Category Archives: EVE Online

Null Sec Outpost Conversions and the Great Asset Recovery

One of the presentations at EVE Fanfest this past weekend that attracted my attention was the structures talk. (INN has a summary of the presentation, or you can watch the recording which is at about the 5 hour  27 minute mark on the Fanfest Day 2 video on Twitch.  Addendum: Summarized by CCP in this forum post as well.)

Fanfest 2017

Upwell structures, which first showed up with the Citadel expansion last April have blossomed in New Eden, with citadels and engineering complexes being deployed in large numbers.

The presentation went over some of the statistics about such structures, repeating some of what was in the keynote presentation and the going into some additional detail.  There was also some further information about the coming refineries that will, among other things, replace player owned starbases in the moon mining role.

But for me, one of the most interesting bits of the presentation was regarding the removal of outposts from null sec.  Outposts are the conquerable stations in null sec space that have, over the years, change the shape of space and have been the focal point of conflicts.

CCP removed the ability to anchor new outposts in null sec space with the last update in YC118.  The final outpost was anchored just before the deadline by Fraternity, and event covered by EN24 which includes a retrospective about outposts including links to Dev Blogs about them going back to 2005.

The final five outposts

With this presentation CCP gave us a look at their plan for removing outposts.  The plan is for them to become “faction” citadels to be put in place of the current 68 null sec outpost structures.  The current sovereignty owner will get a special Fortizar sized citadel which they can leave in place or move elsewhere.

Faction Citadels

Interestingly, these will be very much limited edition citadels that nobody will be able to build.  This will no doubt both inflate their value as unique items in New Eden and make them more desirable targets for destruction.

While packing them up and selling them might be the plan for some, there will be an incentive to leave them in place.  At the time of the transition each outpost-come-citadel will get a special rig that will approximate all of the outpost upgrades in a single rig slot (leaving room for additions), making these citadels very powerful indeed.

Faction Rigs

As with the citadel itself, these will be one-off rigs, never to be seen again in New Eden.  And just to make the choice of what to do with the citadel “interesting,” the rig will be destroyed if you fold up the citadel to move it or sell it, creating a strong incentive to leave it where it is.

The actual date for this transition was stated as “Winter” which, given that we’ve just entered Spring, means there is a while to go before we see this transition.  I suspect that this is something that will easily fall into 2018/YC120.

When it does, however, there will be one interesting side effect.  When you leave something in an outpost and you no longer have access to that outpost, your asset is pretty much stuck unless you left a jump clone behind.

Citadels are different.  They have asset recovery.  So once all of the outposts have been converted to citadels, any assets in the outposts will also be moved.

On Outpost Transition Day

And with that, all of the assets that have been locked away in lost outposts will suddenly become recoverable.  There is a price, 10% of the assessed value, but paying that will put the items in a low sec station where the capsuleer can recover it.

Suddenly everything from bits of veldspar to capital ships left behind by people after various wars will suddenly be accessible.  While I have been pretty good about not leaving stuff behind in null sec (low and high sec if a very different story), I still have items left behind in a few outposts. (Mostly in Fade)

I wonder what sort of impact that will have on the game and the economy.  I wonder how much wealth in assets has been locked away, sometimes for years, in inaccessible outposts.

EVE Vegas 2017 coming October 6-8

One of the final announcements at EVE Fanfest in Iceland was the dates for this year’s EVE Vegas.  The EVE Vegas site has been updated with details and tickets are now available. (Though the super-early bird tickets are already sold out.)

Vegas Baby!

The dates are October 6th through 8th and the venue this year will be the Linq Hotel, one of the Caesar’s family of establishments.

The Linq on the strip

It is on the strip across from Caesar’s and not too far from other fine establishments and attractions/distractions.

Where on the strip

Last year EVE Vegas was on Halloween weekend at Planet Hollywood.  The venue was fine, but the dates meant flights and rooms were in-demand and pricey.  This year, at the other end of October, room rates look to be more modest and discount airfares are available.

So the question is, will you be able to make it to Vegas?

A Few Slides from the Fanfest EVE Online Keynote

EVE Fanfest kicked off in Iceland yesterday and included the EVE Online keynote.

Fanfest 2017

Some of the keynote was spent reviewing what happened over the last year… or year and a bit in one case… with some statistics.  And I love statistics so, since I happened to be home and able to watch the keynote, I grabbed screen shots of some of the slides with numbers to share and have to hand to compare against any future updates.

