Wednesday, April 18, 2012

Fixing Dominion Part Two: Farms and Fields

This is part two in a series of nullsec changes I wish CCP would implement. Part One: Use it or Lose it focused on how the sovereignty index is a tiered system based on empire size, sprawl, and individual system use. Part Two talks about smaller strategic engagements, while Part Three will cover war.

Part Two: Farms and Fields

I was involved in the original "farms and fields" discussions on k.com a couple years ago, and I may or may not have actually linked that phrase to the woes of combat in nullsec. For those of you who don't understand the idea, there are two primary opposing schools of thought in nullsec - the group that wants to get fights, and the group that wants to hole up and let the nomads fly on by. Both of those are valid positions. The "Farms and Fields" position states that there should be something the invading force can do to disrupt life if left unopposed. You can sit safely in your castle, avoiding the fight, but the bandits will have license to burn your farms and fields to the ground.


Smaller Strategic Targets

First of all, let me be clear. The concept here is to create points of conflict, not to tear down huge space empires. However, an empire that cannot or will not defend itself will suffer if their farms and fields are razed.


Targetable Infrastructure Hub Upgrades

Individual iHub Upgrades can be attacked, and when offlined, the AI index for that system drops by one level for the duration the upgrade is offline. This creates an immediate effect - if your Pirate Detection Array is offlined, you won't get as many anomalies to farm. iHub upgrades have omni resists at 30% + the Empire Sovereignty Index effect (with a maximum of 80%) and a very small signature radius to minimize damage from larger weapons. The HP would be relatively small, so a small gang (20 cruisers) can offline an individual upgrade in about 10 minutes.

Repairing iHub Upgrades

The default offline duration is 4 hours, with an option to repair using a new High Slot module, the "Infrastructure Repair Unit" (IRU). The IRU has small, medium, and large versions. Repair points per cycle are scaled based on module size. In addition, iHub upgrades have a natural repair/recharge cycle that takes 4 hours. 20 large IRUs will repair an offline upgrade in about 10 minutes. If an upgrade is offline when any sovereignty index is calculated, that index is calculated at the original level to prevent downtime shenanigans.

The Codebreaker module can now be used to temporarily offline a single iHub upgrade for 5 minutes, with a 30-minute cooldown between uses.


Player Owned Customs Offices

POCOs are already targetable, reinforceable, and destroyable. This would not be changed.

The Codebreaker module will be able to "crack" the security on a POCO. If there are any commodities in the POCO, a certain percentage of them are liberated by a successful hack (but not the planetary resources below). These commodities are taken randomly from any player who has them stored in the POCO.


Station Services

Station Services can already be attacked individually. There is no change to this behavior.

The Codebreaker module can be used to offline any single station service for 5 minutes, with a 30-minute cooldown between uses.


Introducing small targets of opportunity via the Codebreaker and targetable iHub upgrades provides opportunitites for small gangs or dedicated terrorist groups to harass individual systems or whole constellations, but not significantly impact the empire as a whole.


The Benefits of Ownership

These new methods of being able to harass or terrorize a sovereign alliance are counterbalanced by increasing the returns from existing PvE content in Nullsec, as well as new farms and fields.

Local changes in Nullsec

The Local channel is one of the easiest (hence most valuable) tools for intel in EVE. There are three significant changes to how the Local channel behaves:
1) In all space, the name and portrait of a character does not update in local until the 30 second invulnerability timer expires (even if the character immediately recloaks, this data updates).
2) In NPC Nullsec, names and portraits do not show up in local unless the character is docked in a station. Note: If a character undocks, until the 30 second invulnerability timer expires they will still appear to be in the station.
3) In Sovereign Nullsec, names and portraits do not show up in local unless the character is docked in a station. In addition, if the sovereign alliance has purchased the "Subspace Transmission Tracker Array" members of the sovereign alliance (and associated coalition members listed in the coalition treaty) then local (for them) is treated like Empire Local.

edit - thanks to TGR at K.com The Codebreaker module can be used to temporarily offline The Subspace Transmission Tracker Array for 5 minutes, with a 30-minute cooldown between uses.

Sovereignty Upgrades

Subspace Transmission Tracker Array
The Subspace Transmission Tracker Array is a sovereignty upgrade that is anchored within 300km of a stargate. It requires Sovereignty 4 to online, and updates Local for the Sovereign Alliance and Coalition allies to behave like Empire local.

