Tuesday, 21 April 2015

Value Fleet

Value Fleet is a fleet doctrine concept aimed at getting high combat effectiveness out of fairly cheap ships. It combines high damage brawling with damps. If they come close we win because they're brawling with web scram blaster boats if they stay far they're taken out of the fight by damps.

I have some organisational constraints to work within. One is a "budget" of 10 million isk maximum srp for self-invented doctrines that our new FC programme allows to FCs of my rank within Brave Collective.

I'm taking liberties with the budget by deliberately going over it and expecting line members to pay the difference. Not everyone will so the doctrine also allows cheap disposable mauluses.

The cruisers I have listed cost about 26 million fitted at Jita which after import costs will mean they cost about 35 million at our new home in Fountain. However offset against that is the 10 million isk of alliance money that I can authorise and approx 7 million isk gained from platinum insurance. So it costs a line fleet member about 18 million each time they lose one.

Is that good value?

Well first point I don't think we'll lose them all that often, as long as we pick our engagements with care. We may also get a chance to kill very shiny ships. Most people will cheerfully exchange 18 million in game isk for a billion isk orthrus adorning their killboard. The doctrine, FCed correctly is highly disengageable - so you're either killing stuff or you can warp most of the fleet out.

Next is that these are potentially amazing. If we can apply damage on our terms we do the very high close range damage in a game meta where most people rely on anaemic long range weapons. For instance our standard Moa fit does a little over 200 dps at its most comfortable engagement range. The Value Vexor, fully skilled, does over 600. Nor do we depend on point blank range - without the guns the fit still does 373 dps out to 30 km.

Next once an opponent engages with us it's likely we will have considerable control over the terms of disengagement. If they rely on an handful of long range tackle and kite us we burn away, damp the lachesis and keres and warp off. If they rely on interceptors and frigates then to disengage we web and kill those. To get away from us on the other hand an opponent would have to kill every vexor that has a scram on something.

Value Fleet is a shield doctrine, privately composed by a Junior FC for the use of the Brave Collective. And of course any of my readers who would like to try it.

This is the fleet composition in order of priority:

Booster ship(s). Skirmish links utterly transform this ship from something moderately dangerous to a full on catastrophe for enemies. MWD speed bonus is the most useful link. Then tackle range. Shield links are also a strong force multiplier.

1-2 Dictors (if fighting in nullsec)

3-5 Value Celestis. (This ship does a very important job dictating the range of the fight but we don't need too many).

20% Standard Brave Scythe afterburner logi. Eg a fleet of 50 needs 10 Scythes.

1-2 scouts. Frigates, interceptors, cov ops are all good choices.

as many Value Vexors as possible. The heart of value fleet is a swarm of Vexors doing very high dps.

any newbros/broke people in tackle frigates or mauluses. Any fit is fine.

Fleet roles:

Value Celestis: 

Your job is to pull the enemy in to us. Use both damps with targeting scripts on the same target so that he loses about 70% of his locking range. Unless otherwise instructed pick your first target by sorting by range and damping someone far away. Coordinate with the other dampers so you don't damp the same person. You need to assess the fight for high value damp targets. In priority order high value damp targets are:

1) Bluemajere or Makalu Zarya.
2) enemy FC
3) enemy logi if the logi is more than 20km away from what it will need to rep.

If the enemy chooses to fight us point blank and their logi are in close switch to scan res damps on the logi.

Unless it's a huge laggy fight Show All Brackets, zoom out, turn your Tactical Overlay on and assess the fight to figure out how you can be most effective. You can coordinate with other damp boats by using a subchannel on Mumble and using your Whisper keys to talk to each other.

Your light missiles should be used against interceptors and tackle frigates as they apply dps very well to these small fast targets. Usually the effect will be not to kill them but to force them to burn away from you which is great because with just the most casual effort from your tertiary weapon system you're chasing an opponent out of the fight. You can call missile primaries in your subchannel if you like.

Your drones are for the main primary, they do a significant amount of dps. If we're expecting a very frigate heavy engagement use 2 flights of Warriors instead.