Citadels

Citadel stats as of Fanfest 2017

Citadel stats are something where I have a previous count from EVE Vegas 2016, which happened at the end of October last year, so we can see how that has progressed:

Deployed:

  • Astrahus 14,322, up 7,632 since Vegas
  • Fortizar 1,772, up 1,025 since Vegas
  • Keepstar 38 , up 24 since Vegas

So the count for all citadel types have doubled since the end of October 2016.

Destroyed:

  • Astrahus 2,353
  • Fortizar 270
  • Keepstar 4

Engineering Complexes

Engineering Complex stats as of Fanfest 2017

Engineering complexes came in with the Ascension expansion on November 15 of last year, taking over production abilities from the old school Player Owned Starbase, or POS.  In the less than five months since then they have sprung up all over.

Deployed:

  • Raitaru 5,522
  • Azbel 875
  • Sotiyo 123

Destroyed:

  • Raitaru 471
  • Azbel 72
  • Sotiyo 4

Alpha Clones

Alpha clone stats as of Fanfest 2017

Alpha clones, the limited “free” option for EVE Online, was the big feature that came in with the Ascension expansion last November, and they have popped up all over.

Alpha Clone Stats:

  • Ships Lost 1,217,366
  • Final Blows Landed 40,941
  • Ships Destroyed by Alpha Fleets 32,065
  • Ship Manufacturing Jobs 228,342
  • Module Manufacturing Jobs 580,657
  • Market Transactions 33,377,966

Those numbers would be more interesting if we knew what percentage of the total of New Eden they represented.  But Alpha clones are out there.

Fighters

Fighter stats as of Fanfest 2017

The coming of the Citadel expansion in late April of 2016 not only brought new structures to New Eden, but also force auxiliary capital ships and changes to carriers and super carriers.  Rather than drones and old-style fighters, they would use a new type of fighter.

Produced:

  • Heavy 5,686,882
  • Light 4,104,542
  • Support 355,939

Destroyed:

  • Heavy 10,419
  • Light 205,112
  • Support 11,286

Of course, I wonder how many fighters have been lost ratting as opposed to PvP.

Skill Trading

Skill trading stats as of Fanfest 2017

Skill trading, skill injectors, and skill extractors came along in February of last year as part of what I called the Mardi Gras release, since it fell on fat Tuesday.

  • Skill Extractors Used 2,227,528
  • Skill Injectors Used 2,198,120
  • Skill Points Extracted 1,113,764,000,000
  • Skill Points Injected 832,396,750,000
  • Most Extracted Skill – Mining Barge
  • Most Injected Skill – Drone Interfacing

So there are/were 29,408 skill injectors on the loose or on the market representing 14,704,000,000 extracted skill points.  Of course, the one stat I really want is how many skill points disappeared because somebody took a 500K SP injector and only got a 150K SP boost.

Battles

CCP also highlighted three large battles that took place over the last year.  Last Fanfest took place during the Casino War, but any large scale battles from that had already occurred and we were in the midst of the three months of skirmishes before the Imperium moved south to Delve.  However, all three of those battles can be seen as fallout from the Casino War and all involved Circle of Two and citadels.

Conflict with Neighbors

The Battle at Oijanen in November of last year was over a Project Mayhem Astrahus and saw the Drone Region Federation lined up against alliances from the north including CO2 and TEST.

Death of a Keepstar

The final battle around the CO2 Keepstar in M-OEE8 in December was the culmination of the invasion of Tribute by Northern Coalition and Pandemic Legion.  Once the Keepstar was destroyed, CO2 and their ally TEST evacuated the north to look for greener pastures.  I was there for this battle.

Two Fortizars coming online

The battle at F4R2-Q in January was the other side of the coin from the battle at M-OEE8, as it represented CO2 and TEST attempting to grab new territory in null sec from the Stainwagon coalition.  The battle itself was sparked by two Fortizars coming online, one for CO2 and one for TEST, that would give them a foothold in the Catch region.  While they lost both Fortizars, Stainwagon resistance crumbled and the alliances have taken over much of their old space.

I was also there for this battle which will be remembered as the one where we managed to get Asher to give us 10 participation links, something he has vowed never to do again.

Anyway, those were the review slides that held statistical or historical interest for me.

