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Showing posts with label Incursion. Show all posts
Showing posts with label Incursion. Show all posts

Saturday, August 27, 2011

Incursions And You!

  Since I have recently gotten into Incursion site running, I figured I could write up a primer for those that are interested and still haven't gotten in or those that decided it's not worth the effort. Olga is being put to good use and she can get me into fleets pretty easily. And my goodness, I've never seen so many Navy ships, Vindis and Machs flying around.

  So, in this post I will detail the best places to find fleets, the sites that you will run, and what you need to expect with Incursions. These will be highsec only.

  Channels To Join
BTL Armor
The Ditanian Fleet
BTL Pub
The regular Incursion channel for the region of your choice

  The first two channels are reserved for armor only fleets, while the third is shields and the last is chatter for the Incursion. When you are new, running with these fleets can be great experience. Prove yourself and you may even get invites to more "leet" channels. With any fleet, your best bet is to be flying a Faction battleship, T3, or command ship. Those will be taken far before any other types.

Protocol for x-ing up in those channels is generally in this format:

  (Link fit) LFAF/LFSF (incursion system name here) VG/AS/HQ

  The x up depends on what you want. LFAF is for armor, LFSF is shields and the last tag is optional. Starting out, you'll be wanting Vanguard (VG) fleets so you can add that. Assaults are generally recognized as not being worthwhile, since their ISK/hr ratio is lower than VG. HQ fleets won't be found until the MOM pops up and they are massive fleets. Consequently, we will be focusing on Vanguards.

You can find a competent fleet that can run relatively quickly, depending on the night, in short order. A good fleet running Vanguards can net you 100mil ISK/hr or so before LP. Not only is fast better, but a good fleet will be needed when you must compete for a site. More than one fleet on field means the payout only goes to the fleet that puts out the most DPS. No slacking, capsuleer!

For Incursions you need to make sure of a few things:

 1. Good FC that can call as needed and direct the fleet well
 2. Logi pilots that don't suck
 3. Good FC
 4. Oh yea, good FC

  A bad FC will run too slowly and might even end up losing you a ship if they're bad enough. But you probably won't have to worry too much about that.


   But how do I know where the Incursions are taking place?

Simple, the journal tab on your neocom is the best source of information for everything related to Incursions. Pop it open and the last tab to the right is labeled "Incursions. When you have selected it, you'll find sub-tabs labeled Global Report, Encounters, and Loyalty Point Log.

Global Report: Tells you where Incursions are currently happening, how far they are from your position, and what the penalties are at.

Encounters: Details the sites in each level of Incursions and how much payouts will be for said sites

Loyalty Point Log: Shows you how much LP you gained after each site, only to be paid out after the MOM has been destroyed.

  Now you know where to go to look for them, but what should you bring? Well I can say right now that your super mission maller probably won't get you into fleets. Sorry about that. Essentially, you want something that can pack enough tank to not get your face murdered and still bring good dps to the field. You also want to be a utility for the fleet, so webs and target painters are your new best friend. Sadly, I have seen T3s and other shiny ships linked with only T1 guns/mods...please don't be one of them. You can usually get away with it in BS sized ships, but even then you're better off training up T2. Don't know the best way to fit for this? No worries, Eve Survival has some good advice for you.

  Site Types

Mining Colony
Commander Outpost
Override Transfer Array


  Your fleet size is best aroudn 9 or 10 pilots. Too many more and your ISK payouts begin to drop beneath being worthwhile. Fleet composition is hardly complicated with:

3 Logi
7 dps

  Assaults will climb to double the logi, and as many snipers and close range dps you can get. Those fleets tend to be around 25 pilots.


  Why would I even want to do Incursions in the first place?

You may not and that is a completely valid and ok action to take. But allow me to persuade you otherwise.

  Incursions give you:

  • More excitement and challenge than missioning
  • More socialization than missioning
  • Payouts, while only 10-15 million per site, add up quickly
  • LP gains you nice rewards like better implants, capital blueprints and more!
  • Knowledge that you are helping push back the evil invasions of a deluded madman. RP FTW!
  You now have the know-how, but it's up to you to get out and do it. Have fun, too, because otherwise it's just as much a grind as missioning. Don't let a bad fleet put you off, there are lots of good ones to look forward to and they will be very rewarding.