Internal Affairs Monitoring Upgrade
This iHub upgrade reduces the corruption level in a system by 2% per System Index level (up to 10%).

Racial Professional Outpost Platform
Professional Outpost Upgrades double the specific upgrade features from Advanced Upgrades. These upgrades are designed to bring player outposts closer to the production capacity of empire stations.

Racial Outpost type Mission Platform
An Outpost Mission Platform provides one mission Agent from the Outpost faction. Each outpost can be ugpraded with 3 Mission Platforms (Security, Distribution, Mining). Each level of the upgrade adds an agent of the next level (Basic: L1, Standard: L2, Advanced: L3, Professional: L4). Mission platforms (like other station services) can be attacked and disabled, or hacked and disabled.

Part One: Use it or Lose it
Part Three: Total Domination
Part Four: Details and Errata

Tuesday, April 17, 2012

Fixing Dominion Part One: Use it or Lose it

Well, here comes a big post that will bring about nothing but make me feel a bit better. Dominion, the nullsec sovereignty expansion, was never completed, and is broken. It seems like most folks I talk to in various forums agree with that. CCP isn't paying focused attention to nullsec right now (which is fine, there are a lot of underlying issues that have to be fixed first), but I'm going to write this up anyway. The ideas here are a casserole of various ideas from places like kugutsumen.com, the EVE-O forums, and postings in various blogs over the years. So let's start with the big picture, and drill down into the various details afterwards.

Show me the money

Peacetime activity in nullsec usually involves jump cloning to hisec for mission or incursion running for a lot of players. This creates a vast wasteland of unoccupied and uninteresting systems throughout nullsec, because it's just not worth it to risk your ships for a marginally larger reward (Titan ratters and botters not included). Nullsec needs to be significantly more profitable than HiSec to the individual pilot to balance out the risk:reward equation and develop an vibrant, active population. If I participate in a PvE activity in nullsec for an hour, I should make significantly more ISK that I would make blitzing missions or running Incursions in HiSec during that same hour. In addition, PvE activities should scale (in sovereign systems) to support more and more players simultaneously earning ISK. Each site spawned by an Industry or Military Upgrade should provide the potential for significantly greater ISK income than equivalent activities in HiSec.

Nullsec needs methods to condense more players in fewer places. Condensing players provides more opportunity for interaction (positive and negative). If the players of a small (500-man) alliance are spread out across 20 systems, it's not working. Or, if the players of a 2,000 man alliance are spread out across 60 systems, it's still not working. So the goal should be a construct where a single system can support virtually any number of players simultaneously.

Finally, Nullsec needs a more dynamic combat and sovereignty system, where use is more valuable than just ownership, and combat is not centered around a series of static timers system by system.

Part One: Home, Sweet Home

Use it or Lose it (Activity Index)

Basically, the number of sites (anomalies/complexes/gravimetrics/magnetometrics) that are completed raise the activity index of the specific ihub upgrade as well as increase the number of sites that are spawned by that upgrade. This would support players clustering in a single system by dynamically increasing the available content based on use. For anomalies, complexes, and magnetometric sites, a new (random) site will spawn if all the current sites are occupied. This provides an mechanism for players to group together in a system, since there is no hard limit on ISK making opportunities. In addition, the ISK value of rats should be increased in nullsec by about 20% across the board (or nerf the ISK value of missions in hisec by 20% across the board). By creating obvious targets (grouping players together) the risk level goes up significantly. That risk increase should be accompanied by an equivalent reward increase, otherwise this is pointless. If you can make more running L4 missions or incursions in HiSec than complexes or anomalies in nullsec, the risk:reward balance is broken.

Activity Indices would rise (and decay) based on site completion. Each iHub upgrade has a unique activity index, which would contribute to the system activity index. The sovereignty index of a system is tied to the activity index, rather than a clock. If a system is used, the activity index will rise, and the system index will rise. If a system is unused, both will decline. Sovereignty upgrades tied to a certain index level would go offline if the system dropped below the minimum level required.

The System Index is the current sovereignty index. System Indices are calculated based on the Activity Index multiplied by the influence modifier (below). All System Indices within a nullsec empire are averaged together to create an empire-wide Sovereignty Index. In each constellation, a Constellation Index is based on the number of occupied systems in the constellation and the System Index for each system - if an empire has 4 of 7 systems in a particular constellation, the Constellation Index is (SI 1:4)/7

Sphere of Influence

The rate of change of an activity monitor would also be affected by a range modifier. Space empires need capitals - centers of activity, and the further from the capital the less control an emperor has. This is calculated into the rate of change for the activity monitors. The further from the declared capital of an empire, the slower activity index changes. This mechanic discourages sprawling space empires. The calculation would also be affected by neighboring systems (or constellations). The activity monitor of the system next door (and then scaled up the constellation next door) provides a small boost against the range modifier.