EVE Online CSM 12 Winners Announced

During the EVE Online keynote at Fanfest 2017 CCP Seagull announced the winners of the CSM 12 election.  As noted previously, the CSM was reduced to ten members and all members will travel to CCP for summits.

The winners were:

The 10 members of CSM 12

  • Steve Ronuken – Fuzzwork Enterprises
  • Rhiload Feron-drake – TURN LEFT
  • The Judge – Circle of Two
  • NoobMan – Hard Knocks Citizens
  • Jin’taan – Curatores Veritatis Alliance
  • Innominate – Goonswarm Federation
  • Vince Draken – Northern Coalition
  • Yukiko Kami – Brave Coalition
  • Suitonia – Goonswarm Federation
  • Aryth – Goonswarm Federation

Six of the winners were carry-overs from CSM11.

Once again, null sec candidates make up the majority of the council, though now they represent a smaller percentage now that the council is smaller and a low sec candidate, Rhiload Feron-drake, made the cut.

Voter turnout was up over last year, with 31,274 votes cast compared to only 22,345 in 2016.

Votes cast in CSM elections

While the trend was up, it was still nowhere near the peak of 59,109 votes cast for CSM 7.

There will no doubt be a dev blog to follow this up with details and the actual vote count.  Then we can figure out how close Xenuria came to re-election.

FR-B1H – Force Auxiliaries can Save Your Supers

In hindsight, it was probably a pretty sure thing that an alliance prone to dropping capitals without sufficient force auxiliary support would end up paying for it.  Faxes aren’t that expensive as far as capitals go and enough of them will save your supers.

And so it happened to Circle of Two when they collided with Pandemic Legion and Goonswarm yesterday in FR-B1H in Impass.  There is a report about the fight up at EN24 by a member of PL that details how things played out.  But the net result was five CO2 titans down and about 870 billion ISK in losses overall for the alliance.

Battle Report divided into the usual sides

This all happened while I was at work, as these things tend to.  Even B-R5RB started while I was at the office, it just carried on long enough for me to finish work, go home, eat dinner, and then join in.  But it was all over Reddit and the topic of the day on coalition coms last night.  I’ve already heard/read a few variations of the fight and how it escalated, but the main items seem to agree and from that a couple of items stand out.

The first is the use of force auxiliaries, or faxes, and CO2’s lack of them as they jumped into the fight.  This allowed the CO2 supers to be destroyed as there were not enough repair reps on field to save them.  CO2 seemed to be following a policy of “jump first, organize later” in order to first save the initial Rorqual and then to counter the growing PL capital fleet.

And I compare this to my own experience with this sort of situation.  In fact, not that many hours before the events in Impass the Imperium faced a similar situation in Y-OMTZ in Delve.  Again, Pandemic Legion was dropping dreads, this time on a Rorqual in our space.  A Ping went out for an fast fleet form with an emphasis on faxes.  The coalition has been pushing for everybody to train into and have a fax on hand.  We formed up, got undocked, and once a critical mass had been met… and the cyno inhibitor that PL dropped was destroyed… we jumped in as a mass.  That led to a less out-of-balance battle report result.

The drop at Y-OMTZ

We were even able to save a Leviathan that jumped in on its own and looked to done for until we landed and were able to rep it with the faxes on grid.  Coming in mass with lots of reps changed the result.  PL came out ahead, but the exchange hit both sides about the same.  If we had been able to save the single Hel we lost, the ratio would have been in our favor.

The counter drop on the field in Y-OMTZ

The second item that stands out from what I heard was how fighters were deployed on both sides.  PL came armed with space superiority fighters, the fighters meant to shoot down opposing fighters.  On the CO2 side of things it is alleged that, when asked whether or not his carrier pilots should bring space superiority fighters, GigX responded that they should not because he would not be calling fighters as targets.

This led to CO2’s carriers and super carriers losing almost 400 squadrons of fighters (seen here), adding 5 billion ISK to their loss total and rendering many of their carriers impotent as they ran out of fighters to deploy.  That couldn’t have helped out the CO2 cause.  Having counters to fighters ought to be another lesson learned here.

Another day in New Eden.

I haven’t been keeping close count of titan kills for a while, but adding FR-B1H to the last list I made sorts events out as such:

  • B-R5RB – 74 titans down (plus one on the way to the fight)
  • FR-B1H – 5 titans down
  • Okagaiken – 4 titans down
  • Asakai – 3 titans down
  • KVN-36 – 2 titans down

Have there been any other multi-titan loss events to add to that list.

