 or 3 cans of coconut milk (or 1 block of cocostuff (santen it's called here) in 1 litre of water)
- sunflower oil
- 3 lemon leaves (djoeroek poeroet)
- 3 leaves of indonesion laurel - salam leaves they are called here, guess other laurel could be used too, but use these if you can get em
- 1 beef cube (Oxo cube, acc. to dictionary?)

the spicy bit (boemboe):
- 3 shallots (cut)
- 3 cloves of garlic (cut)
- 1.5 teaspoon of djahé (ginger root powder)
- 1.5 tsp. of laos powder (Galangal)
- 1 tsp. of  koenjit (Ground Tumeric Powder)
- 2 tsp. of sereh (lemon grass powder)
- 3 full tsp. of kemiri nut paste
- 2 full tsp. of green rawit sambal (or sambal oelek (ulek) if you cant get the first), add more to accomodate your freakish english/indian taste for lots of spice, this is how I like it
- 2 tsp of salt
-> stir around till its homogeneous-ish


put bit of oil in braising pan, and add the meat, stir till most is brownish on the outside, i never get everything, but most is ok
add cocomilk till nearly meat is submerged and put on medium heat till it's cooking
then add the spicy bit, the beef block and the leaves give it another stir or two

now most of the work is done, and waiting game has begun, put on a very low fire, so it barely boils (should bubble a bit though) and give it a stir every hour or so
you could add a bit of extra cocomilk if you think its needed, but i rarely do that, also because that will cause the sauce to be too thin to my taste.
think i let it simmer about 6 hours or so, usually the meat starts falling apart when i think it's done.

yummy!!!

195
The Dog & Duck / Ideas for testing a psychological hypothesis
« on: February 04, 2009, 04:24:52 PM »
I am currently in the first steps of a research on which i should write my bachelor thesis on.
We (the guy going for his PhD and my fellow students) have to come up with a way to test our hypothesis and i thought i'd might try you for some good ideas too  ;)

We are looking for a computer-based way to let people do automatized tasks. This task should be something that (nearly) all people are good in (automatized processes). The test subjects will be 1st/2nd year students mostly, so about 18-20 years of age, both male and female.
What I thought off was (blind)typing, but it was argued this wasnt automatized for a lot of students. But think along these lines. Experiments have been conducted on expert golfers at golf putting, but this of course isnt testable on a computer.
The idea behind the automatized tasks is that the cognitive load (working memory) is near zero.

Preferably the computer task already exists, but experiments can be programmed at the uni too. Performance should be measurable, that's the biggest thing.

Thanks for thinking about this   :)

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