You are the squishy underbelly of our fleet but so long as you survive you make us incredibly powerful. There are a few aspects working in your favour.

1) The Vexors will be chasing the enemy. Most FCs primary things that are close. That means they'll usually shoot the Vexors.

2) It's really important to have a logi anchor and logi channel in game and in mumble. If no one else is willing to step up please consider doing so. A good logi anchor who pulls you back to distance makes a massive distance in the effectiveness of this doctrine and it keeps you from being blown up. To anchor is pretty simply - you just tell the others to orbit you and drive back away from the enemy so you're about 50km from our guys at the front. Normally 50km from the FC - and you should always have the FC locked - is fine. (There are refinements - like manual piloting and maintaining traversal velocity to the enemy but that can all come later - the key thing is to step up and do it).

3) Logi in this doctrine should move independently for engagements. For example we jump into a gate camp. Vexors break cloak and burn to get tackles. Logi count to 5 then all burn straight down to get away from the fight, then anchor up. Example 2 we are warping in at zero to bad guys. All logi mash control space. FC fleet warps to zero and logi all cancel the warp. Then when the FC lands you can all warp at 50km and anchor up.

The takeaway is that it's ok to delay putting reps on for a few seconds if it means logi are better positioned.


You have 2 jobs.

1) Don't die.

2) Assess quickly and give verbal reports using this structure: [what] [where] [what are they doing]
Eg 4 svipuls and a sabre in YZ- on the 75F gate sitting still 10km off the gate.

If you get blown up or called away by real life tell the FC and make sure he's heard you then reship and come back soon as you can.

Flying down to whore on kills is really really bad scouting. If you can see that we've won the fight you should first assess where other threats might come from. If we're fighting on a gate what's on the other side of that gate? If you're sure that something isn't going to suddenly develop then ok sure, warp down at the end of the fight and point something.

Value Vexors.

 OK you get to have a super fun role. Burn right at the bad guys, drop sentries, web, scram, turn mwd off, orbit 1000 and turn guns on. Overheat everything for the first 20 seconds of a fight.Melt things. See people whine when they can't get away. You're faster than a sniper mode mwd svipul even without overheat and you'll surprise a lot of people by how quickly you catch them. You follow primaries as follows:

1) if you have something webbed and scrammed that is your focus. Hold it there, keep killing it, broadcast for reps as needed and don't let go until either it's dead or you're dead. You're a bulldog. Your Gardes however should be shooting the dps primary.

"Web scram tree, FC."

2) after the initial burst out to grab tackles some people will have stuff tackled and held in place and probably some of the enemy fleet will have burned off to range to snipe at us. At this point the FC should reign you in and tell you to work through the tackled targets. Please don't just latch on to the nearest target, you're very quick, if you're free burn to the correct target and help kill it. Always be alert for potential tackle targets though, if some straggler warps into the fight at zero grab him and hold him.

There's one finesse aspect to this rather brutal role - when you drop your Gardes. Now one of the strengths of this particular doctrine is that we create a zone of death with our Gardes that is very hard for the FCs to allow for correctly. What you should do is drop the Gardes about 5-10km from where we decloak/warp in. This creates a zone with Gardes a little spread out over it so they're hard to smartbomb. It's also hard for a FC to assess. You see with a big pile of enemy drones the FC knows that's where the damage is coming from but when there's just drones randomly all over he'll find it hard to position his fleet away from them. So even if he likes to fight at 60km, well outside Garde range if I move my fleet 40km behind the Circle of Death, he'll come closer to me to be 60km away which is a convenient 20km away from where you dropped your Gardes.

Value Fleet shoots things that fight at long range by looping round behind its Gardes.

The Circle of Death is also pretty brutal for small fast ships like interceptors if they go through it because they will have very low transversal velocity to some of the Gardes at certain times.

So this is a web scram blaster boat with a secret long range tactical element. Pretty nifty, eh?


