Dominion: CCP Forgot About the Small Guys
Cal - And now for a guest post by a good friend of mine, Schwigg. Schwigg serves as the Logistical Commander in New Bastion, and offered to share his insights into the Dominion sov changes:
Schwigg - I recently re-subscribed to EVE to reunite with several friends (including Cal) who were giving the game another spin. I've had an on-and-off relationship with EVE since 2004, so I've seen many patches come and go. I was especially excited about the upcoming Dominion expansion because it was originally pitched as the event that was going to change 0.0 for the better. I lived out of 0.0 in a previous EVE stint and had a blast - if Dominion meant more of that, I was game.
If you've read the other posts on Cal's blog, you know that our corporation, Arrogance Unlimited, is still in the growing stages. That didn't worry us at first, because the initial dev blog about Dominion had this to say about small corporations like us and the 0.0 situation:
And the smaller groups, the newer organizations hoping to gain a foothold in the Great Game, are left begging for crumbs around the edges. Who's going to let security-risk nobodies into their back yard when they'll never be able to compete pay as much as a single dysprosium moon?
We're not convinced that this is the best, most interesting, most dynamic and most emergence-friendly state of being for nullsec, so we're going to make some changes.
That sounds great! Unfortunately, I don't see how that is going to happen with the expansion.
I guess part of my disappointment is that I was expecting the large, established alliances to have to consolidate their space, leaving holes in-between where new, much smaller alliances and their pilots could stake their claim. This consolidation was going to be because it would become more and more expensive for alliances to claim additional systems. I guess I read too far into this quote from the Breaking the Chains dev blog:
...the more space you spread your ‘Dominion' across, the more expensive it will become to maintain your stargate network. We do not want to see alliances holding space simply for the sake of holding it or just making their color on the map bigger.
When I saw that, I read "the more space" / "the more expensive" to mean "in a non-linear way". My mistake, I suppose.
In fact, I would argue that it's going to become easier, and potentially cheaper, for large alliances to claim large areas of space. Without the need for POSes, which require periodic fuelings, and with the addition of automatic billing, alliances just need to make sure they have enough cash in their wallet to cover the bills - they don't even need to visit the systems they claim anymore. This ISK can be generated anywhere, including by alts, safely running missions in empire.
So what's to stop me, the little guy, from claiming an unused system that's merely another colored sovereignty dot on the map? Two things: 3* hours of anchoring and 400M ISK for each SBU I need to make things vulnerable.
"But Schwigg, right now you'd have to anchor POSes, which cost up to 400M ISK each, and defend those."
Correct. But I thought the point of this patch was to *change* things and make it more appealing and potentially easier for more pilots to move into 0.0 space. The structures have changed, but the fundamentals are the same. Instead of fighting at moons, you're fighting at stargates; instead of shooting POSes, you're shooting SBUs/TCUs.
"But Schwigg, three hours isn't that long. Just suck it up and gate camp."
It's an awfully long time, compared to what CCP was alluding to in the Break the Chains blog:
"Conquest of space in Dominion will differ greatly from what exists currently, as will the ability of roaming gangs to cause an ‘AFK Empire' no end of frustration."
There is nothing "roaming gang" about watching a timer for three hours. Also, in the current system, the attacker doesn't have to put their anchorable assets on the line in order to cause damage to an enemy's infrastructure. Now, I'm paying at least 400M (for a dead-end system), and more like 800M+, and then waiting 3 hours or so for the *opportunity* to shoot at an alliance's important structures. Yes, I could run around taking pot-shots at POSes, but one of the things this patch *is* doing is devaluing POSes through reduced moon goo prices and the changes to sovereignty. So "meh".
Even at three hours (and recall, it is currently set at six), if an alliance is so big that they can't muster a defense after 1, maybe 2 hours - do they really have a claim to that space? Especially with two reinforcement timers that will last days beyond the initial assault. Seriously, what does 3 hours buy the defender that 1-2 hours doesn't? If the alliance doesn't get some sort of warning message when the anchoring starts, 3 hours is even worse, because it's not even buying the defenders time to counter the assault.
