Tag Archives: Aegis

The Evolution of Fozzie Sov

Fozzie Sov has now been with us for about a month, hitting a week after the main Aegis expansion drop.

Actually, I understand that the preferred term at CCP is “Aegis Sov.” But the Reagan Administration preferred “Strategic Defense Initiative” and we all called it “Star Wars” because once something gets a snappy name it tends to stick.  Sorry CCP, we were calling it Fozzie sov long before we even knew there would be an Aegis expansion.  We could all pretend it is another Fozzie I guess.

Entosis link modules should go "Wocka Wocka Wocka!!"

Entosis link modules should go “Wocka Wocka Wocka!”

Ah well.

Reavers have already done a two test deployments to try out how things work behind enemy lines.  The Timer Board site shows a couple hundred null sec systems continue to remain in play at any given time.

Making the save

Making the save

This change to the status quo hasn’t been for everyone.  Just about two weeks back UAxDEATH posted a petition about Fozzie Sov in the forums.  When he posted it he, and those who endorsed the petition, were just some null sec alliance leaders.  Loud voices, but outsiders to the process none the less.

Since that petition was posted, UAxDEATH has since become a member of the CSM.  And, as we learned with the wormhole changes, members of the CSM appear to be able to exert some level of influence on CCP.  So maybe it is time to take a look at what UAxDEATH had to say.  The petition is as follows:


We are the people of nullsec! Living for years in this epic and massively rich in conflict environment, we set aside our differences to join forces against destructive actions from CCP against sovereignty mechanics.

The new game mechanics, called by many fozziesov, turned out to be the greatest discrimination against nullsec dwellers in all of EVE Online history. This untested release shouldn’t build the platform for life in 0.0 for the most organized, united and active part of New Eden. Alliance leaders, who signed this statement, have collected enormous amount of proof that confirms this statement.
We, like no one else, can see that this release leads to stagnation in 0.0 and death to nullsec. Only in a short while since the release, we have collected a record amount of negative opinions about the new sov. We combined our strengths and analyzed, what does it mean to live in fozziesov for the nullsec people.

Our opinion is – this game mechanics needs to be tweaked and the shortest time possible.

Problems and suggestions

Problem: fozziesov in its current state critically reduces chances for large scale fights, fights that significantly separate EVE Online from its competitors. Large amount of spawned beacons, motivates sides to not engage, but to hunt down ships fitted with entosis link. In one of those cases, to defend off 2 structures players spent 6 hours of game time, most of which was spent jumping through gates and warping around in systems. Pilots who took part in all of this were rewarded with exhaustion and emptiness, instead of glory from being victorious and enjoyment from the overall process. Besides that, fleet commanding and fleet bonus structure took a hit as well. We want massive fights, not cockroach races.
Solution: reduction of beacons (nodes) , to about 1-3 per system, which are located next to a contested structure.

Problem: low skill requirement practically affirms harassment towards any sov owner. While new player harassment is subject to a support ticket. Roaming fleets or interceptors shouldn’t be able to affect sovereignty. The game mechanics shouldn’t be a tool to force exhausting actions upon players – a single ship can force entire alliance of players to take part in tiresome and hollow defence. Currently the entosis link module is a tool for trolls, not a key to sovereignty contest.
Solution: reduce the amount of tactics that create invulnerable situations, which are currently based on ship’s speed. Entosis module should reduce speed dramatically, up to 0 m/s.

Problem: CCP didn’t give the right interface tools for players to engage in sov-wars, every aspect of ever changing situation has to be memorized, written down somewhere and kept up to date. This results in quick exhaustion and aggravation towards the game instead of enjoyment.
Solution: introduction of a new sov window, similar to watchlist, that displays information about structures/nodes that are being defended or attacked using entosis module, with pilot’s nickname, solar system, structure id and progress.

Problem: fozziesov has a potential exploit in relation to Entosis Link II – using this module allows attackers to do a quick 2 minute cycle, which sets structure vulnerable, regardless of vulnerability period or until the status of vulnerable structure becomes known to its owner. Vulnerable structure can be noticed after a close inspection. This aspect of game mechanics negates vulnerability period.
Solution: remove vulnerability from such structures at the the end of the vulnerability period, but allow owners to entosis structure back up. If structure was partially attacked, it should be clearly visible.

Problem: structure that exits reinforce timer, doesn’t regenerate back, which in the old game mechanics served as a defensive mechanism against sov trolling. Attacked systems spam node beacons, which can last forever, which is discrimination against sovereignty owners – they must defend their space despite the fact that no one will show up to contest it.
Solution: a new type of status – defended. If the nodes are not being captured by any attackers during contested campaign for a period of time dependent of defence index, then structures change from contested to defended.