Join the damps subchannel in mumble, anchor on the logi, never be still, align to a celestial once your logi anchor pulls you out to a decent range and warp off and back if you get shot at.

Tackle frigs. 

If you have a point change your fit. Your one job is to chase something too fast for a vexor to catch and scram/web it so a vexor can get secondary tackle then escape before you die. So chase a fast thing like a svipul by clicking space a little to the side of it until you can get close enough to web/scram him then orbit him 500 and switch to your friendlies overview sorted by range. When there's a vexor within 5km of you warp off then back to the fight and look for another target that you can hold for a vexor.

The fits:

[Vexor, Value Vexor]

Overdrive Injector System II
Damage Control II
Magnetic Field Stabilizer II
Drone Damage Amplifier II
Drone Damage Amplifier II

Experimental 10MN Microwarpdrive I
X5 Prototype Engine Enervator
Large Shield Extender II
J5b Phased Prototype Warp Scrambler I

Modal Neutron Particle Accelerator I, Caldari Navy Antimatter Charge M
Modal Neutron Particle Accelerator I, Caldari Navy Antimatter Charge M
Modal Neutron Particle Accelerator I, Caldari Navy Antimatter Charge M
Modal Neutron Particle Accelerator I, Caldari Navy Antimatter Charge M

Medium Auxiliary Thrusters I
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I

Garde II x3
Warrior II x5
Hobgoblin II x5

Cargo: 1000 CN Medium Antimatter
(if requested) 10000 regular Antimatter
add Paste only for long roams with no chance to dock. Where we live and where many fights are likely to happen we can just dock up and repair in stations.

[Celestis, Value Celestis]

Damage Control II
Power Diagnostic System II
Power Diagnostic System II
Power Diagnostic System II
Power Diagnostic System II

Adaptive Invulnerability Field II
Large Shield Extender II
Remote Sensor Dampener II, Targeting Range Dampening Script
Large Shield Extender II
Remote Sensor Dampener II, Targeting Range Dampening Script

Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile

Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I

Hammerhead II x5

Cargo: 1000 CN Inferno Light Missiles
600 CN Mjolnir Light Missiles
600 CN Nova Light Missiles
2 Scan Resolution Dampening scripts

Our Fountain Core enemies love to fly svipuls and sabres which are weakest against thermal damage so normally Inferno missiles will be the best to load

Other fits: 

Standard doctrine fits as per our wiki.

FCing Value Fleet.

The trick is to get close to them, especially if what you're fighting is faster. Jumping into gate camps is pretty effective, station games are pretty effective, sending a couple of Vexors in as bait can work.

Always have your Value Vexors preheat mwd scram and web. Give 2 cycles of overheated mwd then tell them to turn heat off. What you've caught in those 20 seconds is what you probably will be killing, consider the rest of it to have effectively escaped. Kill what you have tackled then get out.

To spread tackle have your Vexors pick on someone near their name alphabetically. So if Brian, Susan and Thomas jump in and have 3 targets: Clarice, Marcel and Xavier Brian will get Clarice, Susan will get Marcel and Thomas will get Xavier.

The 30 seconds after you have tackled your targets are critical. Are you breaking them?

The problem is that with, say, 10 targets tackled and 30 Value Vexors you could have 3 Vexors on each tacklee which would make killing rather slow.

If they are dying then every time one of them dies more of your Value Vexors are free to concentrate on so your dps gets more focused and each successive target will get easier to kill.

If they're not dying then tell people to drop tackle and focus on one high value target. These Vexors are so cheap that if we lose 10 of them but kill a battleship we've probably won on isk value.

You have to balance greed for kills against focusing fires.

It's really important to be able to rapidly assess which enemy is in the most trouble and primary those off first. Eg kill the guy tackled by 5 Vexors before you kill the guy tackled by one Vexor.

You'll need to protect your logi and ewar. Do this by showing the enemy the Vexors first. Eg if you decloak in a gate camp tell the logi to stay cloaked for 5 seconds longer. If you undock into an enemy have your logi wait 5 seconds. If you warp to zero on a strong force have your logi spam control-space then warp to you at 50 after you land.