Finally, I guess I have to give credit to CO2 for one thing.  In our battle we failed to save two of the three Rorquals that got dropped.  CO2 saved theirs.  So they have that going for them.

Corpses in New Eden

If you don’t play EVE Online you might not even suspect that player corpses are a thing in the game.

Technically the claim for many years that you could not get out of your ship and your pod has been incorrect.  You could, and can, you just have to die to do it.  Not very useful or convenient, but you are out of your pod.

The thing is, it likely isn’t something that happens to people very often.  There are security status and CONCORD complications when blowing up people’s capsules, except in null sec (and wormhole space), and who ever goes there?  So while the outlier empires might pop pods as a matter course, all those people roaming low and high sec probably don’t run into corpses very often.

And even if they are there, you might not see them.  When I started writing this I logged on to look at a corpse in space, only to find that none of my overview settings had them enabled, including the default “All” setting which, true to CCP form, was actually missing A LOT of checkboxes.  Every time they add something it is unchecked by default, because comedy I guess.  And it took me a bit to figure out which checkbox even applied.  There isn’t one for corpses, but down the list there is one for biomass.

Biomass is what we become…

I am not sure why that is under the celestials category.  Probably more Icelandic humor.

To figure that out I had to find a test corpse.  As it turns out, I actually have a couple of corpses in the stash of stuff that has followed me around New Eden.

Corpses in Storage

That gave me the group name so I could search the overview settings for the entry and check it, at which point I could see corpses in space.

Corpse in the overview

I like that little person icon.

I think I have dragged the corpse of Jesus Nazarene around with me for a few years on the off chance it might come back to life and due to the theological implications of it being female.  Where is Professor Robert Langdon when you need him?

Corpses sit there in space when you get podded.  They are not much to look at, though I found if you alt-zoom with the camera you can get a pretty good close up.

Zoomed in… confirmed female I guess…

I actually had to jettison space Jesus to get it on the overview, which you can do because they are just objects 2 m3 in volume as far as the game is concerned.  Corpses don’t end up in a jettison can when you toss them into space, which makes them a little different than other items in your cargo hold… again, I assume somebody in Iceland thought this through… but otherwise they take up space and you can scoop them up.

Running in to pick up Jesus

And that is the key.  You can pick up corpses, and anything people can pick up they start to collect.  I know people who collect corpses, or who collect specific corpses.  Corpses of the space famous are in demand and I have seen people scramble to get to the corpse of a well known FC.  A Gevlon corpse would go for a lot.  The Mittani offered up corpses of himself as one of the initial incentives for the Fountain War Kickstarter until CCP told him that counted as RMT and he had to remove it.

And you cannot even make your own corpses.  Self-destructing does not yield a corpse, you need to be shot by another player.  But if you’re in a battle, at least in null sec, there are generally enough corpses to go around if you want to start collecting today.  A look at my updated overview after a quick drop/counter drop battle with PL in Delve last night.

Lots of corpses… the scroll went on for a bit

All of which might be mildly interesting data points for the outsider.  But I bring up the subject of corpses in New Eden for a few reason.  There is more to this than just a rather macabre thing to collect in an MMO.  CCP has used corpses before and seems to have some plan for the future.

First, there is the Drifters connection with corpses.  The Drifters showed up in 2015 and had an affinity for corpses, collecting stray corpses and, as I seem to recall, even becoming aggressive towards player ships with corpses in their cargo hold. (I might be wrong on that last bit.  Age and memory don’t mix well.)  Corpses were being collected by NPCs for some nefarious purpose.

Second was this year’s CCP April Fools joke, the Upwell Biomass Granulator, and MTU-like deployable that would harvest corpses from space and refine them into raw materials that could be used to make new sorts of boosters.

Corpses go in, but they don’t come out…

There were even faction variations listed that would create special items from specific inputs.  I heard a few people on coms who were excited/disappointed about this April Fools because they wanted it to be a thing.  Corpse collectors unmasked.  In any case, it seems like CCP has corpses on the brain of late because…

The third item is the Blood Raiders capital ships that are going to be hitting New Eden at some point in May.  Among the features of these pirate faction capital ships are special corpse bays.  The Dragon force auxiliary, the Chemosh dreadnought, and the Molok titan will have 1000 m3, 1000m3, and 2000 m3 corpse bays respectively, which will house 500 or 1000 corpses.