Within the capital constellation, the influence modifier (SIM) would be 100%. Each constellation further reduces that influence modifier by 1%. Each unmodified constellation that exists between the capital and a sovereign constellation, increases that reduction by an additional 1%. If the capital constellation were to fall, the influence modifier is immediately lowered by 50%. Installing and owning POCOs can increase the influence modifier by 0.2% per planetary installation, not to exceed 100% overall. If a player corporation that is not part of the sovereign alliance has POCOs in a sovereign system, each POSCO reduces the influence modified by 0.5% per planet.

In addition, corporate (and alliance) taxes suffer from graft or corruption in systems with a lower sphere of influence. The constellation index is used when calculating the percentage of lost revenue from any ISK sources. For example, ratting in the capital constellation would provide 100% of the tax rate (10% as an example), but ratting in a constellation with a 75% influence would only provide 7.5% tax, with the other 2.5% "lost" to corruption.

Sovereignty Index

The Empire Sovereignty Index is calculated based on the number of sovereign systems divided by the average the sovereignty level of all constellations in an empire. The Empire Sovereignty Index is used to adjust the default decay rate of the individual iHub indices.

These indices establish the baseline of the nullsec empire. The final sovereignty index of the empire affects the rate of decay for the activity index. An empire with a high sovereignty index has a slower rate of decay than an empire with a low sovereignty index. The rate of decay affects how fast or slow System Indexes rise and fall.


The use of each system impacts the sovereignty index of that system, as well as the overall sovereignty value of the empire. Large, sprawling empires of empty systems aren't as effective as connected, clustered systems, and empires that are constantly invading other territories are at risk of their home losing value the longer they are away.

Part Two: Farms and Fields
Part Three: Total Domination
Part Four: Details and Errata

PvP and EVE Part 2: LoSec

LoSec has been the source of a lot of heated discussion over the years. Is it broken? Working as intended? Can you "fix it"? I could go on and on, and as a long time resident of LoSec who has managed to keep my sec status above -2.0 I think I can speak a bit on this topic. But that's for the end of the post. If you missed PvP and EVE Part 1: Hisec, check it out first. With that in mind, let's start looking at PvP in LoSec.

Ship Combat
LoSec has been sold as the "pirate haven" in EVE. You can engage anyone here, on gates, on stations, belts, missions, anywhere. But that engagement comes at a price, everywhere. Hostile action reduces your security status, and podding your opponent reduces it even further. But beyond that, ship combat in LoSec is fairly wide open. A few things to keep in mind is that Titan Doomsdays, Bombs, and Interdiction spheres (bubbles in general) don't work. This (along with the pervasive security status hit of combat) are the big differentiations between LoSec ship combat and NullSec ship combat. In addition, the existence of sentry guns at stargates and stations means frigate combat must occur away from these public areas. Battlecruisers (and even cruisers) can tank the gate or station guns for a while in LoSec, but
frigates and destroyers will pop quickly to the nearly perfect tracking and signature radius of these guns.

Market Combat
The markets in LoSec are poorly represented. Sure, some residents run missions, and some may even sell their loot on the open market, but in general the market in LoSec is weak. With less than 10% of all pilots in EVE residing in LoSec, and easy access to HiSec markets and trade hubs, there isn't a lot of profit in the LoSec market. Not to mention the fact that eventually someone will manage to destroy your hauler on the way in or out of a station or system, means that the market in LoSec really needs to be a self-sustaining one to be viable, and with the low population it just isn't. Most items are priced closer to NullSec than HiSec, and are "emergent" purchases rather than planned ones. There was a move a while ago to change this in Intaki - but I haven't heard how successful that was. If you know, I'd love to hear about it in the comments.

Resource Combat
LoSec should be the haven for the majority of planetary interaction. With increased returns and the ability to install player-owned customs offices (pocos) there should be significant competition for resources here, but this doesn't seem to be developing as well as it could. Most corps that are installing (or killing) pocos are doing so fairly unopposed, although some fights are happening over pocos, a flight through a losec area of space will still contain more Interbus customs offices than pocos.