Value fleet works with small numbers. In fact it's fine even with 1 fleet member - it's a decent solo build although not quite as strong for soloing as a well designed actively tanked build.

They're vulnerable to bombs. A good bombing run of 8 bombs is enough to kill anything in value fleet. Don't be afraid to tell them to put mwd on and burn out of the bomb blast radius as if they don't use the mwd they're dead anyway.

Never sit in place against people shooting you from range unless you are actively killing things. When you run out of things to kill either perch or get safe.

You can have the Vexors drop a gun and add a medium neut against capacitor sensitive targets like capitals.

Tactical roles:

- roaming

- station games. Send out one Vexor to get some fool to agress, then undock all the others when he does.

- busting up gate camps.

- structure shooting. This is a point blank doctrine so you can't kill any structure with a force field. They're great though for shooting pocos, sbus, etc.

- ratting. Pretty decent ratting fleet. Forsaken Hubs are primary.

- soloing.

- home defence fleet. High damage and tackle utility make these ships very useful in our kitchen sink defence fleets.

Friday, 17 April 2015

A new owner's guide to the Fountain region

Hi. If you're in BRAVE you're just about to become the owner of the Fountain region of sov nullsec. Congratulations on your new acquisition.

This guide will look at geography, military situation and resources (isk-making opportunities).


First off the geography. Fountain is in the galactic west. It has stargate connections to Outer Ring (and through that region to Syndicate), to Cloud Ring (an area in the process of being abandoned by the Imperium that leads north east to the Imperium heartlands), an exit to Aridia, and an exit to Delve.

There is a single pocket of unconquerable NPC nullsec in the centre of Fountain, the Phoenix constellation. Otherwise the region is conquerable sov, currently owned by the CFC/Imperium and soon to be transferred to HERO coalition.

Historically people living in Fountain have usually based at the central office station of 6VDT. This station is 16 jumps from the nearest Empire entrance in Aridia. From high sec to 6VDT is just 2 jumps by jump freighter allowing relatively easy logistics.

Military situation.

A notable military presence is a group of 3 alliances known as the Fountain Core (a name which is also used for the constellation they live in in NPC Fountain). These can be collectively summarised as follows:

- highly proficient gate campers, spending long hours recently camping the J5A chokepoint, killing scores of CFC pilots each day.

-  fly small fast ships, hard to catch.

- can form moderately strong fleets to contest money moons.

- they've always been extremely good at catching stragglers. Basically if you're a jump behind when your fleet is moving through Fountain Core space you're almost certainly dead.

- active close to Fountain core or at the J5A/B-D chokepoint. They don't really seem to roam or cloaky camp.

Sorry We're In Your Space, Eh is a splinter off the old Fountain War era Test that stayed in Fountain after the CFC conquered it in 2013. 293 members. They've been highly effective and mostly gatecamp. They've killed 1711 (123 billion isk) ships so far this month for just 193 losses (10b). Favourite ships are svipul, sabre, crow, daredevil and gila. 10 pilots with 62 or higher kills this month.

Gang Bang Team are Fountain Core veterans and are a Bulgarian alliance. 149 members. Gatecampers. They've killed 1176 (86b) and lost 93 (5.5b) this month. Favourite ships are svipul, crow, sabre, augoror navy and flycatcher. 10 pilots with 49+ kills this month.

Godfathers were a once very well regarded alliance that is practically dead. 159 members. They fly with the others. Favourite ships are ishtars, cruors, daredevils, augoror navys and maledictions. 5 pilots with more than 10 kills this month.

Aside from Fountain Core there are the following potential threats:

Cloud Ring residents. Cloud Ring is being vacated by the Imperium, unknown at the moment who will move in.

Delve residents. Sov Delve is currently being scoured by the Imperium with Darkness in retreat and Kadeshi disbanding. Unknown who will move in once the Imperium goes home. NPC Delve is home to Pizza who may roam up to Fountain in cheap ships or come bomb our strat ops. They are superb bomber gang pilots.

