The Modular Overview

The Overview. If there is one part of Eve that seems to never change, it is the Overview window. Look back at early screen-shots and you'll see it has remained relatively unchanged since the stone age. Granted, major changes would require major overhauls to more than just the overview window. To effectively alter the way information is given to players would require a huge effort to re-think the entire UI environment. But what if there was a way to evolve the Overview right now? Without any other changes to the existing UI environment?

I think there is.

Let's consider not only the type of data being presented in the Overview, but also how people use that data. I believe that "use" is the key to unlocking a potential solution, without changing the type of data being presented. The sheer amount of information presented within the Overview is daunting. But in his book Simplicity, author John Meade said that, "Smart organization of screen elements can make the many appear as the few." In other words, it isn't the amount of data that is overwhelming, it is the way it is being organized. Right now we are limited to only a left-right column based organization, but what if we could break that down into easier to consume modules? Based on categories?

Depending on what you are doing in Eve at any given time, different information contained within the Overview is more or less important to you. For me, NPCs have no importance at all (for example), I don't even have them on my overview. For Miners, rocks are the most important thing while they are mining. For others, other information is more important at the moment. And right now, organizing the Overview requires a lot of effort that can be especially confusing for younger or less experienced players. In fact, I would argue that most players really don't understand how to organize their Overview properly. So the goal is not only organizing information, but doing so in a way that makes it significantly easier to use.

Challenging yes. But not impossible.

Let's start by breaking the Overview into five easy to understand "modules" or category windows:

• Player Ships
• Celestials
• Structures
• NPCs
• Drones

In addition we will add (x) number of custom windows that the player can create, save and share with other players. (I imagine a maximum of five of these, but who knows.)

Each window is positional, so they can be placed wherever the player wants, in whatever order the player desires. But only the category information can be displayed within each window. So only Player Ships are shown in the Player Ships window, for example. Each window is controlled the same way it is today, but only the customization appropriate for each window is available to each window, so it is much more streamlined than it is now.

Ok that's cool, but that could get rather cluttered. So let's add yet another feature to help with that. What if each module could be presented in three different states?

Each module window can be "closed", or used in "Icon View" or in normal "Column View". This would help de-clutter the UI environment and help players organize the information 'they' want, instead of being fed information they have no need for. In addition, each view can be filtered as usual to present even more re-fined information and customized colors, sizes, etc.

Also remember that we have added (x) number of custom windows to this, which players can use to create their own windows. Uses could be:

• Wrecks
• Corpses
• Wormholes
• Gates
• Fleet Members
• Logistics
• War Targets

Out-of-the-box this system would aid new players by presenting information in pre-determined categories of data. ONLY ships appear in the Player Ships window, etc. This makes it far easier to disseminate so much information, by breaking it down into smaller chunks. It also gives a reason for the Icons, if you choose to break your windows down in that manner. Icons would be ordered by proximity by the way, or by sec status perhaps.
In addition, closed windows would pulse if something needed the player's attention.

In this example, which is based on a potential PvP set-up, the player really only cares about other Player Ships in space. So that window is open and organized in the familiar column view. Other windows are also important, but for now he has chosen to view those in the Icon View mode. Closer items are first and remain lockable, warpable, and otherwise usable in the normal manner. And he has added a Custom Module for "Wrecks".

You can easily see how Miners, or Explorers, or others could customize their own Overviews to better present information they consider important.

Left alone the Overview wouldn't be that much different than it is today. But even without player interaction, information would still be presented in easier to understand chunks. Making "glance" dissemination even easier.

But the customization is where this approach becomes even more powerful. The ability to "break" apart the Overview window and put them wherever you need on screen, is powerful. In addition, less screen real-estate would be taken up by information the player doesn't really need at that time. Making the entire UI environment better as a result.

I could go into a lot more detail, but I think this is a good overview of this approach. It doesn't solve all the problems, but it seems like a good evolutionary step towards better presenting a massive amount of information to players. And giving each player the opportunity to better control what that information is, how it is presented, and in what format. In that way, more choice and control is placed in the player's hands.