Issues with LoSec PvP
I think the biggest issue with LoSec PvP is perception. PvP happens a lot in losec, and recent reports by CCP Diagoras support the fact that ship combat in LoSec is alive and well. However, the volume of actual players in LoSec suggest a much higher concentration of combat than experience (living in LoSec)

There's a proposal on the official EVE forums about this, and it's not bad.

(addendum 4/17/2012:17:00EST)
My biggest complaint with most LoSec proposals is that they are focused almost exclusively on Faction War or Piracy. Both of those are valid activities, but LoSec industry is just as valid, if even more difficult to work with. Reactions, R&D, even mining in LoSec should have some validity, with an appropriate risk:reward balance.

Tuesday, March 6, 2012

On ships, skills, and balancing

CCP released a doozy of a devblog today. Initially not having clear language about skills and ships flown with the suggested change to racial battlecruisers and destroyers brought up a threadnaught in the forums that is settling in at 30+ pages after a couple hours. In all this, the concept of changing ships from straight tiers to roles has been largely ignored, but the skill change got me thinking, which is never a good thing.

Ship skills are the basis of everything about EVE. So I'm going to suggest some changes that actually make  more sense than racial destroyers (but I agree with racial battlecruisers).

Tech 1 Ship Skills
Tech 1 ships (and Pirate/Navy ships) require the appropriate Tier 1 skill (frigate/destroyer/cruiser/battlecruiser/battleship) and a matching skill in Spaceship Command, but not the class below it. A new player in EVE always gets basic Spaceship Command and racial Frigate skills. Currently that player has to grind up through both to get to the next tier, and so forth. My suggestion is to streamline this path and allow a player to drop in at whatever size ship they want.

To train for a frigate, you much have Spaceship Command 1
To train for a destroyer, you must have Spaceship Command 2 (not Frigate 4)
To train for a cruiser, you must have Spaceship Command 3 (not Destroyer 4 or Frigate 4)
To train for a battlecruiser, you must have Spaceship Command 4
To train for a battleship, you must have Spaceship Command 5

If a player wants to leap straight into battlecruisers, why force them to train ship skills that are not relevant to the battlecruiser class at all? Spaceship Command 4 then any racial Battlecruiser is open to you to train.

Tech 2 Ship Skills
For Tech 2 ships, change the skill tree to require Advanced Spaceship Command (the cost of this skill should come down to around 10 million +/-) with a corresponding change to the pre-requisite of Spaceship Command 4 (instead of 5). The Advanced Spaceship Command skill level would have to increase with the ship size, just like the Tech 1 version:

Tech 2 Frigates require Advanced Spaceship Command 1
Tech 2 Destroyers require Advanced Spaceship Command 2
Tech 2 Cruisers require Advanced Spaceship Command 3
Tech 2 Battlecruisers require Advanced Spaceship Command 4
Tech 2 Battleships require Advanced Spaceship Command 5

 In addition you would only need the minimum skills to fly the Tech 1 version of the ship. Using a frigate as the example, Tech 2 Frigates require Advanced Spaceship Command 1and the racial Frigate skill to fly the Tech 1 variant of that frigate. Then for the ship bonuses, map the bonuses based on the source ship type. So (for example) the Enyo is based on the Incursus, which requires Gallente Frigate 3. So to sit in an Enyo, you would train the following skills:

Spaceship Command 4
Gallente Frigate 3
Advanced Spaceship Command 1
Assault Ships 1

A skill tree that makes sense, and can be applied across the board at all levels, and makes it more interesting, since under-training (for newer players) would get them into shiny ships faster, but still leave lots of room to improve how those ships behave. In addition, the ships themselves have the bonuses built to support this model. Keeping with our example of the Enyo, the ship has the following bonuses:

Gallente Frigate Skill Bonus:
5% bonus to Small Hybrid Turret Damage per level

Assault Ships Skill Bonus:
10% bonus to Small Hybrid Turret Optimal Range per level
7.5% bonus to Small Hybrid Turret Tracking Speed per level

These bonuses would unlock improvements in the ship as the pilot continued to train the related skills, but you wouldn't need Gallente Frigate 5 to get into the Enyo.

One of the best things about this change is that it could be announced in advance (far enough in advance) so that players could train the single skill (Advanced Spaceship Command) to the appropriate levels long before the launch of Inferno. In addition, a skill that currently has very little actual value until Capital training, suddenly has value for all classes of players and ship sizes.