Problem: notifications about attack contain no useful information except the fact of aggression (and system). Solution to this should be inclusion of information about the system, structures and nicknames of attackers. Command node names are too long, which obstructs quick overview of the system nodes and forces to expand overview window to 1/4 of the screen, just to see the full list of nodes.
Solution: to use abbreviations TCU, iHUB, Station and remove “command” from the name.

Problem: in Dominion sov, alliances had means to transfer sov between them, however long and inconvenient it was. In the new sov, this ability was removed, which is ridiculous for a sci-fi game.
Solution: allow executor corporations to transfer remotely structures via listed sov structures context menu, similar in the way it is now with the customs offices.


Fozziesov is currently a long, exhausting and inconvenient sovereignty warfare model. Sovereignty is absolutely unprotected against sov trolling. This game mechanics stimulates unintended usage. This situation can no longer exist in its current state. We are highly determined and if all our demands and solutions are not addressed in a week’s time, we reserve the right to fight back for our game time and fun, which we were stripped off by the new game mechanics.

And so there it is.  There are fifteen alliances listed as endorsing this petition last I looked, though most are from the east of null where population density is low and thus sovereignty has been very much in play.  From The Imperium, only RAZOR has endorsed the petition, though they have always stood a bit apart from the rest of the coalition.

This, of course, generated the usual set of reactions, including one on Reddit that seemed to want to pin this all on The Imperium despite The Imperium not actually being present on the list, aside from RAZOR. (Translation of Reddit post to from MoA to English available here.)  The Imperium circled the wagons, reduces the space it held, and began recruiting new players in order to increase population density before Fozzie Sov hit… which is to say we actually did some prep beyond wishful thinking.

Certainly there are a few items on that list which do not generate much sympathy with me even when trying to give it the most charitable spin.  Things are different, adapt.  Harassment isn’t really that big of a deal if you live in your space, at least no more so than AFK cloaked ships. And wasn’t reducing the size of fights part of the reasoning behind the whole change?

Of course, the flip side of that last one is asking whether or not we are getting more interesting fights, which was also part of the reasoning.

But when we start getting to the UI elements… well, when has a 1.0 CCP UI ever been sufficient?  It is hard to argue with anything on that front.

And then we get to the grave oversight, the inability to transfer sovereignty between alliances.  This has lead to a strange situation in Pure Blind where, in order to hand over sovereignty from TNT to Goonswarm for their Section 8 project. There had been talk of just letting Mordus Angels take the sovereignty, then just taking it back from them.

Slowly changing from TNT to GSF

Slowly changing from TNT to GSF

That was difficult.  Actually, the taking back sovereignty wasn’t difficult at all.  They haven’t managed to hold a system longer than the minimum.  It was just hard to let them take systems.  To start with, they still seem to be mostly in the business of hunting down ratters in Imperium space.  But even when they are out there running their entosis links, it is tough not to shoot them.  hostile targets mean content, fleets go up and off we go.  It is a comedic situation where having active targets fights with our dependence on hostiles to swap sov.  So The Imperium is left attacking its own systems in order to hand over sovereignty.

Meanwhile CSM member Jayne Fillon also has a thread up in the forums asking for feedback on Fozzie Sov. (Where I also heard about the preferred term for it.)

And then, even as I am writing this there is a roundtable talk going on to discuss the whole jump fatigue question and whether or not that has changed things for the better since it was introduced back with Phoebe or if it should be revisited.  Corbexx has some thoughts initial thoughts.

So Aegis sov and related items still appear to be in flux… but then the game has always been in flux.  Change is in the nature of New Eden.

Learning to do the Fozzie Sov Shuffle

After the false start of Wednesday, when downtime was extended well into the Icelandic evening and jokes about Fozzie Sov killing EVE Online were starting to feel uncomfortably close to real, it looks like people really dove into the whole new sovereignty mechanic with a vengeance.

If you look at the Timer Board web site that somebody put together to use the updated API’s ability to tell you what systems are in play, you will see… as of when I am writing this… more than 200 things are being assaulted.  Obviously, not all of them are going to get taken.  A lot of timers look to be past their mark.  But clearly Entosis Link trolling is a thing, if nothing else.

Meanwhile Wollari over at DOTLAN EVE Maps has integrated some of the new data available into the map options on the site.  In addition to the usual sovereignty view of a region, you can also now choose views that show systems that are vulnerable, which systems have which of the three key structures (TCU, ihub, station), and what the active defense multiplier is for systems.

That last one is important for both attackers and defenders.  For attackers it determines how long the Entosis Link module has to run to capture something, a range of 10 to 60 minutes depending on the multiplier.  And for defenders, it essentially lets you know what your response time has to be for given systems and where you might want to focus some effort in order to boot that number.  (I am waiting for somebody to put that ADM data together into a chart to show how many sovereign null sec systems people actually use regularly.  If the ADM is 5 or greater, people live there.  3-4 shows some life.  But if it is less than that, not so much.)