Something like the Molok

That was enough to get an article about the ships over at Kotaku, though the size of the corpse bays has been revised since that article ran. (Massively OP covers the likely reason for the change.)

The Blood Raiders have their own grim reputation, and earned their name for a reason.  But I do wonder if the corpse bays are there just for lore/show reasons, or if CCP has other ideas when it comes to corpses in New Eden.

Anyway, all of this got me thinking about the humble corpse in New Eden.

Just hanging in space…

Do you have any corpses in your hangar?

Camping in Impass

Asher told us we would be going on an old fashioned Reavers deployment, a chance for the veterans to relive the “good old days” and the new members to figure out just how rose colored our glasses really were when it came to said “good old days.”

We would be packing up ships with mobile depots and refits and reloads and plenty of nanite repair paste to mend our overheating woes and heading deep into hostile space to live in safe spots far from support or easy resupply.  We even got a new doctrine.

One of the fun bits of Reavers is Asher likes to try/fly different ships.  Of course, the downside is that I have ended up with a few ships sitting in my hangar with a fit we used just once.  Such is life.

This time around we were going out in the Sisters of EVE cruiser, the Stratios, beloved hull of Stunt and his Anime Masters.  On learning our main doctrine hull, I immediately made sure I had SKINs for it.  Oh, and I also bought a couple hulls in Jita lest the :goonrush: drive up the prices.

Stratios with the SOE Fire Cell SKIN

Once we got the fit, I bought all of that in Jita as well and flew the ship out to Delve to be ready to go.  There were some additional support ships on the list, including a Rapier.  I had an entosis Rapier left over from the Casino War which my alt could fly, so I updated the fit for that and was ready to go.

Then there was the wait for the go sign.  Asher wanted a wormhole to take us close to our as yet undisclosed destination.  Eventually the ping came, a fleet was formed, the ships were undocked, and we headed out for parts unknown.

Stratios fleet on the move

As we started out Asher followed tradition and asked us to put who we felt our target was in fleet chat.  Circle of Two was the easy winner and, sure enough, that was who we were heading out to pester, with the actual destination being the region of Impass.

As we went Asher explained the CO2’s layout in Impass and what our mission would be.

Impass – April 3, 2017

Impass is laid out with a single system choke point that protects four constellations.  That system is 68FT-6, which is where CO2 has made its capital system.  That system is also within capital jump range of most of the region.

On the far side of 68FT-6 are three constellations where CO2 does much of its ratting, noted in red circles above.  That was where we were headed with the intention of making CO2s ratters, to annoy CO2 in general, and to remind them that their betrayal has not slipped our mind.

We slipped past their capital system and into IRE-98, which was to become the rally point for our deployment.  From there we would form up to set gate camps, run entosis ops, and resupply.  When not doing ops as a group we were to camp their ratting systems to pick off the unwary, make the nervous dock up, and generally be pains in the ass when we could.  When we could not be online and active we were asked to safe up, cloak up, and stay logged on to the game in the traditional AFK camper move.  A hostile in system will send some people packing or make them log off rather than rat.

And finally, we were to follow the Reavers rule of never speaking in local.

I was fairly diligent about keeping myself logged in.  I would get both characters online before work, cloak up, and go off to my day, leaving myself logged in after I went to bed until downtime hit and kicked me out.

When I got home I would go active to annoy the locals or join up with the standing fleet to do something that required coordination.  We did not do a lot of full group operations, but once in a while we would form up to be a menace in larger numbers.

Stratios in all directions

In small groups we would pick on CO2’s mining Rorquals to get them to respond.  For example, Bruce Sparx managed to tackle a Rorqual and myself and RatKnight1 came along to help him.

Rorqual held in place

There was no way the three of us were going to be able to kill him.  Even neuting out his capacitor he was still able to run his shield booster often enough to hold his shields steady against us.  But it remained possible that more of us would show up, so CO2 had to send in a couple of interceptors then light a cyno to drop capitals on us.

Drop to rescue Plain Truth

At that point we recalled drones, cloaked up, safed up, and let them have the field to themselves.  They rescued a Rorqual but didn’t get any kills with their overwhelming force.  We were still lurking out there.