What do you think of the idea?

PS: Morg suggested I call this the "T3 Overview", I like it.

Lego Scorpion

EVE online's custom Scorpion battleship | SHIPtember 2015

This has nothing to do with me, but I thought it was awesome enough to warrant a special post. Check out the entire Flickr Album here.

Seriously great work.

Archival: RJ's Bar 'n Grill Menu

RJ's Eve Drink Menu
Click to embiggen

Another tid-bit from Summer of Incarna is this drink menu featuring loads of community in-jokes and references. This was 2011 and the beginning of Twitter Hats as well. Enjoy the flashback.

Eveoganda Films

Eveoganda Films now has its own page here.

That page doesn't include all of my Eve videos, but it does include the better ones. I didn't start out to make my own videos. In fact, for years I avoided it for several reasons. When I started playing Eve I was surrounded by productions, real ones that paid a lot of money and I wasn't all that interested in doing more for free. I did throw a few together here and there to support various efforts, but nothing serious. And by serious I mean effort. I doubt most of my videos could be labeled "serious". Although "Greatness" (Which really kicked off a trend didn't it?) is probably the most serious.

That all changed with the closing of my agency business and the arrival of "Dumb Ways to Die". That video has to be one of the most bizarre Eve videos ever made and the chance to work with Sindel was one I couldn't pass up. What it did show me was that I could come up with ideas that could be executed that didn't tread over already well-worn ground. In order for something to interest me it has to be challenging, interesting and new. I oculd certainly spend my time making another PvP video, but why bother when others are doing so many truly good ones? That doesn't interest me.

Mostly I use Eve videos as training ground, a chance to practice something that I don't get the chance to practice in real life. That's what spawned "Stay Frosty Opening Credits", one night as my wife and I were watching True Detective I wondered aloud about the opening credits. And went to work.

All of which is a roundabout way of saying I've recently started to think about doing more with Eve video. Both from a humorous and more serious perspective. I am currently working on a massive new project that isn't like anything else that has ever been tried in the annals of fan made video. And I'm also working on a short film script that I'm very excited about, that is based in the Eve universe. That one may or may not ever come to fruition, but that doesn't mean I'm not going to try. I strongly believe that Eve is the perfect place for such projects, it is a living universe that is crying out with great stories waiting to be told. From a wide variety of perspectives.

I create for myself first. To achieve some specific personal goal, to overcome some challenge I've set for myself, or to learn or expand upon my own skills. This is no different than what I've always done in every other aspect of my life. When I was young people kept telling me that I couldn't. Even today I run into that attitude everywhere I go. That attitude is keeping me from finding regular employment. There is no room in this world for a jack of all trades, master of them all. The world demands that we focus on something and looks askance at anyone stupid enough to try everything. You can't be a writer AND an Art Director, much less an Editor and a Illustrator! Or an Animator and a Designer. For goodness sake man, focus on something!

Nope. I won't. Deal with it.

Eve Valkyrie #1: Review


Superstar writer Brian Wood tells the origin of Rán, founder of the Valkyrie—the deadliest space-fighter pilots in the EVE universe!

This series leads into EVE: Valkyrie, one of the most hotly anticipated video games of all time, a groundbreaking virtual reality space-dogfighting shooter from the creators of EVE Online.

Earlier this week I was fortunate enough to receive an advanced copy of issue number one of the Dark Horse Eve: Valkyrie comic series for review. The issue hits the stands on October 14th and is the first issue in a planned mini-series that sets up the launch story for the Eve: Valkyrie video game.

This kind of convergence is right up my alley. As a video game enthusiast, former comic-book writer/artist, and Eve super fan, not to mention a fan of all things science-fiction - this book manages to hit all of my buttons. At the same time, given my long history with these genres, I also have to admit to some hesitation when it comes to tie-in products. To say they can often be a mixed bag is being kind to some of the more horrible examples that have been fostered on us in the past.