This has lead to some changes of behavior, at least in The Imperium.  Before now, the carebears amongst us were, at a minimum, kidded about spending their days ratting, mining, building, or otherwise whiling away the hours in space not shooting people.

Now though, with their behavior influencing the ADM, the call goes out for shock workers to perform hero ratting in low multiplier systems.  Strategic mining ops are called and participation links given out for burning rocks.  Industrialists are now hailed as heroes of the coalition.  I am not making this up.  Well, maybe I made up that last one, but the first two are real.

It is a good time to be a carebear in The Imperium.  And it isn’t a bad time for combat operations as well.  Mordus Angels and Pandemic Horde have been making runs at systems in Pure Blind and Fade in small, easily destroyed fleets.  I managed to get into a homeland defense fleet that caught MASSADEATH himself and a small Cerberus fleet trying to finish off a vulnerable node in Pure Blind.  We got some kills, drove them off, and made the save.

Making the save

Saving the ihub

The theory seems to be that if they get in quick with a small fleet, they can get away with it.  But small gangs and squishy Entosis Link ships just feed the Feroxes of the Homeland Defense fleets.

Feroxes for Freedom

Feroxes for Freedom

The Timer Board site only shows a few systems of The Imperium under attack out of that list of 200+, and mostly on the periphery where hostiles have easy access.  It is a little early to make much of a claim, but it feels like having the coalition contract into a smaller perimeter that consisted of space that was mostly occupied and in use on a regular basis was a good plan.  Attacks are only really getting any traction where we are thin on the ground.

And the ihub upgrades for rats seem to be having an effect.  A system I ratted in pre-Aegis used to generate a single Guristas Forsaken Hub, the best generally available ISK/effort anomaly.  After that system got the upgrade, it was generating three Guristas Forsaken Hubs and a Haven.

I also had an opportunity to go out and be part of the offensive side of the Fozzie Sov equation.  Last night Asher Elias and the patron saint of welps, Dabigredboat, ran a joint Reavers/Bomberwaffe operation down to the Reavers’ home away from home, Querious.

A test run, we went down in Caracals and interceptors via a convenient (if more rare) null-to-null wormhole to  see if Darkness would defend some of their space.  Ideally it would have happened in ED-9LT, the former Reaver outpost in the region.  That was not an option.  Instead we were headed to UYU-VV in the 8BO-IH constellation.  (This is going to mean learning system AND constellations now, isn’t it?)

We faced no opposition on the first Entosis Link attack and pushed the event into the “scatter round” when additional command nodes appear throughout the constellation… in this case six systems… forcing us to break up into smaller groups.

The group that stayed in UYU-VV actually faced a bit of opposition.  The group I was in, sent off to W6V-VM, was not bothered.  We flew off to the Territorial Claim Unit Command Node that spawned in the system.

TCU Command Node

TCU Command Node

That appears to be the overview marker for the actual target, the Structure Command Node.

Timer on the command node

Timer on the structure command node

Of course, in the grand CCP tradition, the option in the overview to actually SEE these nodes is unchecked by default, harkening back to the battle cruiser split when one of them… attack battle cruisers I think… didn’t show up on overviews by default.

You need to check the right box...

You need to check the right box…

Upon finishing off the node inW6V-VM , two more nodes spawned.  Our Entosis Link fit interceptor went after one while we flew cover and, upon finishing that one, we were called back to UYU-VV.  Enough other modules were running that we did not need the additional one in our system.  And while Darkness appeared in small numbers, they did not seem interested in hitting any of the Structure Command Nodes to contest or operation.

The results bar tipping heavily in our direction

The results bar tipping heavily in our direction

And so the system was rolled.  Later, Plaid Rabbit ran out, grabbed a TCU, and planted it in UYU-VV, thus taking sovereignty for Reavers in Querious yet again.

Our constellation

Our constellation

It would have been nicer if it had a station, but I am not sure we’re going to spend ISK upgrading a system we grabbed on a whim at the other end of New Eden.

After that we had the option of starting the process on another system or going 20 jumps on the off chance we might get into the middle of a fight.  The killers won the poll, clearly betraying out Reaver philosophy, and off we went.

We did catch a blockade runner along the way just idle near a gate.  I am going to guess the pilot went AFK cloaked and then got decloaked by somebody passing too close.  That was a quick kill.  And while I understand that eventually some of us got on a dreadnought kill or two, I ended up getting popped when we crossed paths with a Northern Coalition fleet headed for the same fight, and so missed out.  Life in a combat zone.

So that has been my experience with Fozzie Sov and the Entosis Link module dynamics so far.