Outer Ring/Syndicate. These are generally small groups that mostly fight each other. We may see a few roams. Goon Sig Space Violence is based in Syndicate and E Uni maintains a presence there.

CFC/Imperium. The dominant force in null sec their main aim is likely to be simply to sit on their mountain of riches and fend everyone else off, while maintaining enough foreign expeditions to keep their most active pvpers from quitting. They've announced a June invasion of Providence unless Providence swear fealty to Emperor Maximillian. It is not known which Provi value more - their roleplaying or their space. If they run out of things to do a CFC invasion of Fountain is very likely at some point over the next 12 months.

The BRAVE effect. Traditionally people have come to Brave for content because Eve is a game where most people blueball or blob. With the introduction of Fozziesov we are likely to see dozens of somewhat halfbaked alliances of around 500-1000 pilots trying to carve out little corners of sov all over Nullsec which should draw off some of the interest in farming Brave (as people will farm these new guys instead). There's no chance that Brave won't have some people after us though.

Wormhole raiders. The effect of Phoebe, the addition of extra holes, especially frigate sized holes, the example of highly successful raiders Verge of Collapse and Hard Knocks and the introduction of Thera have made attacking null dwellers from wormholes an increasingly popular way to pvp. This may become even more popular when Fozziesov fills nullsec up with scrub pvpers who will desperately fight off attackers in kitchen sink fleets. Expect a lot of incursions via w-space.


Ratting. Fountain has Serpentis rats, their ewar system is damps. This discourages ratting using long range snipey ships but is great for drone ships as the drones will keep killing while their parent ship is damped.

People like ratting in this space in absurdly high damage blasterVindicators but an ishtar is a cheap and effective ship for ratting and much less effort than chasing down each rat in a web/blaster boat.

Forsaken Hubs are generally considered the best ratting sites because of very low rat damage and very few frigates and waves that don't spawn until you've killed everything.

Here's a suitable ishtar fit:

[Ishtar, Fountain ratter]

Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Omnidirectional Tracking Enhancer II

Limited Kinetic Deflection Field I
Limited Thermic Dissipation Field I
Medium Shield Booster II
10MN Afterburner II
Drone Navigation Computer II

Dual 150mm Railgun II, Spike M
Dual 150mm Railgun II, Spike M
Dual 150mm Railgun II, Spike M
Dual 150mm Railgun II, Spike M

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I

Ogre II x5
Ogre II x5
Warrior II x5
Warrior II x5
Warrior II x5
Warrior II x5
Hobgoblin II x5

Cargo: CN Tungsten Ammo (for anti-interceptor defence). Javelin

This is quite tight and requires a 1% cpu implant. It's cap stable, does 883 dps and tanks the rat damage pretty well. The Warrior drones are for fighting off interceptors and tackle.

If you're feeling lively you can chase the rats and blast them with javelin ammo, but usually it's best just to watch a movie with half an eye on local. Align then recall if neuts come in to local. hit warp as soon as anyone appears on grid. If you do get tackled, align, keep your guns and 5 warriors out (launching more warriors as they kill your drones) and mash the warp button, they'll often cap out or burn out of drone range and let you escape.

For missile users here's another option:

[Cerberus, fountain ratter]

Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

10MN Afterburner II
Kinetic Deflection Field II
Thermic Dissipation Field II
Medium Shield Booster II
Phased Weapon Navigation Array Generation Extron

Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I

Hobgoblin II x3

Cargo: Scourge Javelin Heavy Assault Missile.

Anti-inty tactics: shoot them with javelin, put your drones on them align out and mash warp.

Cap stable, 756 dps at all Vs.

Low skill point players can use Vexor Navy Issue.

Full rat stats can be viewed here. Special note for belt ratters: all belt rats spawn as if the system had perfect true sec (-1.0) even if the security is higher. That helps with more hauler and officer spawns (although the latter are still incredibly rare).