On the flip side, if the defenders find out I'm anchoring in their system and they *do* have a reasonably-sized defensive force at the ready, there's not a huge sense of urgency in a 3-hour timer. I could easily wrap up the complex I'm running, slow-boat it back to my system, grab an appropriate ship (and a snack), then head out to squash the little guy when it's convenient. Meanwhile, the attacker has to sit there the entire time.
What are my options, then, as a member of a small-to-medium sized corp in a small alliance? I could just bite the bullet, suck up to an established alliance, and pay rent - but that doesn't appeal at all. Let's be honest: anyone out in 0.0 would love to be doing so under their own flag. I want to be a homeowner, not rent an apartment.
Sadly, one of the most effective ways to have an impact on the larger alliances in 0.0 space will be to head to their hub systems and cloak up while afk, forcing their ratters and miners to head for the hills. And that's no fun for anyone. I would much rather see a system where smaller groups could pick away at the exteriors of an alliance's sovereign system.
All criticism without suggestion for improvement is useless, so here's my obligatory idea for what could have been done. There are likely to be holes, but I'm open to discussion.
First, take away the need for the attacker to anchor such an expensive piece of equipment on such a long timer. The idea of hit-and-run was exciting, and the current implementation is anything but.
I'm not against the idea of system upgrades or levels of sovereignty, but what if the sovereignty level (and available upgrades) were based on the number of adjoining systems that you control? A "singleton" system would be the base level, with no bonuses. If you control the system next door, both systems would gain a defensive/logistic bonus of some kind - maybe you would gain a POS fuel bonus or the ability to anchor gate guns (!) at the gate in-between the systems.
If you control a system and two systems next door to it, additional bonuses would be granted, up to... constellation control. Once you have control of all of the systems in a constellation, then you can anchor your cynojammers and jump bridges.
This system makes "crossroads" systems the most valuable to own/defend, as they have the most systems next door, therefore having the most upgrade potential through bonuses. It also allows hit-and-run tactics by making it necessary to defend your entire constellation. A small corp could try to knock out your control of one of the end-point (therefore least-bonused) systems, which would reduce the bonuses of the next system and so on. Wouldn't it make sense for fringe systems to be the weakest? For the big alliances, a mobile force that takes out any system in the constellation would then allow the cap ships to move in for the big carnage.
Also, make it increasingly expensive for a single alliance to control multiple systems, in a non-linear way. To throw dummy numbers out there, if you control one system, rent is 100M/each. If you control two, it's 200M each (400 total), and so on. Large alliances might try to get around this by having alt alliances grab territory, but alt alliances in an adjacent system wouldn't count towards the bonuses and wouldn't count towards constellation control.
Is this any better than the current system? Are you disappointed with the outcome of Dominion with regards to the un-established alliances? Let me know in the comments.
*A recent dev post stated that CCP realizes 6 hours is long and that they're "...looking at reducing that to probably three hours. Maybe."
Dominion – Lies and Let Down
When Dominion was first announced, I was ecstatic. The list of items and long overdue fixes seemed to be exactly what EVE needed, if done correctly. Stale 0.0 environment with complacent-but-dislodgeable power blocs? "No problem!" CCP said. "We're implementing new sov changes that will open up 0.0 for the little guys! We love the idea of small gang warfare being able to effect the new sov system!"
Or so they promised. I'll admit, I drank the Coolaid. I love 0.0, but have long grown tired of blob warfare and the existing power blocs. Small gangs, which I prefer, being able to disrupt/impede sov in the "big boy's" systems sounded ideal!
The details about how that will all play out, though, have now been released...and don't I feel like a sucker. Let's break down what has to happen for a "small gang" (nice one CCP) to disrupt the sov in a system.
- Purchase SBU's...which run 400M each
- Yay for pricing the little guys out of the equation CCP. Remember, not all of us have access to moongold. Not all of us sell GTC or PLEX for ISK. 400M for many corps is quite a bit...but 400M is only what it would cost you if there were only a single gate (read: dead end) into the system you're disrupting. Most systems I've been in have at least two. And since you need the SBU's on 51% of the gates, that means 800M ISK required easy. See the previous notes about 400M being quite a bit for many corps.
