Tuesday, November 18, 2014

Back in the game ballsdeep Chapter 2: Missions

Level 3 SOE agent operating out of Simela is my base of choice for missioning, currently.
I have a Paladin piloted by my 'main' highest SP character.
This is probably a good time to talk about the specialization of alts and how that compares to Jester's Trek entry about such things.

As a player who's never dabbled in capitals (other than a rorqual that keeps docked, mostly) I have found that having 4 alts is just about perfect...anything more is gravy/redundant.
My 'main' characters on my 'alt' accounts have specialized into their own niches simply because of the way CCP has coded the mechanics, over time.
Currently my 'main' on my main account is the triggerman (or woman in this case) flying the major DPS boats
My primary alt 'main' is my leadership boost character (also the one who flies the rorqual & orca)
My secondary alt 'main' is my exploration/industry character (also the one who flies the freighter & noctis)
My tertiary alt 'main' is my light hauler character (deep space transport)
So, for myself, i find Jester's Trek blog on the topic to be irrelevant, since i really only have 3 'mains' and the rest are fluff...
The only reason i have more than 3 accounts is because Ice mining is such a low maintenance gig that more is better, especially nowadays.

So the ships in fleet for missioning are Paladin, Damnation, Noctis and Impel.
I used to fly in 3 remote repping battleships, but with the micro jump drives things become...well, alot more streamlined. Not as much DPS but the time on target goes way up when sniping.
The paladin head into missions and microjump together to snipe points after launching MTU.
I have the damnation with leadership links orbiting the station or stargate.
I have the noctis in combination with the mobile tractors, dropped by the paladin in each room...noctis goes in after the mission to the temporary corporate bookmarks.
The DTS (impel) is docked and launched in case the paladin needs to refit on the fly for different drones, ammo, propulsion or whatnot - this saves the paladin from having to carry supplies, including the mobile depot necessary for the refitting.
Fairly simple system.

My 'main' has the refining skills so with the new system i can easily separate the things that i should sell later at a hub (i trade back to the impel pilot to keep in his items bay) and refine the rest - i sell the tritanium, pyerite and mexallon immediately. The rest i'll keep for building materials.

Mordus Headhunters 765k isk (2492 loyalty) plus 706k bonus (2 rooms, plus initial gate) [370m3 loot]
Retribution (serpentis) 271k isk (997 loyalty) plus 282k bonus (1 room, plus initial gate) [65m3 loot]
Cargo Delivery (serpentis; pickup) 297k isk (841 loyalty) plus 265k bonus
Smuggler Interception (serpentis; pickup) 371k isk (1414 loyalty) plus 357k bonus (2 rooms-blitz 1st, mtu one of the transport wrecks, then gank 2nd room*, plus initial) --  [n/a loot]
Duo of Death (blood raiders; pickup-use mtu)146k isk (402 loyalty) plus 150k bonus (1 room, plus initial) -- [n/a loot]
Intercept the p.smugglers (serpentis) 308k isk (1033 loyalty) plus 361k bonus (1 room, plus initial) -- [75m3 loot]
Smuggler Interception (serpentis) 436k isk (1414 loyalty) plus 411k bonus (2 rooms-blitz 1st, mtu one of the transport wrecks, then gank 2nd room*, plus initial)
Eliminate the Pirate Campers (angel)  185k isk (568 loyalty) plus 191k bonus (1 room) -- [n/a loot]
The Rogue Slave Trader (1of2; blood; pickup-use mtu) 212k isk (579 loyalty) plus 215k bonus (1 room) -- [n/a loot]

*-mwd propulsion needed