Mining. Fully upgradeable nullsec anomalies just in time for the new ore changes. Some miners are going to get very rich. Mining is usually best done in the same system as a refinery station (red one) and then moved one jump to an industry station (yellow one). Or you can mine, compress then transport it but why bother when we have so many good refineries? A nearby blue station for blueprint research may also be useful for people not using a POS to research.

Ice Mining. Also best done in a system with a red station. Unfortunately 3 of the 4 systems that are suitable are pipes traveled by pvpers so the best ice mining place is 38IA.

Gas mining: Valuable gas clouds have been found in the Pegasus constellation. To mine gas you need to scan down the sigs, kill any rats then huff away in a Venture or Prospect or other gas mining ship. The gas is Celadon Cytoserin used to make Exile booster and currently quite valuable (before Brave kills it).

Moon mining: The incomplete listing on Dotlan has 59 R64 moons which is a hell of a lot for a region. Also lots of lesser minerals. Fountain Core is particularly rich and we may see conflict over these moons with the locals.

Exploration: High end combat sites can drop Vindicator bpcs. The usual null sec distribution of data and relic sites and wormholes to other places. If Fountain's too farmed there are several adjoining null sec regions to explore.

Angel and Serpentis missions: (NOTE: VERY HIGH RISK). The locals in Fountain Core will be very agitated if Brave members start running missions out of Fountain Core as it's been their private monopoly and a very lucrative one. Lots of special pirate goodies in these stores, they're two of the best pirate LP stores in the game and it's great to have both in the same spot. The ships offered are Dramiel/Cynabal/Machariel and Daredevil/Vigliant/Vindicator which quite simply are 6 of the most fun ships in the game. Expect wrecks as Brave mission runners clash with the locals.

Manufacturing. Best done in the yellow stations - Brave always has a strong consumption of ships etc.

Imports. May become less of a thing as null sec manufacturing develops and our industry corps get really productive but it's an easy trip from high sec so we should see plenty of importers making lots of isk on a busy market.

Planetary interaction: Should be fine, there's tons of every type of planet, including plasma.

Thursday, 16 April 2015

Goons win Eve, part 2.

(7:49:02 PM) hero.bravecollective.com:

In preparation for tomorrow's SotC announcement, we are for a finite length of time mutually setting +1.1 standings with the Imperium (formerly known as the CFC) starting in 10 minutes, at 1900 server. Standings fuckery might happen due to propagation, not everyone setting at the same moment. Report to diplos if you're getting shot, and don't shoot them after 1900 even if you don't see them light blue yet.


##### SENT BY: June Ting (Of Sound Mind); TO: online.hero; WHEN: 2015-04-16 18:48:51 #####

OK, what's all this about then?

Well at the moment we don't know for sure. Tomorrow we are going to be told about what happens next in HERO coalition's journey through Eve.

What is interesting is that it involves some deal with the CFC, now The Imperium.

Generally speaking once you start dealing with the Goons they win. You might also win which is what makes their diplomacy so effective but by securing a deal with HERO Goons now have pretty much everyone either neutralised or negotiated with. (Except for Gevlon's valiant NPC Null hold-outs).

Tuesday, 14 April 2015

Goons win Eve.

via Reddit:

TLDR: we basically won eve online again as long as we don't fuck it up and snatch defeat from the jaws of victory at the last moment, hi5s boys
~~~ This was a broadcast from the_mittani to all at 2015-04-13 18:10:03.494206 EVE ~~~

OK, so what's going on?

Well here's another ping that explains it:

(8:08:06 PM) directorbot: SQUAD BROKEN: NCdot is leaving Querious (and sov itself). Darkness SCSAAs are reinforced because some idiot thought building supercaps in Delve during the Fountain invasion was a great idea. Fraternity is disbanding. Nulli is evaccing from PL to a system called (you can't make this up) 3-BADZ. Black Legion is resetting their N3 comrades because even they are fed up with them.
I broadcast yesterday that I was waiting on the CEO Update to see some of the above variable settle out, and it seems they've settled out into what may be the first coalition-level failure cascade in the history of Eve. We've seen it happen to allainces, but a whole coalition in the space of four days? God damn.
NOW IS THE TIME FOR BOLD ACTION - We will be redeploying and assaulting the enemy EVEN HARDER as they break and run. We will not wait and give them pause and a chance to regroup. They break, we chase and cut them down. Announcement will come with the CEO Update which I now have no excuse to not get off my ass and write. Titans to abort in Delve, Vee's Cruror to rescue (for realsies this time), regions to duckwalk out of after giving our enemies the finger, the whole shebang.
~~~ This was a broadcast from the_mittani to all