- Anchor and online the SBU's...which is currently set at six hours
- Now, as a person that has long enjoyed roaming gangs into enemy territory, I will share with you a secret that CCP seems to have forgotten when they proclaimed this an activity that small roaming gangs can do: "Staying put for any length of time when in enemy territory allows the enemy to amass overwhelming force to remove you." The military calls this "Dying in Place." For a normal roaming gang, this means staying put for even 15-20 minutes, not to mention six hours (or the three that they said they're considering), will get you blobbed to death by the enemy.
- Besides that...six hours...are you serious CCP? That's 1/4 of the damn day to be sitting on your ass, dying in place, protecting structures that can't move, and can't fire back. SIX HOURS! Six hours to try and desperately maintain superiority over a system when the enemy has 5, 10, 50, or 100 times the number of pilots to call upon to force you out. To hell with complaining about roaming gangs not being able to take part in this...small alliances won't be able to either. The likelihood of a small alliance being able to maintain the necessary coverage against a larger alliance (or bloc of alliances) over a full six hour period is slim-to-none.
I don't care about the rest of the steps. They seem reasonably fine. But the entire premise that they're built on is broken. Taking a step back, let's look at the parts together.
- CCP releases horribly overpriced system where both large and small alliances can't hope to hold much space.
- CCP revises the numbers so that, to hold a simple system without the upgrades, you're looking at between 30 and 75M isk a month.
- A simple change here of making the price of holding a system rise the more systems you hold would be ideal. It would force larger alliances to contract some, while opening up the possibility of a small alliance holding a very small number of systems themselves.
- CCP then releases details explaining how they're changing the boring "hey, we're shooting shit slowly for hours and hours" method of sov switching to "hey, we're shooting shit slowly for hours and hours". Wait...those look familiar...
Now, if CCP had gone with just #1, the entire landscape of 0.0 would change overnight. NPC 0.0 would be packed beyond belief, as would wormholes. But no, they had to go with #2, which means that 0.0 will remain status quo. See, Goons just putting a basic TCU in 100 systems won't cost them anymore than putting 1 small tower in each of those systems does. Which means they get to keep each of those systems (remember, everyone that has sov in a system is getting a free TCU in said system on Dec. 1st).
Prior to Dominion, it wouldn't have been a crazy deal for a small corp/alliance to get together 50 pilots for the hour necessary to go in and remove that tower. Get in, get out, get gone. A small portion of the map changes, until the Goons decide to do what they do (be asses) and take it back with 500 pilots.
With what we know about Dominion, the small corp/alliance doesn't stand a chance. Get in...anchor/online SBU's...wait six hours while crossing their fingers and hoping the Goons really don't care about getting a fight. Remember, of course, that the fight is guaranteed since the attackers can't just leave the SBU's. And remember that the SBU's aren't insurable, they're structures, and cost 400M each. In the pre-dominion example, the attackers at least have the opportunity to maybe succeed, as they'd be able to destroy a small tower in a matter of minutes, not giving the Goons time to respond. But post-dominion? No way in hell the Goons can't get 50 (knowing them closer to 200-500) pilots to respond over the course of six hours.
So not only will the status quo not change, it will become more firmly entrenched than ever. No more nipping away at a larger alliance's territory here and there because they can't respond with overwhelming force in time. Now they've got all the time in the world (ok, a full 1/4 of the day) to respond with more than what you have, or to conduct a lightning raid against the SBU's.
Rejoice land-holders. While your jump bridges and cyno jammers may cost a bit more to hold and maintain post-Dominion, you won't have to worry about losing territory again unless hit by overwhelming force...but that was the case already wasn't it?
And CCP, thanks again for giving small gang warfare the shaft. We don't want to be able to take a system with the small gang warfare, but we'd love to disrupt it. You know, the way that you said we could when you first started announcing these "awesome" changes to Dominion.
Ship Setups – The Shield Buffered Battlecruiser
Today we're going to open our ship fitting series by talking about shield buffered battlecruisers. In a day and age where armor buffered ships have become the norm, Arrogance Unlimited's combat doctrine involving shield buffered BC's seems to fly in the face of convention. After all, if everyone is doing something, it has to be the best option...right?
Wrong, at least when it comes to [CALC]. You see, we place a premium not just on survivability, which armor buffers offer in spades, but on firepower, maneuverability, and acceleration as well. In these areas, shield buffered ships not only match the capabilities of those that pile on the armor, they routinely surpass them.