I need not have worried. The story of Ran as told here by Brian Wood and gorgeously illustrated by Eduardo Fransico is well told and compelling hero building. And while it might adhere a little to tightly to the hero's journey at times, the glimpses into real world life in the universe of New Eden makes it well worth the trip down that well-worn path. The tale behind why someone would choose the hard and dangerous path of becoming a pilot in a universe like Eve's can make for an interesting story, and Ran's journey here does not disappoint. I won't give away anything in this review, but her story manages to impart meaning and feeling into her choices - something that I found surprising and welcome.

Another challenge in stories like these is the depiction of space battles in static frames. Many artists over the years have approached this challenge with many different solutions, but I like the choices made here. Eduardo's art is clean and often graphically simple, but it compliments the story and adds clarity to what can often be a confusing and complicated environment. There are moments here that any player in Eve, or reader of science-fiction in general, will appreciate.

I also think the cover by Borkur Eirikssen is gorgeous and would make an awesome poster. Although the one for issue #3 looks even better.

It will be interesting to watch this story develop over the remaining issues. Right now it is hard to tell exactly how much more back-story there will be, or what the reveals might be down the road. The first issue certainly does a good job of setting the story up and giving the reader reasons to care. Ran is the central character, not only of this narrative, but of Valkyrie itself - so this is important groundwork.

I could wish for a bit more meat when it comes to the depiction of hardware environments, some of the art feels a tad rushed and minimal in places. But that is a small complaint. There are several moments that should give any Eve player a moment of recognition, and any potential Valkyrie player enough to satisfy their own curiosity.

I give Eve: Valkyrie 8.75/10 and I'll be sure to pick these issues up myself. Having played around with Valkyrie earlier this year in Iceland I couldn't be more excited to finally get my hands on the full game when it is released, so these issues help to fill the void until then.

You can pre-order issues 1-3 now over on TFAW.

Mmorg Article about Stay Frosty

SF Bare Knuckles Wallpaper

Over on today is an excellent article by Steven Messner about the origin of Stay Frosty, I highly recommend it.

Steven and I spoke for over an hour the other day about the incidents that led to me forming the greatest pirate corporation ever. And it was a great experience, I haven't thought about those days in a long time. I actually had to go back and re-read some of my old posts just to make sure I got all the facts straight. It is important to realize that he wasn't writing a documentary about the experience, his articles in those features tend towards the more dramatic. But, even so, he managed to get almost all of it down accurately. Which, given all the context, is not an easy task.

It has been over two and a half years since I was forced to leave that other corporation. In that time Stay Frosty has grown to well over 220+ players and crawled our way into the highest ranks of the killboards, all while managing to not give a damn about what other people think of us. And focusing on fun above all else. We undock. We fight. And that's just about it. We don't yell at people for doing stupid things like attacking Procurers with their Atrons (which I did the other night, lol, I died). We help each other, we fly alone or together, and we shoot all the things.

And we have a great time doing it.

It isn't for everyone. It isn't supposed to be. Some people stay forever and some come and go. Which only means we have a lot of friends around New Eden. Except for those few who choose to cross us, but we've really had surprisingly few of those over the years.

As always, Stay Frosty is OPEN recruitment. That means all apps get accepted. It is a sink or swim corporation. You either love it, or you don't.

Either way, we make no apologies.

Join us in-game at EVEOGANDA or The Frosty Hammer channels. Our alliance A Band Apart has a corporation just like Stay Frosty that does other things, like Wormholes, Industry, Missioning, and New Player Training. We are seriously pretty awesome.

Frigate POSTERS!!

Coming Soon™

The second line of ship posters is coming soon from QMx, CCP and your friendly neighborhood pirate blogger. I've heard rumors that QMx will be offering more affordable international shipping options, so let's keep our fingers crossed.

Obviously I will let you all know when they are ready for ordering, although you can join the QMx mailing list if you want.


Micro Jump Drive Dessies

Introducing New Destroyers
Four new Tech II Destroyers that favor defense and speed and can fit the powerful and versatile area-of-affect Micro Jump Field Generators, which microjump you and any ships nearby far from your current location.

This is all the information we've been given yet on these new Destroyer Class Ships that will be popping up in "Winter". Or Summer if you live south of the equator, which some people seem to. Like Australians.

