Miro Mishu wrote:
In the end there has to be a single player piloting the ship. Wether it's a frig for tackling or a Command ship for FC'ing or carrier or DN for capital ship operations, there has to be a single pilot behind the wheel of the ship. Believe me, big booms are nice to put on your bio, but ppl don't fly DN's for the big booms. They doit for their Alliance.. and for that there is no debate.
Again, I never said i'm the only person for the job, but i'll be capable in a little over a month and the corp keeps saying it would like more capital pilots.. the corp has to decide where they wanna go, and what level they are ready to participate at. You can buy a *lot* of t2 ships for the cost of a capital. As a whole we have to decide if having 10 HACs/t2 fitted BS's would be better for the corp then a capital ship. Both help, in different and distinct ways.
Yus, the corp has to decide where it wants to go. Unfortunately, the corp will also be at a pretty critical crossroads soon, dependant on the outcome of something quite a bit larger than we are ----> The War. Should ISS fall, it will almost certainly be fatally. The corps supporting it thus far have been battle tested, surivived once, but the support/turnout seems to be in decline. I fear that ISS regrouping should a loss occur may not be a practical prediction, although I know nothing of what happens behind closed doors.
As far as Capitals, it really does depend on what we do next. If we end up sticking to pvp and harassing IAC, I see us as needing two carriers, and up to 4 dreads. Let me explain:
We begin operations against an objective using cov ops and BS's. We test the security of a system housing an enemy POS. If we find the security lacking in support, and thus to our liking, we can probe a bit further. Should we determine a pos a possible target, we jump in a Dread and 'ping' it a bit to see if our foe will react. When they react, we determine where the defenses come from, take notes, and leave. If the defences are minimal, we make plans, and leave. Then the true op occurs. We jump in with six guns ablazing, tacklers/carriers/dictors/BS's/Dreads and lock and load the system hard, camping the gates and popping a pos with multiple dreads dealing lots of damage quick. No all-day sieging that an enemy can muster a call to arms about, but a surgical strike that opens a tiny incision and inserts a nuke. Mission accomplished, we leave. If we discover earlier that all the rats run from a specific system that is a more valuable target, we conduct a feint manuever, draw them out of said system, and jump into that instead and lock it in the same manner. If we rehearse it well, I have no doubt that we'll find people to help support us.
Will this be easy? HELL NO! Will it be awesome? Oh Baaaby yeah! Is it practical for the 5punk today? Maybe not quite, but a goal is something we love to work toward, up to mining until our noses bleed from banging them on the keyboard when we pass out. We're 5punky like that. We also have time to plan, as that many pilots to that level will take time on the skill side alone. That, and we're not quite to the juncture where we'll be making that decision yet. BUT, bear in mind some of the following points.....
Alts start out with usable skills now. It's totally possible to have an alt wing in Moarty (or another front corp) do our scouting work, up until the point that they start to look for us when we come poking. Then we hit them with a wing from another corp, until we're ready for 5punk corp surgical strike mode.
We have many capable ore mining beasts, and can recruit/train more. 5punk could do very well on commercial operations simply by supplying what is needed in level 4 agent systems. Fw4ppers is making money selliing big ammo in Tidacha, a level 4 agent home that is poorly supplied. I'm sure Dolly could tell us what is needed for sale at his agent's home bases. So making some money for capitals/bpo's/ships in general won't be impossible if we plan it out. There's a ton of revenue streams in Eve, we could become very rich if we each bought a time code and sold it for isk each month. And that wouldn't involve hours of mining or hauling. (although buy orders and manufacturing could make us money as well, and have those with standings do the sell orders to maximize incomes)
5punk is alive. We grow/adapt/change. The surgical strike may not be for us. The capital hauling wing might. Being able to jump in 2 carriers/5 dreads, drop a large POS and tons of fuel, and bring in BS's and support ships all in a weekend's work? That's awesome! I could so easily see 5punk pulling an op like that off. (ofc keeping a pos somewhere only as long as needed, pos forests are for the birds!)
Should ISS survive this war, would it have use for a corp that could pull this off? Oh Yeah! As I see it, ISS REALLLYYY needs a unit that does this work, perhaps in a mercenary/not-directly-attached way. With the multiple corp's available to move people around in as needed though, I think we could easily avoid being war dec'd infinitely.
Back to what this post started on though, it has to be in line with what the corp wants. If we want to become Eve's biggest seller in raw veld ore, DN's/Carriers/Motherships/Titans ain't for us. If we want to bring the POS stomping hurt to our enemies and be able to jump in massive amounts of stuff on a whim, capitals are a must.
A suggestion for CCP though, Dreadnaught support mods for a POS. So friendly DN's could park outside a pos, get shield/armor rep from the pos, and pound on sieging DN's with comparable dps. That or POS NOS.....
I've seen 5punk come a long way in my year here. As Fea said, as long as there's an Eve, there will be 5punk in it! Eve's going to be around for awhile, what's 5punk going to do while we're here?