Let's take a look at three distinct examples of how this doctrine plays itself out using the Brutix, Hurricane, and Harbinger as our case studies.
Brutix
When I started Cal oh-so-long ago, he was a Gallente specialist. As such, I have a special place in my heart for all things Gallente...except the Brutix. For the longest time, I was extremely displeased with all of the commonly flown "viable" setups for it. This thing was a blaster boat...but one that couldn't really fit blasters if it wanted to have any semblance of survivability. Thus you had to go "glass cannon" on it if you wanted to come up with a fit that provided halfway decent firepower...
Until now.
With a shield buffer on the Brutix, you're able to rock the firepower without making yourself paper thin in the process. Does it have a mean tank? Heavens no. But it has enough survivability so that you might actually kill your opponent before he cuts through you in return. Let's take a look at the setups.

EHP: 60,928
DPS: 704 (786 overheated)
Top Speed: 874 m/s
Align Time: 14.2 s
In my personal opinion, there is something wrong about fitting Electrons on a Brutix. This ship is made to gank, and Electrons are the opposite of gank. However, this setup does weigh in with an acceptable 60,928 EHP. It's not great, but if you'd told me a couple years back that you could get "that much" survivability out of a Brutix while still doing 704 DPS, I'd have laughed at you.
As an additional downside, while a Brutix is normally pig slow already, adding this much additional mass through the plate and trimarks and you feel like you are flying a land barge...not necessarily good for a ship with only point blank damage capabilities. With a top speed of only 874 m/s, it is hard to either close with the enemy, or escape them if the battle gets too intense.
And now for the shield buffer:

EHP: 50,329
DPS: 855 (960 overheated)
Top Speed: 1112 m/s
Align Time: 12.4 s
Now we're talking. While the EHP does take an appreciable hit...down to just 50,329...all of the other capabilities skyrocket. The damage is up to a whopping 855, and that figure climbs to the nigh-ridiculous levels of 960 when the guns are overheated (note: that is close to blaster Megathron levels, for 1/3 the price). Moreover, with a top speed of 1112 m/s and much less overall mass, the shield buffered Brutix is better able to close to its still-pitiful optimal range.
Does this setup have its negatives? Of course. Dropping 10k EHP for 150-200 DPS is questionable. However, that same drop in the DPS allows the Brutix to better dictate range (read: close with the enemy) and escape if need be. In Arrogance fleets where we're often burning fast to and from our targets, the extra maneuverability and speed (not to mention additional DPS) are indeed life savers.
As an additional side note: Even without using the damage drones, the shield buffered Brutix deals only SEVEN less DPS than the armor buffered model does WITH the drones. This means that, properly prepared and outfitted, a fleet can make substantial use ECM or Logistics drones to improve their functions. Imagine a couple of these bad boys, still tossing out the pain, but also utilizing 5x Medium ECM drones preventing the enemy from retaliating. That, my friends, is what we call flexibility.
Hurricane
Ah, the Hurricane...how I have come to love thee. When the Hurricane was first introduced by CCP, I rushed to grab a BPO. Not because I thought I'd make extensive use of it in production (I'm a PvPer, not an industrial giant), but because I absolutely loved how it looked. CCP, for near the first time, had produced a Minmatar ship that I couldn't wait to fly. "Hello EVE Star Destroyer! Would you like to go for a spin?" I asked the first that arrived in my hangar. "Yes sir," it replied, "I can kill just by looking awesome." You get the drift.

EHP: 69,621
DPS: 590 (620 overheated)
Top Speed: 1025 m/s
Align Time: 13.7 s
The armor buffer fit for the Hurricane isn't bad at all. It weighs in with a very nice 69,621 EHP, which is quite a bit higher than the armor buffered Brutix. We're still nowhere near battleship levels, but we're at the point where we aren't worried about melting quickly even under concentrated fire.
The DPS, though, takes a hit when compared to the Brutix. A significant one. Yes, astute observers will probably say, "Well, you can boost this by dropping the nos and adding in launchers." They're right. We could, but we also feel that nuking the enemies cap in rapid order outweighs the marginal benefit that two unbonused launchers would provide.