So will these be new new ships, or variations of current Dessie models? I wonder. I sure hope they are new new, that would be so much better. I'm all for new models and maybe CCP will use some of those awesome concept pieces we saw back when Destroyers were first announced. Either way, new or variation, these new ships are kinda funky.

Ever since the Titan Doomsday went from area of effect to targeted, the concept of AoE weapons has kind of been on the poo-poo list. Other than those nasty smart-bombs we don't have much to choose from when it comes to them in-game. This is an interesting concept however, an area of effect that affects nearby ships.  So let's think about this for a second and see what we can come up with. If you notice the description says "any" nearby ship, so it might be safe to assume your fleet mates and any bad guys that happen to be around will be getting the blink shuttle to 150k from your current position? If so I immediately see this as an interesting way to remove certain ships from certain situations. I mean, bait ships are going to have to be careful aren't they? It would suck to be baiting on a gate, for example, and find yourself surrounded by these guys waiting on backup to arrive, and then suddenly find yourself 150k away from the gate.

I assume anyone currently scrammed is going to miss out. Which means leaving people behind when you run off. Also a bit of confusing decision making that will need to be made under stress. So "any" ship means ships bigger than you? So exactly how does this work? I can imagine the cap demands are going to be HUGE. Or should be. Is it based on anything other than distance? What I mean is, will every ship within range be affected no matter how large? That seems a tad over-powered doesn't it?

And what is the recharge time? So many questions and so few answers.

Despite my inherent dislike for "run-away" mechanics, I think I like the general idea of this. Its up to me to get a scram on you, plus I can see this mechanic having just as many offensive pluses as I can defensive. Which you can't say about WCS for example. Or ECM really.

So until we know more, count me in the like camp for now.

Eve Propaganda

If you missed it, be sure to check out this article over on Rock Paper Shotgun about Eve Propaganda.  I was honored to be asked to participate and enjoyed talking with Steven about my experiences with in and out of game propaganda mechanics.

Unleash The Big Boys

As far as I'm concerned personally my "Propaganda" days essentially ended when I left Null Sec politics. I say "essentially" because it would be hard to quantify my efforts since those days. In many ways propaganda is specifically an expression of politic will, the intention of which is to affect and effect both the minds and outcomes of both internal and external audiences. To that end, my post-Null efforts, in bringing back the Vagabond Frills or in generating attention for bad modules (as examples), are not specifically expressing a political will. They are, for all intents and purposes, more advocacy projects than propaganda.

Certainly I still create pieces that are pro-corp/alliance, but those are primarily about recruitment and creating a community within both groups. These are borderline propaganda, but not typically what one thinks of when they think of it.

Either way, excellent article and I enjoyed participating. Eve is a fascinating place and there is room for so many different kinds of expression within its sandbox.

Real Life

Please note that the following doesn't have much to do with Eve. So if you'd rather not read any further I won't hold it against you. I just know that many of my long-time readers, friends and associates might like to know more about the other parts of my life.

I haven't played much Eve these past two weeks for good reason. On the good news side, work has picked up lately and that is a welcome thing. But work, other than a few days where I was out-of-town, isn't the reason Eve suffers. As many of you know our oldest remaining (at home) son suffers from... well we do not have an actual diagnosis. It could be anything, but generally speaking they place him somewhere within the Autism Spectrum. But that doesn't really mean anything, he doesn't display classic Autistic symptoms. Real diagnosis is difficult given his age, many mental problems don't fully manifest until you are much older. So that can be a big challenge. For the past two weeks the results have been rapidly escalating yet again.

These escalations have resulted in him having to be hospitalized three times previously. The first time this happened took as all by surprise, this was the event that triggered the dissolution of Lucifer's Hammer and me joining the Tuskers, if you remember that. Since then we've sadly become more accustomed to them. So yes, this past week he has had to be hospitalized yet again. This time, due to his increasing size and age, we just barely avoided more "adult" consequences. So he may end up spending more time away from home this time, so he can get more intensive therapies.