In terms of Nullsec power Eve now looks like this:

CFC: approx 40k pilots, mostly older, more supers and titans than anyone else. They live in the NW of the map.

PL: have abandoned holding sov and now live as mercs.

BL: abandoned holding sov a couple of years ago, live as mercs.

N3: failcascading or evaccing to Empire.

BRAVE: evacced to Empire.

Russians: Mostly fighting each other, traditionally avoided by the English-speaking blocs.

Good game CFC, good game.

Saturday, 11 April 2015

BRAVE: counter coup succeeds, all hail King Lychton

Just when it seemed BRAVE couldn't escalate the drama any higher a dramatic last minute coup happened shortly before a scheduled handover of leadership.

On Tuesday a group of disgruntled players persuaded corp CEOs in the BRAVE alliance to switch their vote for alliance leader from Lychton Kondur to Malanek while Lychton was asleep.

This morning many of these CEOs were quietly approached by a DAMN PATRIOT, Ceo of Dropbears, and persuaded to change their votes back. Patriot coordinated the switch and as soon as Lychton regained alliance control a bunch of corporations including executor corp Nerd Panic, were summarily kicked out of the alliance.

Lychton is now in full control and gave a charismatic and pretty awesome speech.

Anna Niedostepny has been named as the bad guy and is in the process of being kicked out of the alliance.

Malanek is considered a patsy and is likely to be allowed to continue with the alliance if he chooses to do so.

Lquid is considered a bad guy but probably worth saving. His status is complicated by the fact he owns our IT hardware and runs our services. In addition he was in possession of alliance in game assets. He was ordered to immediately return 100 billion isk of alliance assets which he has done.

In Lychton's words "if you come at the King you better not fucking miss."

BRAVE: The 1DH plan

I've written two previous plans for a home for BRAVE alliance and such friends as want to accompany us: one, probably impractical, plan for Thera and a plan for Tasti in Caldari low sec that was well received.

This plan is for 1DH in NPC Nullsec in the Delve region.

Let's assess this place in terms of the three most important criteria: who we fight, is the station viable? and line member income.

Currently Delve is being invaded by the full force of the CFC and scary armadas of 1000 experienced players, huge gangs of harpies and bombers are roaming the region. I'm going to predict that DARKNESS and The Kadeshi are going to crumble before this onslaught and that within 4-6 weeks the last great Dominion sov war will be over with a pet or a renter installed in the region.

I don't think we could contemplate a move until the CFC undeploys but that fits in with our agenda - Lychton stated we're not moving any time soon.

So that would see the neighbourhood of 1DH containing some second tier CFC alliance/renter, Pizza who base from next door at PR-, various independent Russian mission runners, and - if they manage to hang on to it - NC. and their renters in Querious. There's also the BRAVE effect - anywhere we are predators are drawn to get fights ganks and kills.

So I think enough content during times when NC. and CFC are not at all out war.

When they are actively fighting BRAVE should be ok. There's too much of NPC Delve for anyone to lock it down, if they camp us people can operate out of neighbouring stations. We would be ideally situated to service mercenary contracts for either side. And we'd have non-stop action and the biggest fights right on our doorstep.

So basically fine for content as long as we don't try to move the entire alliance while CFC is deployed to Delve.

In the longer term if we stay there we will eventually be able to push out and take nearby sov and then get pushed back. It's actually quite a good base for an independent entity that will sometimes be strong enough to take sov and sometimes not. We also have opportunities to deal with nullsec superpowers for sov should we wish - CFC has already offered us Delve in the past and NC. has given us sov before.