Despite the additional mass, the Hurricane retains acceptable top speed and maneuverability. While the 1025 m/s speed likely won't turn any heads or catch up to the smaller things that could outrun it, it doesn't really need to because of Barrage. Instead of the crappy long range ammo that blasters have, Hurricanes have access to the awesomeness of Barrage, allowing the pilot to engage from much further out than his Gallente counterpart. So in this case, speed is good, but not quite the live-or-die value that it is for the Brutix.
Let's see how the shield buffered version compares:

EHP: 50,509
DPS: 677 (761 overheated)
Top Speed: 1311 m/s
Align Time: 11.9 s
Now we're talking! First, the negative: When moving to a shield buffered Hurricane, you lose EHP. A lot of it. Nearly 20k of it. Some of you may be asking, "So why would we ever use a shield buffer instead of armor for the Hurricane?!" Because, my friends, the Hurricane becomes a hit-and-run maven when it moves from the comparatively "Pokey Joe" armor setup to the fast and furious shield one.
You see, using Barrage, the shield buffered Hurricane is able to dictate range on a much wider variety of targets than its armor buffered cousin. The additional 300 m/s may not seem like a huge amount, when you're able to keep every battlecruiser, command ship, and battleship right at the range you want them at, you get to decide how the engagement is going to play out. Do you get in fast orbit them at 1000 meters? Do you "kite" them at the limits of your Warp Disruptor II range (not shown in the above screenshot)? The answer to these question is, "Yes, if I feel like it. Eat THAT armored Hurricane!"
All of this without evening touching on its DPS. The shielded Hurricane does more damage firing its guns normally than the armored Hurricane can achieve through overheating. And when the shielded Hurricane does overheat? Well, 761 DPS is nothing to laugh at. That's more than a armored Brutix. It's almost as much as the armored Brutix that is overheating, at a much greater range.
So to recap: The shield buffered Hurricane offers better DPS, better speed, better maneuverability, and a wider selection of targets that you can force to engage the way the you like, rather than catering to the demands of the enemy. All of this, at the expense of a rather hefty chunk of EHP.
Harbinger
The Harbinger is one of those ships that I love to hate. I've always been a bit anti-Amarr in-game, despite being able to fly their ships (and trust me, I love my Curse). This laser spewing behemoth is no exception to the rule. It hits hard, soaks up the punishment...and that's about it. Typical Amarr...
EHP: 73,412
DPS: 620 (690 overheated)
Top Speed: 896 m/s
Align Time: 14.4 s
This is what a Harbinger is supposed to look like. Lots of armor, lots of lasers, and slow as molasses. The EHP is incredibly respectable. 73k is as much EHP as most of your mission running battleships have. You know, those that don't fit a passive buffer, because they don't have to worry about things like neuts and nos.
However, all of this EHP comes with a price. Due to the Harbinger's crappy fitting, you are forced to choose "HP or Gank". By fitting the 1600mm plate and accoutrements, you are forced to downgrade all of your shiny lasers to Focused Medium II's. That, in turn, brings down the DPS to a paltry 620 DPS. Yes, you still get to use the much loved Scorch. And yes, Scorch is still awesome...but your DPS frankly isn't.
Thankfully, the ability to use Scorch compensates for the armored Harbinger's abysmal speed and acceleration. No need to rapidly close range when your longest range ammo is nearly as good as most other race's short range stuff, right? So unlike the armor plated Brutix, the Harbinger's survival isn't inherently tied to its speed. Instead, it just sucks to go this slow, and have this little maneuverability. But hey, at least you have 73k EHP, right?

EHP: 52,194
DPS: 760 (850 overheated)
Top Speed: 1138 m/s
Align Time: 12.5 s
This is taking the traditional Amarrian mindset and giving it a Khanid twist. "Armor? Pssh. Who needs it? We'll take some shield lovin' thank you!" Unfortunately, the Harbinger loses a staggering 21 thousand EHP in the process. That's a lot of EHP, no matter how you slice it. On the positive side, though, you're still have more EHP than a shield buffered Hurricane or Brutix does!
In return for that loss of survivability comes an impressive leap in DPS. 760 normally is nice and all, but just take a look at the overheated damage numbers. 850. From a battlecruiser. From a battlecruiser that isn't paper thin! I love it!