To add insult to injury last week my wife's dad had a mild stroke and the power company decided to turn off our power without warning. Her Dad is doing fine now and the power is back on, but still those were a bit more than we could handle. In fact, they all happened on the exact same day.

Needless to say, in context, Eve sorta took a back seat there. If you've made it this far then I want to assure you that my various projects will continue, this blog, my commissions, Stay Frosty and ABA, and everything else. Obviously real life always comes first and sometimes real life is bigger than everything else in your life. This is normal and it happens even to me.

They say what doesn't kill us only makes us stronger. If so, then my wife and I must be the strongest people I know.

And you know what? In so many ways, we are.

Keep the courage.

Eve Just Keeps Rocking!

CCP Seagull sits in front of my posters and says some things.

Ok, she did warn us in the last video that things would be churning along. So we should have been prepared. But, I must admit, some of these things have taken even me by surprise.

• New Exploration Frigate that can find Ice Belts. Pretty cool. More things to shoot at.

• New Destroyers that use a area of effect MJD that jumps the ships nearby also? Whoa, that is pretty weird. And potentially awesome new gameplay. I think I like it.

• RUST!! 'Nuff said. This one I saw at Fanfest and have been waiting for, but still I love the idea.

• KILLMARKS!! My personal favorite thing ever, next to WCS being limited to Indy and Trans ships. (Finger's crossed)

• New Explosions!

• Missile Disruptors!! (Been a long time, but these are a welcome addition.)

• Falloff for neuts and RR, makes sense to me!

You can read all about these and more for yourself over at the brand new Update Site, which is awesome.

I'm just getting back to normal here at the Eveoganda World Headquarters, we had a week from Hell last week. So I'm sure I'll have more about all of this in the coming days and weeks.

The next person that tells me Eve is dying gets a boot to the head.

Why I Play Eve

Be sure to check out and enter to win some great prizes in their launch contest!!

Months ago I created a "cartoon" version of Rixx to use for this video, I had heard about Adobe's new Character Animator program and wanted to try it. I had to wait until it was released of course, so today I finally got around to upgrading my software and set about learning the new system. This is why I created the video, well that and to try and win a Playstation 4!! (Duh!)

As always I strive to create Eve videos that aren't like other Eve videos and I think this one qualifies. I've never seen anything quite like it before. I didn't know the first thing about Character Animator this morning, although I've obviously worked on animation before. I tried to keep the options simplified, so as not to overly challenge myself the first time out. This is why Rixx's arms don't move. I'll probably keep working on the model and try something even more challenging with it next time. Better to set your sights to something you can accomplish rather than becoming frustrated.

Anyway. I hope you enjoy it.

Why I play Eve by Rixx Javix

I play Eve for the pew pew
To explode ships flown by you
I can search all night
For the elusive good fight
No matter how many I shoot
I only do it for the loot
I may be a solo and small gang snob
But eventually I always get killed by a blob
A gate camp, or a posse
Makes it difficult for me to Stay Frosty
Despite my PvP hi-jinks
I never have to use links
And despite my many faults
I never scout with alts
Sometimes you get away
To fight again another day
Or run away from my jabs
Using those goddamn warp core stabs
I am a Pirate gent
Who is only providing content
It doesn’t matter how skilled
I cannot be killed
When you try I only chortle
Because you see, I am immortal
This is why I play
Why I undock every day
To take from you and strip
You of your internet spaceship

Thank you. Thank you very much.

Crew Needed

Crew Call:Amarr
Click for additional sizes

From June 2010, a filler page I created for EON Magazine. I miss EON. 

Ship Crews: What Have We Learned?

Do Capsuleers fly their ships alone suspended in their pods? Do they employ small skeleton human crews to man their ships? Do robots, or clones, or some combination of highly advanced technological solutions aid them in their flights? Is the death toll from 30,000 ship losses a day too much for the population of the universe to handle? What is the deal with ship crews in Eve?

