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enemy mission runners
I’m not a big fan of high security wars, most of the time it turns into station camping, docking games or the dreaded netural remote repair. From time to time, however, we find ourselves in this situation so here’s a little tip to probing enemy mission runners.
Get yourself into a cloaked ship and head over to the system where you have found the enemy mission runner. Find out what station he is using for his agent, then deloy your probes at the station with the smallest scan range you can. Make sure to sit on grid but far enough away that no one is going to decloak you and give away your location.
The minute you see him undock, do a scan and get his signature ID. Now filter your scanner to only show that result. Wait a few seconds for him to warp off to his mission zone then redeploy your probes and go find him. Once you get a 100% hit on him, call your fleet in and see one surprised mission runner.
I believe the signature ID will change each time a ship docks/undocks or jumps system so you may need to repeat this process until you can find him quick enough or he runs a longer mission.
This will teach people to misson run during wars; for extra points use a locator agent to find targets far away from the combat zone who think they are safe!
no pun intended
I’ve been thinking about large scale high-sec mining ops in systems without stations and how to make them most efficient, this method could also be scaled to work in low/null I believe.
If anyone has any feedback on this idea please let me know as I’d like to refine it [no pun intended ].
Requirements:
> Quiet high-sec system with a high number of belts (no station)
> POS in system with Large Ship Assembly Array (can hold 18.5m m3)
> 2x Orca’s (one with leadership skills & gang link modules, other with cargo optimization)
> Fleet of mining vessels
> 1x Freighter
> Light security (few but effective ships, i.e. HACs/Command/ECM/Logistics)
How it works:
1. Leadership/Gang link Orca sits in the POS giving bonuses to mining fleet in system
2. Other Orca acts as hauler gathering cans and bring them to the Large Ship Assembly Array
3. Mining vessels do their thing clearing belt by belt
4. Security stays with mining fleet
5. At the end of the mining op the freighter moves the ore from Large Ship Assembly Array to NPC station for refining and distribution/sale
Why 2 orcas:
> For a fleet to receive bonuses an Orca can NOT be docked or in warp
> A hauling Orca replaces the need of many haulers thus increasing ROI (return on investment) for the mining op
Payouts:
> All ore mined is pooled then a cut is giving to Alliance/Corporation i.e. 10%
> remaining ore is divided by participants by assigning the ships/roles they played in the op: 1 for stationary orca; 2 for security, hauler orca and non-mining barges; 3 for mining barges; 4 for hulks
> All the points are added up then ore is distributed based on your percentage
Example…
stationary Orca = 1
hauling Orca = 2
security ship A = 2
security ship B = 2
non-mining barge = 2
mining barge A = 3
mining barge B = 3
Hulk A = 4
Hulk B = 4
Hulk C = 4
Total points = 27
So Hulk C would get 4/27 or 14.8% of the ore and so on for each pilot.
* This method could also be used in a system with a station by having the stationary orca sit in safe spot while hauler orca makes drops to NPC station.
that ain’t half bad