  Good luck and death to Sansha!
-Mem

  PS. I want to say thanks to Asayanami Dei for some great links and info that helped create this post

 



Monday, May 16, 2011

There Goes the Neighborhood

  I've been having some interesting reads lately. First up, there's the new patch coming out Thursday. A very interesting change, especially for the carebears among us. I am a bit interested considering I plan to mission when I have the time, mainly for standings and LP. This is just makes things...different. Let's break it down.

  As of now, mission agents have a quality that essentially tells you how good the rewards will be from them. It's based on standings and some skills, but it still leads you in a line up the ladder of agents to better and better quality.  Each agent also has their own department, everything from administration to R&D. This tells you the types of missions you will get from them...mostly. You will still get a few other random types thrown in, which can be annoying when you are only set up for combat and your combat agent just gave you a mining mission. Welp, forget all that.

  Starting Thursday, your mission rewards will be based on the security status of the system you are in and no longer have their own quality. The departments will also give strictly their type of missions, no divergence. That is a welcome change in my eyes, but using the system's sec status is an iffy one. CCP is essentially trying to push MR's into lowsec, with the temptation of more shinies. I am highly skeptical it will work, since hubs will simply move to 0.5 systems, not wherever the best agent happens to be. The risk:reward is something that has needed work, but will this be the proper answer? As a corpmate stated, lowsec missioning can be quite "ass in the wind" type of operating. It's not bad if you watch local and Dscan, but some people just can't be arsed to actually put effort into MRing.

  So, what does this mean? Well let's just say I will be missioning hardcore with SOE for the next couple of days. Might as well make it work to my advantage ;)

  There are, however, other changes that caught my eye. Your onboard system scanner, NOT your Dscan, that is able to detect the presence of anomalies is getting a beef up to the 64 AU range and the time goes down to 10 sec. That is amazing for WH dwellers. Not only are you able to find everything in one go, except for those massive systems, and run them, but hunting just got sooo much easier.

  And speaking of easier, it seems scanning is getting a bit of a face lift, the wording of which is slightly confusing. Suffice to say, you may not have to agonize so much over positioning and such, making it more dangerous to be hunted by combat probes. Fun times to come >:)

   There you have it, Eve gets a little more interesting each day. Whether that's a good or bad interesting is up to you. Oh yes, and I FINALLY got some real blood on my Legion. Sadly, our KB is down at the moment so I'll have to ninjaedit the KM. Basically, we had Russians in our static link and found them to be in 3 Tengus, a Broadsword, Cane, Scorp and a Pilgrim. We scanned one down sitting at a moon...doing nothing, except when myself and my corpie jumped in to kill he turned on hardners. So we thought bait with the escalation. Nope, just ganked him and he got into another Tengu at their POS. It took something like an hour to finally get them to engage...on a highsec hole of all things! My Legion was the bait, so I took a pounding. It held up stalwartly, they could only slowly chip away at my armor and allowed our fleet to land and start the fun. I had beaten a Tengu into armor, but was forced to jump to safety and get the cap back the Pilgrim had stolen. In the end, we didn't get any kills and neither did they, but I had a blast and props to them for engaging on a highsec hole.

  There you have it. I am awaiting a mail from EON as you may have noticed I took down the ads. I am hoping to get an EON one up, with the bonus of a free sub for them.

  Enough of my rambling. Go enjoy the summer sun
-Mem

Thursday, April 7, 2011

Big Patch (Cont)/ADHC Plug

  Double post bananza!

  Instead of going back and editing my previous post as I usually do, I decided to make a separate one. It will allow me more space to expound on my thoughts without making you read a six page wall of text.

  So I have now explored a bit more into the new patch with some interesting findings. The character creator is indeed a permanent feature now with some fun additions. I have added piercings to Memoo that are in the places that I actually have those same piercings IRL. The choices are sometimes limited, so they can look funky on him, but I like it nonetheless. I was hoping to tattoo him too, but Gallente have the silliest looking tattoo choices so I opted out. I played with my alts and love that they now have more personality, more of an interesting look than before. I tweaked their poses too, now that we have the power to do it infinitely. Thank you, CCP. Mech can show off his Brutor pride finally.

  Other things in this patch were things like nerfing nullsec Sanctums. Finally.