Once in a while they would pick somebody off.  My alt lost his Rapier while trying to hold down a Rorqual when DBRB had a bomber op in the vicinity.  I would not have been so aggressive otherwise, but dead is dead either way.

When solo and without any ratters obviously about, I spent time hitting some of their many undefended towers in the region.  This causes an alert to pop up for people in the alliance.

Why yes, I will shoot this POS

I would sit and do that until somebody showed up to chase me away, at which point I would recall my drones, cloak up, and sit quietly.  Once they were gone I would decloak and pick up where I left off.  This got the occasional lecture or plea in local.

Please stop

I hit one tower often enough that they came out and put a new defensive modules on it.  However, they didn’t seem to notice that the guns were anchored by not actually online.

Adding points and webs

When somebody decided to sit on a tower to keep me from hitting it, I went off and started hitting customs offices in the same system.

We didn’t stop people from ratting.  We had nothing close to the level of force to do that.  But we curtailed it some.  Asher was keeping stats on NPC kills in the systems, which were down noticeably.  The solo ratters went away or became very paranoid, unless they were ratting in super carriers, while others started ratting in groups to stay sage and keep ADMs high in their systems.  That was enough to keep almost all of their ratting systems at ADM 6.

With that state of affairs, I decided to bring my alt back in a covops frigate and learn how to use combat probes.  My alt is all level V on scanning skills.  I first fit out a Cheetah with a fit I found online that included a warp scrambler with the idea that I could scan something down and hold them in place with that, then warp my main in with the Stratios to finish them off.

Combat Probes out

Combat probing was easy enough that I wondered why I hadn’t done it before.  The Cheetah was a bit fragile though and I lost it on a bait Epithal.  Live and learn and watch for bait.

So I dropped the idea of direct combat with him and instead came back with a Buzzard fit just to scan and cloak, with a covert cyno fit in case we were able to bring our black ops battleship into action and drop on somebody.

Combat probes are a wonderful way to scare people.  CO2 ratters seem to use their directional scan pretty regularly so when I scanned somebody down, unless they were in a carrier or a super or in a group, they would usually bolt.  However, on bolting, they would often leave things behind, things like drones and Mobile Tractor Units.

So I went into the clean up business, keeping CO2 ratting space tidy by eliminating stray drones and MTUs by scanning them down and popping them.

Stratios hitting an MTU

Stray drones actually turned into a resource for me as I would forget or lose drones now and again, so I could replenish them from strays.  I was just sad when NPCs would pop them before I could scoop them up.

MTUs though became my main target.  Easy to scan down, easy to kill, and they even provide a kill mail.

MTU whore

MTUs don’t cost a lot in the grand scheme of things, but once you pop one (and the wreck) you have deprived a ratter of some of his take, and every annoyance is a plus.  CO2 even obliged by calling me names in local.

MTU anger

That bit from local was amusing because while they did drop some bait MTUs, they were so eager to catch me that they bumbled the drop and I was able to recall drones and cloak up with plenty of time to spare.  So they took to local, during which I killed one of Black Shogun’s MTUs.  He was carrier ratting and dropping MTUs to pick up later after each anomaly, so I was popping them once he left.

MTU Goes Boom

So that is what we spent our time doing for almost two weeks in Impass.  It was part of why GigX declared war on the Imperium, a war that really hasn’t seen much action after an initial spasm by CO2.

As a final gesture for the deployment, while CO2 was off helping TEST cover their Keepstar deployment on April Foos Day, we went out to entosis a bunch of systems in order to split their response.  The Keepstar went up uncontested while some scratch defense groups chased us around Impass.

Entosis running

After that we returned to Delve to repair and resupply, pulling out through another wormhole.  Repair was literally required for my Stratios.

Damaged Stratios

I ended up taking some armor hits while annoying a ratting Nyx.  Fighters chew up subcaps, so some care needs to be taken if you’re moving around carriers of super carriers solo.

But the deployment was over and we were back home.

Now the key question remains; was it really an old school Reavers deployment?  Sure, we were in the enemies home territory unsupported, living in safe spots and refitting with mobile depots.  But we didn’t reinforce any towers, and structure shoots were a part of the old deployments, part of the “money in the bank” strategy of.

Then again, we were in the core of CO2s territory while they were home in force, rather than in some periphery while the enemy was deployed elsewhere.  Maybe not a complete recreation of some of the times from the first year of Reavers, but every deployment has its own nature.

Another set of tales for the book of Reavers.