The truth is, no one really knows. The evidence among the lore is contradictory and often vague in my humble opinion. We know for a fact that NPC ships in New Eden have crews and that the survival rate depends greatly on how those ships are destroyed. We know that ships contain Escape Pods for the crew to use. And we know that Capsuleer ships have to contain room for a Pod for us to use. After those "facts" the rest is open to some interpretation. It seems rather likely, based on what information is available, that larger ships do have crew even with one of us immortals driving.

The way each of us chooses to deal with the rest of this knowledge seems to break down into clearly defined ways in which we personally choose to deal with Eve itself. There are those that see Eve has a harsh, dark and unforgiving place who choose to believe that their crew dies each time a ship explodes. And the other end of the spectrum chooses to believe that most have a way of surviving the loss of their ship. And then an entire spectrum of faith that lies in-between. Including a wide group that chooses to believe that technology should provide a way to avoid the entire issue.

This reminds me of a debate my friends and I had back when Star Trek TNG premiered, and introduced the idea of the Enterprise crew consisting of entire families. What the heck do so many people actually DO on a Starship? A sufficiently advanced culture with AI, holodecks, instant food machines, teleporters, and every thing else - shouldn't need much in the way of crew. So why lug around so many people who are simply going to be put into harms way every episode? For anyone even remotely knowledgeable about science-fiction it isn't difficult to imagine a starship that doesn't even need humans in the first place. Much less hundreds if not thousands of them.

So it isn't a huge stretch to imagine a single Capsuleer piloting a Battleship alone floating in their pod goo. It could work. It could be as simple as clouds of nanobots flying around fixing, cleaning, and dealing with the ships needs. Heck, nanobots could just create anything needed from material on-board. Simple and clean, and no need for humans to die. Of course the lore itself seems to indicate humans are involved in some capacity, so these extra-tech concepts are not based on established knowledge.

It may be entirely possible that humans NEED work in the world of Eve. With trillions of mouths to feed, perhaps the universe is simply teeming with desperate technicians, mechanics, and astro-navigators hungry for any kind of work. No matter how dangerous it might be. That can also be true.

I suggest that the way we imagine the answer to the question of ship crews has more to do with us individually than it does with Eve. I choose to imagine a more romantic version of space travel, one popularized in science-fiction through the ages - of a ship's Captain and his loyal crew. I do so not based on any evidence, but simply because I like that version. It helps to pass the time and I also find it gives Eve more life than the alternatives. When my alt is flying her Providence across 47 jumps, it helps to imagine the passengers and crew and their adventures inside the city-sized behemoth that is that amazing transport ship. It adds and doesn't detract from my experience. I've been enjoying such flights of fancy since I first started playing Eve.

You might choose another way. And you may very well enjoy your version of the "truth" just as much as I enjoy mine. We are all correct. Our version of faith, for lack of a better term, is just as valid as any other. Because we take it all on faith when it comes right down to it. Faith in the mechanics of game-play, faith in the history of Eve, and faith in our own imaginations to fill in the cracks and explore this wondrous universe that CCP has gifted us with.

In the final analysis I choose to believe that we all have a bit of the truth within us. And, in many ways, I hope that this question never gets answered. The answers I find in my imagination, and in those of my fellow players, are a much more powerful and engaging truth - than any facts could be.

Flights of fancy. Isn't that really the heart of Eve?

The Ship Crew Debate

Way back in 2010 I wrote a post called "The Pod Captain Debate" in which I proposed a compromise position regarding the issue of how exactly we pilot our ships. For as long as Eve has been around this debate regarding how we actually fly our ships and how many crew members does it take to make that happen has raged around the community. There are lore experts, there are charts, and there are those that believe we float in our pod and don't need no stinking crew - even in Capital Ships.

Look, it doesn't really matter. The game is the game. One could argue, and be right, that we should drop the whole issue and move on. It really doesn't matter in the context of the real world, or in the context of playing Eve. Not even a little bit. I get that. But "letting go" isn't really in the DNA of space nerds, is it?