  Now, I'm sure I will get flak for that but I really don't care. Frankly, there is too much money in nullsec and ISK sinks might as well not exist in Eve. This will drastically reduce null sec inhabitants' ability to just swim in ISK since Sanctums used to spawn over and over and over again. That mechanic was abused by botters way too much as it was. All the whining and nullsec tears I read were "Woe is us, how dare you CCP! Don't do this or we quit blahblahblah". Srsly? Oh noes, you have to actually work now?! Poor dears, I feel fo--wait. This means you have to care about and plan your space? This means fighting over space might mean something? Hmmm, good move CCP. I live in 0.0 so it's not as if I don't have room to talk. Lawless wormhole space as it may be, but 0.0 space and we don't have the kind of opportunities nullsecers do. /rant

  Moving on. Some bugs and things smaller have been fixed, which is always good. The beta contract page is now final I think. I say I think cuz I always had it on in the first place. Probe selection has color changes, red and green which is especially annoying to me since I am partially colorblind. Also, with truesec changes my home system's sec status is -1.0 instead of good ole' 0.0, barely noticed it though. You can now delete bookmarks from right clicking in space, pretty cool. And if you give someone money, instead of just showing how much you are giving and why, there's portraits of yhou and who you are giving it to. I think that'll help a lot with not mistakenly giving to the wrong person. I hope so at least :P

  On the stupid side, CCP did break things. Hope you didn't like your saved fittings because that got royally screwed. I have 159...you have to check 50 and those are saved to the server and the rest are saved to your harddrive...and then you can't use them. Screw that crap, wtf CCP? There's other stuff too, but the patch tomorrow should fix it. Should..

  In other news, Memoocan is nearly a year old. In 20 days, he will have survived quite a bit in his first year and there is yet more to come.  I'm pretty excited and just might have to do something special to celebrate. So! Give me ideas of what you think would be good for a 1 year event, cuz I'm too burnt out to think these days.

  Also, I am now officially a recruitment officer for Adhocracy Incorporated! All it really means is that I have to pay attention to applications instead of waiting to see them come up for votes. We are coming out of a recruitment freeze and mainly looking for Euro/Pacific/Australian pilots, but if you're interested feel free to look into us anyways. Feel free to come chat me up or our other great pilots in the Adhocracy Public channel, we have cookies. And ponies.

  Anyways, wall of text is done.
-Mem

Friday, January 28, 2011

Innovation in Planetary Interaction

  The expansion of Incursions has brought many changes to Eve. Some hailed as good, some not so much. One of the good ones, at least relative to its old state, is the nature of planetary interaction. When PI was introduced in Tyrannis, it was a strange beast that to many was nothing but a massive series of clicks. Well that era has ended. Perhaps it is a little late in coming, but it has nonetheless.

  So, for those that have already had their fingers in PI, you most likely already know these things. But for those of you that have been thinking of getting into it and waited for this change, perhaps I can shed a little light to help ease you into the logistics of the process.

  As with the previous iteration, one must have the appropriate skill levels to start. These being Command Center Upgrades, Interplanetary Consolidation, Planetology and Remote Sensing. The last two are less vital, but can be handy when selecting your target planet. The higher the first two, the better off you will be in the long run.

  First, you will want to decide what you intend to build. Organizing this information will be very important if you have a lot of logistics to do or to make the most informed decision on the planets you want for your operations. To this end, this PI material guide has done me worlds of good for tracking what I need and where I can get it. Many thanks goes to Korai for this.

  Now, it used to be that you had to purchase the right CC for your level of skills. ie. Basic CC for level 1 Command Center Upgrades and so on. Well that has been done away with, thank goodness, and now you simply need the right CC for the planet you wish to colonize. So grab it, stick it in your hold and make your way to the system you're using. You only have to be in the system, not at the planet, to set up. So if you can sit safely inside POS shields, go ahead by all means. Next, you will want to select your planet and hop into planet view mode.
Simply named Gas Command Center now. Ignore the dancers :P


  This is where the Planetology skill comes in handy for scanning for resources. For our purposes, I shall set up a Gas planet. The better the skills, easier it is to find better resources. So here, I am looking for Noble Gas and Aqueous Liquids. These will later refine into water and oxygen. Placing your CC can be crucial, especially with lower skills. The farther your setups are spread across a world, the more powergrid and cpu it will need. So when I scan a planet, I play around.