Thursday, February 9, 2012

PvP and EVE: Part 1

EVE is by nature a game of Player vs. Player (PvP). Many people unintentionally or unwittingly participate in PvP, not realizing it goes far beyond ship vs. ship combat. I'm going to look at PvP in EVE in a series of articles, covering the different types of space (HiSec, LoSec, NullSec (NPC and Sov) and types of PvP (ship, market and resource). This first one will look at PvP within the bounds of HiSec Empire space. But, before that, I thought I'd define PvP in the most basic sense:
PvP occurs when any player interacts with another with the intention to profit in some way.

Ship Combat
This one is easy. Two ships engage in combat, consensual or non-consensual, and the desired result (for one of them) is an explosion (not theirs).

Market Combat
Ok, a lot of eyes just glazed over. Come on, people compete in markets all the time. Can you make a profit undercutting that sell order for 20 rifters in Dodixie? Do you have a solid grasp of the Covert Ops Cloaking Device II market in Rens? Buy low sell high is the basic idea here, whether all in one place or with a bit of shipping in between. Is it profitable (enough) to just sell your mission loot to open buy orders, or is it worth posting sell orders?

Resource Combat
Sometimes intimately tied with ship combat, this is the battle for moons and moon goo, asteroid mining for higher value ores (or any ores in busy systems), planetary interaction (resource extraction), and exploration. A lot of the NullSec wars tend to (lately) revolve around resource combat for Technetium moons, but this can apply just as easily to a lower value Vanadium moon in LoSec.

HiSec PvP
Ship combat in HiSec exists in one of three basic frameworks: wartime, assault, or theft. Theft is the easiest mechanic to get lower-risk PvP in HiSec - steal someone else's loot and they have permission to defend themselves. Once they engage you are free to strike without intervention by CONCORD. This mechanic is often used by mission griefers and ninja salvagers with great effect and some amazing kill mails. If there is an active declaration of war, the parties involved (consensual or not) can engage in combat in hisec. HiSec wardecs are often used to grief nullsec logistics, or industrial alliances with great effect and profit. If there is no active war declaration, pilots can still engage in combat, but CONCORD will intervene and punish the aggressor (often after the vicitim has already lost a ship). This form of PvP (lovingly called ganking) has been the most popular recently, with events like Hulkageddon and the Gallente Ice Interdiction. Gankers often target miners in their thin-hulled industrial ships. There is no way to defend against a gank. Attention and luck are the only things that can minimize your loss.

Market combat in HiSec is often summed up as "0.01isk bidding bots in Jita." But that barely scratches the surface. EVE's market combat has been the source for many economics papers, and CCP even employs an in-house economist. Beyond Jita, there are 3 other large regional markets (Dodixie, Amarr, and Rens) and 22 other HiSec empire regions. Each region has pilots who buy and sell goods with the intent of profiting off of others. There are also pilots who buy in one region or system, and ship to another for even greater profits. Even large alliances have played the market, most recently Goonswarm by buying up Oxygen Isotopes then selling off in huge profits during the Gallente Ice Interdiction. A patient or attentive pilot with a knack for spreadsheets can turn a small starting capital into billions quickly and easily in EVE.

Resource combat in HiSec is the simplest form of PvP in EVE. Extraction of materials in planetary interaction is affected by the number of extractors in an area, and popular planets will provide less resources than less popular one. Finding a quiet, out of the way planet for your extraction means you get the maximum return (limited by the reduced returns in HiSec overall). Mining for low- and mid- grade ores in busy systems where fleets of Orca-supported Hulks strip belts bare is the easiest example of this type of resource combat. Find a quiet system with a good variation of minerals and clear the belts from high to low value ores. Another type of resource combat in EVE is in production. NPC stations with research slots (and to a lesser extent copy/manufacturing slots) are always busy, with a long queue to get a blueprint researched, or copied, and in some stations, manufactured. Learning which modules or ships are the most profitable to build and sell based on the region of space you are playing in (or in general). The last type of resource combat in EVE is the exploration sites. There are a limited number of sites, and more pilots than sites in most areas. First-come first-served isn't always true, and this occasionally leads into ship combat as well.


Issues with Hi Sec PvP
I'm going to go out on a limb and say there really isn't a lot wrong with HiSec PvP. There may be issues with individual PvP mechanics (neutral remote-repair comes to mind), but in a broad sense, I think PvP in HiSec isn't horribly broken.

In the next article, we'll look at methods of PvP in LoSec.