So let us move past the silly logic of being reasonable and try to figure this thing out. I used an image from the Discovery Channel show "Deadliest Catch" for a reason. Let's assume that of the hundreds of ships going out every day into the Alaskan waters to find crab suddenly have to deal with New Eden levels of danger. An already dangerous job suddenly turns into Eve levels of destruction. In the current scenario that most people cling to, this means that the vast majority of ships going out each day simply do not return. And of those, about 75% of the crew members perish. Now let us imagine the social, political, and economic impact that such devastation would cause around the world. I suggest that rather quickly, people would stop signing up to go out there. In fact, the outcry of such levels of death would be incredible. The entire industry would shut down until we figured out what the heck was happening.

If every crew member serving on spaceships in Eve dies, no matter what the specific numbers might be, people would stop serving on ships. Period. People are not stupid. Not that stupid.

So what we are left with is two choices. Either the vast majority, like in Alaskan fishing today, survive - or we fly our ships alone in our pods. The lone pod option has problems. For one thing it doesn't address the thousands of NPC ship explosions each and every day. Thousands. There are nearly 30,000 ship losses a day in New Eden on average. I suggest that it is ludicrous to assume a high mortality rate among those ships. I don't care how big the universe is, or how many people there are, no one is signing up to serve in a death trap.

So ships must have crews, even if those numbers are mitigated by a demi-god flying it. And those ships must have a means of increasing the odds of survival for those crews serving on them. A process that is more or less stable, predictable, and reliable. A crew member has to feel they have a good shot at living to serve again, to go home to their family, and be able to spend the money they've made. Just like real people do today.

Let me suggest a solution based on perception. As Capsuleers we perceive the universe in a special way, as immortals we are different than the average Joe. This is to be expected. We have a lot to deal with. Information is flowing to us, thru us, and must be dealt with quickly. We don't have time, or the need, to add to that mountain of data. Hence we just ignore those things that do not matter to us. Such as eating, such as shopping for toiletries, and such as the survival of our crew members. We don't have to worry, because it is taken care of. We have more important things to deal with.

I believe that even in our pods, we need crew. A small crew of tightly knit men and women that serve with us because of the benefits doing so bring to them. The fame and fortune and social elevation that such duty imparts to their lives. Yes, it is extremely dangerous. And sometimes one of them does not make it back alive. But it is rare. I believe that in the moments before a ship explodes that each crew member has the chance to escape the ship and be jettisoned into space along with us. That such data does not appear on our overviews because why would it? It has no direct impact on our decision making process, we have a pod to get safe. Just like they do. Although theirs is more like the one C3PO and R2D2 use in the opening of Star Wars. At least that is how I choose to imagine it.

This is the only solution that makes sense. Space is dangerous, no doubt about it. But it cannot function if it is fatal. Period.

In the final analysis it truly doesn't matter. But in my mind, when I am playing Eve, this is how things work. My crew has been with me, for the most part, a very long time. I trust them and they trust me. I've made them, the survivors at least, very very wealthy. And they keep me alive, my ships functioning, and those long hours in space bearable. It is, for all of us, a win-win situation.

You can choose to live in a universe where everyone on board a ship dies horribly every time one is lost, or you can choose to imagine the vast majority of them slipping out of danger in their escape pods. For me, I choose to believe the only thing that makes any sense.

PS: interesting lore about Escape Pods

Comet Cut-Away

Click to embiggen!
This amazing cut-away of the Fed Navy Comet popped up on Tweetfleet just now.

I am a huge space nerd for cut-away schematics, so first of all let me say WOOO-HOOO! Please more of these in conveniently large poster formats, thank you very much. Nicely done, I like the style choices (please proof-read there is a typo!) and it looks amazing. Well done.

I've had a long-term cut-away project in mind based around the "bridge" of the Rifter for the past few years. I have some sketches already done and it is just one of those projects that I never seem to have time to get around to. I notice that this Comet generally avoids the issue of "bridge" and side-steps it a bit with the "Capsule Access" paragraph. The copy is general science-fiction verbiage that doesn't really tell us much, and the drawing is a tad unclear on specifics. I'll go out on a limb here and assume that is the Pod in there. We do know that Comets do come with crew members, so it is unclear where they hang out. Even though this piece says a crew of "one", that may be new doctrine, but it isn't what we've been led to believe up to this point. It is always hard to know what is real lore and what is hearsay. Again, I am overthinking it obviously. But that is what I do. A cut-away invites this sort of debate, it is the entire purpose.