Scanning itself can be confusing. When you first see it, it'll look like this:


  This bar is what will allow you to change and see varying degrees of resource deposits. Cooler colors mean less and hotter colors like red and white are the richest. The left most side is the lower limits and the right the upper limits of your scan. If the left shows 50 of resource X, bringing the slider farther to the right will bring that up. Thus, when you see blue on the planet, instead of only being 50 it is 150 of that resource. It is hard to find resources so rich that you can see white on the planet when the slider is left in this position. So I bring mine more toward the middle, meaning I find plenty of the resource I want in sustainable quantities. So it will look something close to this:


  After you do so, you want to switch between resources you plan to harvest on the planet and plan your CC placement accordingly. So on my gas planet I have noble gases and liquids as so:



  It seems I am in luck and the resources are very close to each other, nearly in the same place. I place the CC closer to the lesser resource, since the more abundant one is usually close by or there's enough to make the placement satisfactory. Switch over to the build tab and click on your CC, placing it where you deem best.

  So, now we don't use different types of CC's, but what does that leave us with now? Upgradeable command centers. I love it.
                                            
The green upgrade level is an indication of how awesome you are
  
Your skills will apply now in a different way. You can, for a sizable amount of isk, upgrade your CC to the appropriate level that your skills allow. For me, I can get up to all but the highest.


 As you can see, the change in PG and CPU is enormous. This allows me to have a lot more flexibility with my building. Of course, the millions you spend up front will be remade in the long run, so if you can float this you're fine. Hit the submit button when you are ready and we can move into setting up the rest of the colony. 

My first placement is always a spaceport. Why? A couple reasons. I route everything into it and it allows import/export. I stopped using the CC as a launcher after my first day of PI, I hated it. I also tend to use it as an anchor point for routes, etc. and it means there's need to link anything to your CC. After this, you can build the extractors. These are now called Extractor Control Units, because they use "heads" for the actual extraction and are quite handy. They also had a wide diameter of operation, so setting them down can be quite a bit easier too.  

The ECUs now cover a larger area than before

  Go ahead and set them down and link them back to the spaceport. I do as much in the edit mode as possible just in case I need to fix something and not waste ISK. So here we go:

The start to our production line.


  If you notice, these two ECUs take up a sizable amount of grid and cpu, so be wary of how many you use and how far they are. Linking things together, while relatively cheaper, still adds up. Hit submit and click on an ECU. Click the survey button and you will be presented with a new type of window. It can be rather confusing too. 



  Your first action will be to select the resource you want on the right hand side. Doing so will bring back your visual scan and show you where the richest deposits are. Next, head over to the left side where you see those columns of circles. Those are your heads. Each one is placed in a different spot in a circle around the ECU itself. Now, before you go extracting anything, you can click on those individual heads and move them where ever you want inside the diameter of the ECU's control range. This is an amazing and useful tool to enable you to balance the resource depletion against extraction rates. These will add more load to your grid, but as long as you have decent skills you should be ok. The cost only comes from adding the heads, not placing them inside the control range. I try to keep it to 3 heads placed in a fan towards the resource, just so I have decent extraction, but room left for other actions I need that cost PG/CPU. When you place the heads, you will see bars jump up in the middle like a graph. This will show you how much you can extract within your overall cycle. If you look in the lower right corner, it will give you the per hour and total output numbers. However, I have found in my work that those are far from accurate and can't be trusted unless CCP decides to actually fix it. They may  have already and I hadn't noticed, but I doubt it. So look at those numbers and take it with a grain of salt. The more the better, either way. Now that you have it all set, what time do you want it to run? The great part about this new stuff is the ability to set the time anywhere from 1 hour to 14 days. You can even do it by 15 min increments.

  The thing you need to worry about now is resource depletion. Play with the time frame and watch your heads. If you notice, the field around them expands outwards the longer you have the cycle set. If you have it set to 14 days, the circle around them looks like it is filled with white noise. Find a setting that works for your schedule most of all, but also allow regeneration time for the resources. I live in wormholes so I barely have to worry about all that. For now, I'll set it to a day and a half, the graph showing that the resources deplete over that timeframe:


  After you are done submitting for both ECUs, don't forget to route the materials into the spaceport. It is likely that you will get denied, though. Don't worry, there is a fix. The culprit is usually the links that bear the load of transport. They default to 250 m3/hour, so I upgrade them to 1000 m3/hour if I have the grid. It'll look something like this:


  Now you can properly route your materials. Hit submit and let them run while you set up the next step. This will let you have the materials to use in the later stages so you don't have to come back to route them later. 