Monday, January 30, 2012

Dining In...

For years I enjoyed reading (and occasionally trying) the recipes presented by Ret. Col. Roc Weiler. The Gallente people have an unbridled enthusiasm for many things in life, and food ranks high on that list.

As Roc has found himself far from any quality cooking or ingredient lists these last few months I have missed his recipies. Until he returns (and perhaps even after) I will endeavor to post one new recipe a week, something to inspire and fuel the capsuleer on the go, or the capsuleer looking to woo a woman.

This week is a simple, yet elegant meal. Designed to entice the senses and dance upon your tastebuds, this meal can be made quickly (in under 30 minutes). It's easy to make while waiting for the fleet to form up for the next strategic op.

Tortellini, Spinach and Proscuitto
9oz cheese tortellini
9oz fresh spinach (or baby spinach)
1/4 cup finely shredded Parmesan/Romano cheese
1/4 cup pine nuts
6 garlic cloves, finely chopped
1 tsp olive oil
4oz (4-5 slices) Proscuitto

Cook the tortellini until al-dente (just a tiny bit chewy), usually 7-8 minutes
While the tortellini is cooking, heat a large (10"/25cm) skillet over medium heat. Add the pine nuts and toast lightly, tossing to keep from burning (about 2 minutes). Place the pine nuts in a bowl.
Add 1 tsp oil to the skillet.
Add the garlic to the oil, and sauté for 2 minutes.
Add the spinach and cook until wilted (about 8-10 minutes).
Combine the pasta, spinach and cheese in the bowl with the pine nuts. Toss lightly to mix.
Slice the Proscuitto into small slices (1/2 x 2 in or 15mm x 50 mm).

Place pasta in a dish, and liberally toss Proscuitto slices over the pasta. Serve with slices of fresh melon (I recommend HoneyDew, but Cantaloupe works as well) and a glass of a light white wine, like a Sauvignon Blanc.

Monday, November 21, 2011

Cargo Run

I hated cargo runs. The Occator class transport was an unwieldy beast of a ship, based on the Gallente Iteron III. But the nimble Viator didn't have enough cargo space to bring in the materials to build out the squad of Vagabond-class cruisers I had commissioned from Bruna. His materials list read like ancient earth latin. Nanotransitors. Hypersynaptic Fibers. Fernite whatsit. Hundreds of millions of ISK in the cargo hold wrapped up in those odd materials. The Occator was the best ship for the job. It had the tank and speed to crash a stargate if caught by an pirate fleet, and advanced electronics to prevent a warp scrambler from affecting the warp drive. But it flew like a fat pig in thick mud.

The only reason I was doing it myself was the cost. Many of the couriers I've used recently had suffered setbacks, or made stupid mistakes and lost goods. So I was going to move it myself, from Jita. Once passed Uedama, I relaxed for most of the flight. I had a scout waiting in Deninard, to check the losec passage through Onne and Vitrauze. Onne and Vitrauze are interesting systems. There's a great Losec pipeline that goes through most of empire without a single hisec stop. We called it the Silk Road, although I had no idea why. Onne and Vitrauze are part of that road. Because of that, there are fewer camps than the well-know Parts/Obalyu gate, but often larger fleets. This makes them ideal for my purposes, but not safe. Deninard was busy. Based on local chat the Goonswarm crew was maintaining their Ice Interdiction, not ganking transports on the gates, so I was jumping into Onne before my scout reported two signatures in Vitrauze.

Two ships aren't much of a threat to a calm transport pilot. It's the rare PvP ship with dual point/scram in losec, so it's usually easy to split two attackers on a gate with aggression tactics, and get out one side or the other. But this wasn't even a PvP pair. Twins, it appeared, one in a Bestower and one in a Rifter. My heart didn't skip a beat as I passed the Bestower in warp in Onne, and landed on the Vitrauze gate with the Rifter in range. I jumped through and aligned for Droselatory, a hisec island on my route. Imagine my surprise as the Rifter jumped through with me, accelerated towards me and tried to warp scramble my ship. I almost cancelled my warp just to watch him die to the gate guns, but I was so busy laughing I couldn't complete the command. I simply warped off as his ship fell to the gate guns.

A few jumps later I was laughing it up with Bruna, after he had begun construction of my Vagabonds. What fool in a Rifter tries to tackle a Transport ship on a gate in losec? My only regret was forgetting to activate my ECM before I warped, to get on the killmail.