Rapid Deployment Planning

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friznit
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Rapid Deployment Planning

Post by friznit »

One of the things we've been discussing is how to operate as an alliance. The advantages we have are that we're small, close knit and have a good balance of industry and PvP. We also want to avoid setting up fixed bases in stations or POS's. The disadvantages are that...we're small, have a mix of industry and PvP, and no fixed base :P

In outline, we envisage operating thus:

1. Recon gang scouts out an area and picks a likely system with NPC station (50% refinery, medical, factory and plenty of belts).

2. PvP gang arrives in cruisers and frigs to clear the system.

3. If required a transport drops a small POS.

4. Carriers jump in with essential supplies (ammo/mods/frigs), BPC's and a buggermeload of tractor beams.

5. Industrial toons repro tractor beams, build battleships and T1 ammo/mods.

6. Pwn.

7. If we can hold the area, we jump in the miners, if not we clear off and find a new area.

So, in order to keep this operation slick and professional we all need to have a primary PvP ship that you'll fly down in, a standard battleship to get built there and secondary PvP ship(s) for replacements. The Primary Ship is best left up to you: your favourite inty or recon or whatever. For the bs I'll throw together a new googlesheet so we can work it out but basically it will be 5punkfleet Mk2. For fittings I think we should all prepare a single medium secure can ready to go with bs mods for ratting or PvP (call it your Rapid Deployment Can or something), so we can get the whole lot in one hauler on a carrier (or indeed inside a recon). Secondary PvP ships can be jumped down in a later wave but I reckon things like T2 cruisers and inty's etc are most likely.

How we finance the mineral purchase for the bs building remains to be seen. Hopefully we can all rat like crazy for a while to earn enough for the next bs, otherwise this won't last very long - there's just about zero income for the corp at the moment so we can't afford to sustain it centrally.
traveyb
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Post by traveyb »

Sounds a plan.

Now that I have a dread sorted, we can move alot more stuff around aswell. So for special cases of jumping BS's down, it can be done.
fabyak
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Post by fabyak »

Top plan! I like the sound of this :)

Feel free to rubbish this next idea but here goes, i'm just going to let my fingers off the leash and let them type what they want...

If we go for a small POS a lot would it be worth going for the bastardly expensive construction yard thingy to minimise loss while building or will we make sure that we have a good number of slots in the NPC station?
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Post by Hehulk »

NPC stations have 20 build slots, there's plenty imho and doesn't really justify a large POS with construction arrays.
fabyak
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Post by fabyak »

One of these days I will have an idea that isn't 100% guff :lol:
eRabbit
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Post by eRabbit »

What have I missed about tractor beams? :?
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Post by Fear »

eRabbit wrote:What have I missed about tractor beams? :?
The volume of the minerals needed to build one is greater than the volume of a tractor beam.

It allows more minerals to be transported.

Another module that does this rather well is a Doomsday device, apparently.
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Post by Hehulk »

Certain modules (Passive targeters, jump bridge arrays, tractor beams, armour hardeners) are much smaller than the sum of their component minerals. If you research some of these BPOs to minimize minerals lost during production, and have a decent station to refine at at the other end of your trip, you can move freighter loads worth of minerals in stuff like carriers/dreads.

I know from personalially working it out, that 1 jump bridge array refined down gives over 4 BS worth of minerals (Minus some high ends), and will comfortably sit in a dread 8)
northwesten
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Post by northwesten »

I like the plan.

Tho one a PVP scale i like it small. Small is a massive advance because u can move around fast. Large too much hassle and doesn't really get you any where other than lag fest. small fun :P
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Post by bomberesque »

northwesten wrote:I like the plan.

Tho one a PVP scale i like it small. Small is a massive advance because u can move around fast. Large too much hassle and doesn't really get you any where other than lag fest. small fun :P
I understood that. Blimey, I can get Petespeak!

And he's right :likesitall:
northwesten
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Post by northwesten »

bomberesque wrote:
I understood that. Blimey, I can get Petespeak!

And he's right :likesitall:
i was drinking last night and i was still drunk when i done this. oh and i always right :)
Taraniis
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Post by Taraniis »

Sounds like a plan, anyone have any ideas where we should go? Amarr space is my favourite, it locates us back down South and due to the fact we are complete arseholes, Amarrian space is quite empty compared to the rest of EvE and has some lovely back water low sec systems to play with. From my limited experience of Amarrian low sec systems they are usually only frequented by roving pirates rather than massive gank-squads and not very often - unless said ship fitting liberators get the taste of isk.
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Post by eRabbit »

Taraniis wrote:Sounds like a plan, anyone have any ideas where we should go?
Curse/Providence/Catch area.
centerededgedesign
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Post by centerededgedesign »

traveyb wrote:Sounds a plan.

Now that I have a dread sorted, we can move alot more stuff around aswell. So for special cases of jumping BS's down, it can be done.
/me shivers w/ delight thinking how many mins a dread full of tractor beams would move in a jump.

On another thought though, if we do need to set an industrial POS for a specific arena of operations or special task, could it all be done in a single mass capital jump? What's the aliiance's full capability w/ capitals?

Also, you mentioned 'lots of belts' earlier, but not mining. Is the plan just ratting/looting/salvage for mins? Or should the corp look at some covetor bpo's?
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Post by friznit »

This is all designed around getting into a 0.0 system, ratting/mining/pvp the hell out of it then clear off, find somewhere else and do it again. NPC regions are attractive cos of the stations and no POS requirement. Hence Stain, Curse, Venal etc. Think the Alliance is going to try Curse first, though given what the area is like I don't think taking expensive shiny ships is a good idea :P

If it gets too much and we need a to earn big isk we may have the option to rent space of some people in a more secure area for a month and go pure carebear.
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Post by centerededgedesign »

friznit wrote:
If it gets too much and we need a to earn big isk we may have the option to rent space of some people in a more secure area for a month and go pure carebear.
ofc, we could use the 'mineral compression' to jump mins into an area for 'general' production as well, then use them to toss build jobs up and sell stuff. Kinda like the caravan idea, only we'd build the stuff there instead of jumping in already built stuff. Could be handy in the right mix of product/market.
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Post by Hehulk »

Brilliant


How do we afford all those minerals we can't mine in empire though :?
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Post by Dolly Parton »

not sure but part of it can be subsidized from rogue drone missions till we get the area to mine the mins we need and put buy orders out there for the rest.
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Post by centerededgedesign »

Hehulk wrote:Brilliant


How do we afford all those minerals we can't mine in empire though :?
Hmm, another thought, but what about the loss that we'll incur by 'tax' of the repro'd products? Just thought of that over lunch...
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Post by Dolly Parton »

centerededgedesign wrote:
Hmm, another thought, but what about the loss that we'll incur by 'tax' of the repro'd products? Just thought of that over lunch...
dolly has refining lvl 4 and hasn't been taxed by any amarr/caladari station for refining in ages. i plan on training it to 5 soon, right now no worries though since i am getting 98% of everything and with the way high end mins are on market i really don't care. Shield Boost Amplifier II is more important than the extra 2%
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