  Next, you will want to set up the basic industry facilities to refine your extractions. If you don't want to refine, then you can stop there and just set up more ECUs more mass extraction. But onward we go. With so many materials coming in, I tend to set up two refineries for each resource to make sure things are running efficiently. You can set up more if you want, it all depends on your needs and your abilities. 

  Now my colony is shaping up nicely:


  When you set them up, set them close to your storage to use as little grid as possbile. If you need additional storage, you can always set it next to the spaceport as well, the layout is entirely up to you. Click on the facilities and choose your needed blueprint and route them back to the spaceport.
 If I wanted to run advanced refineries, I tend to place them at the top, mainly just to look pretty, but also because the basic refineries can link straight to it and route the materials it needs into it. If you have too many basic material refines coming out, just route them to storage and then back into the advanced facility so as to not waste. Now, those extractions you had going? Hopefully you are close to getting the first cycle dumped into storage. If they have already, make sure to route those into the refineries one at a time. However, if they haven't completed yet don't worry. All you have to do to get those materials routed is to use the route you have already established. What do I mean? Click on your storage, then the links button on it. When you find the incoming materials, click on that and create a route with it into the processors and you are good to go. This will take those materials when they get to storage and immediately put them into production. Then hit submit and watch the whole process heave into motion. Soon you will have piles of what you want that you can then export and pick up at your convenience. (Protip: You can use the customs office as extra storage. If you need to import materials to react in advanced refineries, keep spare materials there and import when you need so they don't take up space on your planet)

  There are many needs for PI and thus many different set ups that you could possible need. It could be nothing but extractors routing to storage to launch out or you could have a complex web of links and routes. Play around and tweak as you wish, it's quite customizable and interesting when you get down to it. 
  
 So there you have it. The new face of PI in all its buggy glory. It's not a perfect system, but people wouldn't play anything if they wanted perfection. It works and that's all that matters I suppose. For me, it is a great tool to help my corp and to satisfy my carebear ways now that I have turned into a death machine. Almost 200 kills as of this writing, woot. :P I'll leave my usual updates on things for the next post, since I intend to link this to people when they need the information. 

  I hope it has helped with your own endeavors. If you find better ways of doing things or have more info, feel free to comment here or shoot me a mail in game. If you need any other pointers or info, feel free to contact me as well.
-Mem

Wednesday, January 26, 2011

Saviors or Slaughtered

  The hostile incursions of Sansha Kuvakei have begun in earnest. The debrief from CONCORD gave some interesting information, even disturbing. The resulting chaos has shown how capsuleers may or may not be able to actually work well enough together to overcome a common enemy. As I read some of the dialogue and things from the Live Events, the nerdy RPer in me got all giddy. It's hard for me to like RP in video games, preferring table top and my imagination. Video games are too meta for me to be able to get fully into character. But reading the way others do so is pretty awesome. Roc Weiler had quite an interesting write up.

  But alas, I have yet to experience anything of the sort. This expansion will have to work hard to prove itself, and the effort:reward ratio is severely unbalanced in my limited opinion. It seems so many players have already been slaughtered, in highsec even, trying to combat the invaders. Consequentially,  ship prices have been on quite the rise. None of this really affects me, seeing as I already deal with Sleeper drones on a daily basis. I am an incursion already, you could say. I have lived in Empire and now wormholes and it's my opinion that the release of wormholes was one of the best expansions. CCP wouldn't go wrong to throw us a bone with the Sleeper story line or mechanics for living inside wormholes.

  For now, I will watch and listen to others' take on the slaves Kuvakei has released on New Eden and observe from afar. The encouragement of blob tactics and crashing nodes in kspace is rather...unfortunate. I believe it could have been handled a bit better, but that's just me. I have not had a post in a while for RL reasons and because I have a very big post coming up. I have gotten some very good, and some very odd, kills in my Falcon and I am loving it. Let the hating and flaming begin.

  Mech is a day away from his Orca and I cannot wait. I have, with quite a bit of convincing from corpies through their own success, have decided I will try my hand at highsec exploration and use the Orca as my mobile base. Get a good circuit and you could make quite a bit of money in an evening, depending on your luck. I hope mine will be good and I will of course chronicle my exploits. Will I find expensive faction mods? Will I finally encounter ninjas or griefers? Will I find romance among the stars? Who knows! It will be quite exciting.