Let's take just a moment to think about the psychological impact this ship would have on your enemy. They all know that your ship is going to be doing some nice damage, and they also know that you're going to be armor buffered, right? Imagine their surprise when you get primaried, and your shields don't drop nearly as fast as they "should" be. That's enough to cause pause in any fleet, and quite a bit of panic in those that were expecting to get in, get a kill, and get back out again in rapid fashion. Maybe they change targets? Maybe they hesitate just a moment? All the while, you're pouring our near-gank battleship levels of DPS and melting their face.
Not only that, but people won't be near as able to dictate range to your shield buffered Harbinger. You're not as fast as a Hurricane, make no mistake, but you can keep most other battlecruisers and battleships at exactly the range you want them to be at. Want to make use of your amazing Scorch? Do it. Want to close to point blank range and wreck them with faction Multifreq's? Do it. And when you need to bug out because the enemy is jumping more people in from the other gate in the system, you stand a much better chance of accomplishing that due to your higher top speed and acceleration.
Closing Thoughts
Are shield buffered ships battlecruisers inherently better than armor buffered ones? Heck no. In fact, in many situations they're flat out worse. No two ways around it. However, when fit into a specific combat doctrine that emphasis maximum damage, maximum maneuverability, and maximum acceleration...all while retaining average survivability...that's when they come into their own.
That's the way we fly in Arrogance Unlimited, as we feel that it caters to our name. Anyone can fly armor buffered ships in a large fleet. That's safe. We prefer flair and finesse, while remaining survivable. Our pilots are mobile, agile, and able to bring the pain. For us, there is joy and reward in going against the grain, and attempting something different that flies in the face of convention.
Thanks for the Ship!
Little moments like this aren't usually newsworthy. Nor are they that big of a deal. But sometimes, just sometimes, they really make EVE fun.
Last night several of my pilots and I were camping the Arzanni gate in Ashmarir with a BC-heavy fleet. Traffic had been incredibly light over the previous fifteen minutes, with only one Goon battleship leaving highsec (Arzanni), and entering the lowsec pipe towards Querious (Ashmarir). Not knowing yet what was on the other side of the gate as our scout was not yet in position, we were forced to let the Goon go, much to our chagrin.
Our scout finally arrived and positioned himself in the Arzanni system, near the Ashmarir entrance so that he could let us know ships and numbers as they approached the gate. Quickly getting a hit he reported, "One Omen on scanner, nothing else." Long moments passed before a pod showed up on gate. A bit confused, the scout looked at the name of the pod's pilot, the name of the ship on scan, and back to the pod again before it jumped into Ashmarir.
"Guys, you have a pod coming into you, but I think he ejected from his ship here in Arzanni," the scout reported. "I'm going to attempt to probe it down."
While the scout worked furiously with the probes, the pod had warped away to the closest celestial body in Ashmarir, and back to the Arzanni gate. Clearly he was scouting for his ship that he deemed valuable. With the pod jumping back in to Ashmarir, the scout bemoaned that he hadn't yet narrowed down the Omen's location sufficiently to warp to it. Indeed, just as his probing returned 100%, the once-again Omen pilot was moving his ship back to the Keberz gate in Ashmarir.
"Damnit...sorry guys. That would've been pretty cool," was the scout's heavy-hearted reply.
A couple more minutes went by, without any viable targets traversing the Arzanni/Ashmarir exchange. The fleet was getting ready to pack up the camp and head back to HQ when the scout once again exclaimed, "The Omen is back on scan!" Frantically the scout went back into probing mode, this time nailing down the location of the cruiser even before the pod had been ejected from the ship. Snickering, our scout warped to the location of the Omen, bookmarking a spot about half an AU away to use as his staging point for his own ship.
As the Omen pilot's pod left system and back into Ashmarir, our scout ejected from his own ship at his safespot, and warped to the location in-space where the Omen had been left derelict. There he arrived, boarded the fancy Amarrian cruiser, and perused the fittings. "A full rack of Heavy Pulse Laser II's onboard FC," the scout reported in with an audible smile on his face.
Our victim's pod was just arriving back on the Arzanni gate to once again retrieve his now-missing ship when our scout decided to add insult to injury. "I'm going to eject one of his crystals into a can and rename it 'Thanks for the Omen!'" he said. Doing so, he then initiated warp and left the grid just as the victim's pod was coming into view. We waited expectantly for a bit of emo rage, but were disappointed when the only communication the scout received from the victim was a "lol" evemail.