Another thing that bothers me is the rail system for the internal drone repair. It seems a tad "steampunk" to me. I'd think a rail system would only limit access to a confined and predictable path. Obviously autonomous and modular repair drones, working together in flocks, skimming along the interior surfaces would be a much better solution. I mean even today we are making great strides with drone flock programming, I just saw a video the other day with a flock of drones building a bridge by themselves. Pretty amazing stuff. Heck, if not clouds of nanobots. This is the future after all.

Nit-picking is fun. Don't get me wrong, I love it. I'm a huge fan of the Comet and this just makes me very happy. I want to know more, like what those pipes under the back-end do exactly. And why is the lower front panels exposed? What purpose does the "police" light actually serve?  And yes, I spend way to much time thinking about these things.

Trust me, I've drawn this ship many times. I know it very well.

I hope we get more of these.

BB67: CCP Underpants

Welcome to the continuing monthly EVE Blog Banters and our 67th edition! For more details about what the blog banters are please visit the Blog Banter page.

I am CCP X
There has been a catastophic accident in the CCP Offices in the style of the Robbie Coltrane movie "The Pope Must Die". A leftover open bottle of Brennivin hidden behind a filing cabinet from the last Christmas party has mutated and released fumes affecting several senior CCP staff. CCP Chair is now the CEO and CCP Cub is Executive Producer assisted by CCP Kitteh. In a freak accident your player account has just been upgraded to a senior CCP staffer leading a development team! With CCP now led by an inanimate object supported by a very young child and a fluffy cat, there is nothing to stop this from happening!

You are now CCP -Insert Your CCP Name Here- and have a team of developers eagerly awaiting your commands. So CCP X, what are you going to have your team work on?

Introducing CCP Underpants!

Let us not kid ourselves, my very first act will be to create the ultimate spaceship with infinite EHP and ludicrous Deeps, with which I shall fly around the universe wrecking untold havoc completely solo and without links! I will do this for several days of carnage and hilarity, during which I shall outline my master plan to all my new found minions.

This spaceship will probably look like Serenity to start with. And then maybe it morphs into other iconic science-fiction ships at the push of a button. I dunno, I suppose I would tire of this tomfoolery eventually? Who are we kidding! I would not tire of this until a whole bunch of people on a list somewhere lost their ships!! lolz.

Should I be serious now?

Ok, fine. I figure this Chair dictatorship is not long for this world, so let's assume I have five days or so before the Icelandic Police show up. So here is my semi-serious five day plan.

• WCS now only work on Industrial and Transport ships. Duh.

• Jita no longer has a local channel. That should fix that.

• Links have to be on grid. Double Duh.

• Recons still don't show up on scan... unless they are inside a plex! Muhahaha.

• Speaking of plex, we'll add a BC Class plex to make things fun again.

• We'd clean house and remove about 35% of the stations in New Eden and have High Sec lose about 25% of its Systems to low sec. Oh and Low Sec gets asteroids made of Unobtanium, which I just invented, which is needed to make T3 Cruisers now.

• Let's clean up the database too! Any Corps/Alliance that have been dead for more than, say five years, will be removed from the DB. So someone else can use those names now.

• T3 Link Cruisers operated by an alt character only come in PINK! (I know I said I'd be serious, I am.)

• Link ships and Logistics ships now show up on killmails. (Somehow we'd make that retro-active, that should be funny.)

• Any ship active on a gate for longer than ten minutes explodes, hmm, same for bubbles.

• Entosis links only work on BC/BS class ships.

Oh man, here are the Cops.

Ok maybe I wasn't that serious, but there are some good ideas in there.

And no, my CCP name would not really be CCP Underpants.

Although that is a good one. Launch

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Now we have a dedicated home for all those incredible, amazing and wonderful Eve videos. So get on over there and enter to win the Launch Competition with some great prizes available.