 School is currently curbstomping my face, so I apologize for the lag in posts. Life has certainly turned the heat up lately. Anyone have that issue? Heh anyways..

Lemme know what you think of the Incursions
-Mem

Wednesday, January 19, 2011

Incursion's Reveal

  This has certainly been an interesting patch, hasn't it? For myself, I was rather frustrated to begin. After a 12 hour day of moving apartments, ubercleaning the new on, and getting much needed supplies I was worn out and ready to see the new stuff. Well that would have been nice if CCP hadn't decided to screw Mac users over. It seems I got the least of the trouble, as my verification failed for the download only once. From what I saw on the forums, it seems quite a few files got corrupted for many users. I do understand patch days are impossible to predict and I do commend CCP on their vigilance in rectifying the problems. But I missed out on a massive fight as I was waiting to redownload. Oh well. I finally got it up and going and went straight to sculpting Memoo. You can get in game without doing this for 30 days, but after that you have to make your character. Besides, why wouldn't you want to?

  I started playing and seeing what they had done to polish the creator. Which is to say, it was basically the same as the SiSi version. No tattoos for Minmatar...? No difference between castes in races? Hmmmm....I also had a bit of trouble since the FPS was extremely low and my character moved, which made me angry when it messed up my work. On I trudged.

I was very tempted to go white guy corn rows, as I used to have dreads...but resisted. Mem didn't seem to like it much either :P

  I tried to use my SiSi model as a reference, but I just couldn't seem to sculpt it the way I had then and wanted him to look. My SiSi model looks young without looking like a child and has a look like he knows a joke that you don't know. Well....my new model looks slightly more anorexic and not so subtly coy. 

I tried..

and tried. Played with lighting and poses, I kinda like the seriousness here.

I reeeeally like this one. The dramatic lighting, pose, and background. It works, but too serious for Memoo?

  So, I finally got to where I wanted it and was happy to save. So I hit save. Then I hit save again. Frustrated, I mashed my mouse as fast as I could. Well dangit. For some reason, the idiotic editor decided to say "Screw you!" and I couldn't even save my model and pose. I went back and tried again, to no avail. I had to start over. 

  By this time I am tired and frustrated, so I fly through the remake and this time it takes. It left me with this...um...gem.

Still deciding on it.

  Not what I wanted...not sure how I like the look. But as I passed through Amarr, someone sent me a mail saying "Cool avatar"...that made me feel pretty good :) Corpie said he looks metro since you can't see his arms very well or something..whatever. The good news? We get a do over, so I may just redo Memoo. They are adding UI changes and a few things, so use your redo wisely. I will wait a bit, methinks. What do you think? Should I leave it or go for the dark and serious or something else entirely?

  Also, with ongoing communication and patching from CCP, it seems:

"We will be introducing the ability to repeatedly recustomize characters in a future release. The current plan is to introduce this at the same time as we release tattoos, scars and piercings so players can take advantage of these new assets. We are still in the early design phase, so we don't have any more details at present. Expect a devblog explaining more in the coming weeks"

  As for the rest of the patch, things are certainly changing. Sometimes that's great, sometimes I wonder if CCP is smoking crack. For instance, the game now measures a decloak range 2,000 km from the edge of an object, yet still measures distance from the center of an object. lolwut? Sleepers are now also harder to kill/kill you harder, so I anticipate T3 production costs rising quite a bit. That means we make more money if we get our Pve faces on. PI is now a bit of a different beast, it took some playing to figure it out too. Although most features are the same, extractors have had quite a work over, placing heads and extracting far more with time intervals that you choose. It can be anything from 15 minutes to days and day, chosen by the hour or half hour if you want. Time to finesse my production lines, it seems.

  By and large, this is an interesting and massive patch that has done quite a bit of good. But I still think there's polish needed and I am hardly the only one to think so if forums and conversations are any measure. Step in the right direction, anyhow.

  Oh yea, and while I was gone the whole day doing things? Yeah, I got Recons trained. I got my Falcon Viperous Strike home and fitted up. I am waiting for Recon IV before I really take it out, since fitting and flying are two entirely different things. I don't have all the mods on it that I want, but it's rigged and cloaky, so I'm excited. Time to jam some people into submission. One of my corpmate has also seen the light and loves his new Falcon as well. *evil chuckle*

  Anyways, there is still much RL for me to do. I am far behind already since profs are insane. Time to work and play catch up.

  Laters
-Mem