With the Anathema secured in a nearby station, we took the Omen back with us to our HQ system, where it now resides in our scout's hangar.
Question to the People:
The story above isn't all that awe inspiring, but it is moments like this that keep me coming back to EVE year in and year out. It's not the tale of a scam, or a corp theft, or anything among those epic proportions. Instead, in this case, it is the "simple things in life" that allow us to retain our interest.
Who has a similar story of something small and simple that made you think, "Damn, I love this game!"?
All About: Arrogance Unlimited
The Past
I am currently the CEO of the Arrogance Unlimited corporation. This is actually the second incarnation of the corp, the first dating back to early in the Nano Age. At the time of its founding, I had just managed to talk several old friends into coming back to the game, and we needed a new banner to fly under. We had previously all been members of the same pirate, anti-pirate, and RP-styled corps, and what we wanted this time was to play fast and furious, uncaring about the enemies we'd make. "Arrogance" is the style we were shooting for, and thus "Arrogance Unlimited" was born. As an inside corporate joke, the ticker was named after me ([CALC]), as apparently I was the most arrogant of us all.
Over several months our tiny corp waged war on some of the largest alliances in the game. Our standard fleets would consist of nothing more than an Ishtar, two Curses, a Falcon, and an Arazu...but the kills stacked up quickly. Routinely we'd fight five vs five, ten, fifteen, or twenty and come out on top due to our long experience flying together, and the admittedly overpowered nature of a well-flown nanogang.
Arrogance Unlimited went into stasis the first time when we decided to teach a large group of noobs we knew from out of game how to play EVE. Since that time, we again went our seperate ways, taking breaks from EVE...until now.
The Present
Just under two months ago, Arrogance Unlimited was re-opened by many of the same individuals that made it a success the first time around. We've done well during our short time back in the game, driving an established group of pirates out of our new HQ, building up the corp wallet, and re-establishing contact with old friends and enemies. We've deployed our first PoS, purchased corporate battleships, bought into a new cooperative combat strategy, acquired our first two strategic cruisers, lost our first Tengu, and more.
The Future
Now, however, Arrogance stands at a crossroads. We are still incredibly small, having performed zero recruitment since re-opening our offices. However, past experience indicates that the core pilots who form [CALC] are highly skilled and motivated people who punch far above their weight. It appears that we have four real options moving forward:
- Continue with our present anti-piracy slant, building up and waiting for Dominion, and recruit other like-minded corporations into the fold.
- Anti-pirate corporations of substance are, in my experience, rather hard to find. The last two that I had the immense pleasure of working with have either lost their way and caved to self-indulgence (hirr), or long-since closed their doors (Flashman Services).
- 1-2 additional PvP corps would be looked for, as well as 1-2 Industrial corps. Having founded the New Bastion alliance with this sort of structure in mind from the beginning, talking specifics about what would be required for those interested would be a piece of cake.
- Leave K-Space behind and take up residence in a W-Space pocket of the WC2 or WC3 ratings.
- We, and others should we find like-minded organizations, would utilize the exploration sites within the wormhole while fueling our PvPer's needs by raiding out through the various entrances/exits that form. Truly a "mobile HQ" if there ever was one.
- Ditch the anti-piracy slant and adopt a pro-Syndicate slant, working with like-minded RP corps.
- Most of the members of Arrogance Unlimited have a medium-to-strong RP background.
- In this case, the "New Bastion" would stand for a last stronghold for piracy, or for those "standing up to the man".
- This would likely facilitate a move into, or towards, the Syndicate region.
- Ditch the anti-piracy slant and adopt a pro-Angel Cartel slant, again working with like-minded RP corps.
- This would likely facilitate a move into, or towards, the Curse region.
If nothing else, we have our options, and our members have shown to be infinitely flexible in what they are up to doing. The same people who blow up a hauler one minute are able to swap out into mining barges the next if it would fit the greater good for the corporation. As such, if you have opportunities in any of these areas, we'd love to hear from you and discuss the matters more deeply.
You can reach us in-game through the "Bastion Public" channel, or for more clandestine replies feel free to convo/evemail Marcus Augustine in-game, or send a google wave to msmith016@googlewave.com.