Unlike our Catch adventure being based in 1DH means that we can't be pushed into a disorderly evac by sov conquest - we just get pushed back to NPC Null.

How's the station?

It's a non-kickout  has cloning, repair and 50% refinery. It does kinda look like a kickout but it isn't I just tested it in an inty. You stay 0m from the station for ages. It has two level 1 mission agents so even if we were hellcamped in we could run missions in inties, warping to instaundocks while saying pffft as we go past. Of course there are higher level and much more lucrative mission agents all across the two constellations of NPC Delve. There's factory and research stations in other NPC stations nearby. No school systems so most skillbooks have to be imported.

How's line member income?

Blood raider missions. Nearby Empire missions in Aridia if people prefer those. Fabulous exploration with 6 pipes out of NPC Delve.

It may also be possible to rat and mine in other people's systems. We would be surrounded by renters and nullbears.

There's a gas cloud constellation a little to the south, OK-FEM.

Importing is much more viable than it was in Delve. It's 2 jumps from high sec to 1DH by jump freighter with a wide variety of mids to choose from for greater security.

Blood raider LP is not paying well at the moment. However I have a cunning plan.

Anyone who heard episode 5 of EN24's excellent new podcast will have been intrigued by Jeffraider's comments. He claimed that if he with BRAVE's numbers he could have killed PL's whole super fleet using an innovative idea that he could express in a single word. He didn't reveal what the word was.

So I will: neuts.

The power of neuts, in fact the power specifically of Bhaalgorns, against caps is shown in the famous and excellent Eve video Clarion Call 3. In this video a Bhaalgorn is used to neut out key ships from the hostile fleet allowing a win while outnumbered. It's particularly fun seeing helpless capped out Moros just sat there waiting to die.

No one has ever massed Bhaalgorns into a major part of a nullsec alliance fleet doctrine. Traditionally they were simply too expensive. However now they're about the same price as a TFI.

Let me explain a complicated virtuous circle of why using Bhaalgorns would be so strong for us as an organisation.

First as you see in Clarion Call 3 they're really good. If that's not enough here's another Bhaalgorn enthusiast. PL's TFI doctrine uses Bhaalgorns to web and neut targets for the battleships to shoot - in addition to enough neut power to completely cap out any battleship in one alpha neut the two of them can web out to about 30km.

So if BRAVE started using large numbers of Bhaalgorns as part of a battleship doctrine it suddenly becomes very chancy to use Archon triage, to drop supers against us. Sure, some forces, such as a 1000 strong CFC armada spearheaded by 60 Titans are too much for us without help but there's no shame in not being able to fight the entire force of the CFC head on.

So what happens when an alliance uses faction battleships. Well if it loses a lot of them and hey, we are BRAVE, the limited supply of them means that the price very quickly goes up. This would be incredibly lucrative for Blood Raider mission runners and people who explore combat sites in Blood Raider space. That would be us.

Even better because we know in advance that we're going to cause this price spike we can prepare for this by buying masses of Bhaalgorns at bargain basement prices before we launch the strategy. This is a 100% safe speculation for our alliance leadership. In fact we could buy up Bhaalgorns, announce a doctrine, sell to speculators as the price spikes, then cancel the doctrine proposal leaving those random market dudes high and dry

All in all this plan would put us at the heart of Eve politics, in a place where we never have to run from and can't really be hellcamped for any sustainable length of time, where newbros can make decent isk and where we will get very cheap Cruors, Ashimmus and Bhaalgorns which are all pretty fun ships. We could take sov and retreat from sov elegantly and sustainably according to the ebb and flow of local power politics.

Another aspect of this is that it would be very easy to implement. We're currently deployed to Defsunun in Aridia. Moving 7 jumps to 1DH will be cheap and relatively easy for subcaps and it's an acceptable one mid route by Jump Freighter. Imports from Empire are relatively easy, much easier than they were in Catch.