CCP has put out a video detailing how the mechanics of the new system work.

How the new system will actually play out over time though, that is a horse of a different color.

The Age of the Entosis Link Module is Upon Us

It feels like it has been a long time coming, but this morning CCP announced the successful deployment of the final step in their null sec sovereignty revamp.  Back in November 2014, the Phoebe expansion gave us jump fatigue and reduced structure hit points as the lead-in features to the journey to alter the face of null sec.

Jump Fatigue timer counting down...

Jump Fatigue timer counting down…

That put a leash on the free ranging super capital fleets while managing to make capital fleets more viable for local defense.  Pandemic Legion could not longer drop a pile of supers on people anywhere in New Eden with half an hour of notice.  Instead we got the Bizarro world vision of supers taking gates across space.

Caps landing on the J5A gate

Caps landing on the J5A gate, just a thing these days

That change also gave rise to the whole Reavers concept, where during a war a small group could go deep into enemy territory, shoot structure, drop SBUs, set timers, siphon moons, kill ratters, and otherwise cause enough pain that the hostiles would have to choose between fighting on the main front or pulling back to secure their home turf.

There was then a second round of proposed sovereignty changes centered around the Entosis Link Module and the idea that, as somebody summed it up, constellations are to be the new regions.

Entonsis Link beam

Entonsis Link beam hitting a station

This has all been summed up… if that is the right term… in a series of dev blogs and updates that have come out since March of this year:

But for all of those posts, the final patch notes for this between releases drop are surprisingly concise:

  • Territorial Claim Units, Infrastructure Hubs, and Outposts are no longer subject to regular weapons damage. Instead an Entosis Link module is required to capture and control them.
  • Ownership of Territorial Claim Units, Infrastructure Hubs, and Outposts has now been decoupled from one-another. Each different structure in a solar system can be deployed, owned, attacked and destroyed by different alliances at the same time.
  • Territorial Claim Units no longer require an upkeep bill. Instead, the running costs have been moved over to bills on Infrastructure Hubs.
  • Each alliance can set a Default Vulnerability Time for their sovereignty structures. This is a daily interval where structures will become vulnerable to Entosis Links. The length of this interval is based on the Activity Defense Multiplier. The ADM in turn is based on the Strategic, Military and Industrial levels of the solar system. Changes to the Default Vulnerability Time will take 48 hours to come in to effect.
  • Each alliance can set a single Capital System on one solar system where they control a Territorial Claim Unit. Structures controlled by an alliance in their Capital System receive a bonus to their ADM, making them easier to defend. Changes to the Capital System will take 7 days to come in to effect.
  • Destroying/capturing another alliance’s sovereignty structures requires attackers to use Entosis Links on the structure during its daily vulnerability window. If this action succeeds, the structure will become invulnerable. At some some point between 24 and 72 hours later, Command Nodes will begin spawning around the constellation. Attackers and defenders must capture these nodes using Entosis Links in a tug-of-war battle in order to destroy/secure the structure.
  • Sovereignty Blockade Units are now obsolete. Any SBUs in space will automatically self-destruct, whilst SBUs in hangars can be sold back to NPC buy orders.

Yes, there is a lot of assumed information in those notes.  You have to go through the dev posts to get the full picture.  But that is the essence distilled down to its basic form.  And apparently capsuleers in New Eden are off to the races right away.

One of the new aspects of this, freeport stations, where anybody can dock up, friend or foe, have started showing up.

You can see this over on DOTLAN as well.  Somebody will have to come up with a freeport feed.

So today is one of those before/after points.  The sovereignty system brought in with the Dominion expansion is finally gone.  Fozzie-Sov, brought in over a number of small expansions, is now was sovereign null sec functions.  We should take a look at today’s sovereignty map for comparison with what it will look like three or six months down the road.  Will this lead to a big shake up in who holds space in null sec? (From the usual source.)

Sovereignty Map - July 14, 2015 - Happy Bastille Day

Sovereignty Map – July 14, 2015 – Happy Bastille Day

That is null sec space as it stands now.  The Imperium is tucked up in the north.  Black Legion is sitting on most of Fountain since Brave left under with the philosophy of “…we will certainly come out on top again if we succeed in being defeated!”

A lot of other areas have been carved up into smaller domains, though a lot of the long time players still remain.  Against All Authorities in particular just keeps popping back up in that same spot on the map.  And then there is that huge chunk or renter space in the Northeast, with Shadow of xXDEATHXx and Brothers of Tangra still providing opportunities for those who wish to sublet in null.

Are we headed for a new realignment in null, or will the status quo, having condensed in some cases and started recruiting new players en masse in a couple others, hold on to their current domains?

And, of course, who is going to lose sov because they forgot to pay the bill since that changed as part of the patch as well.

Aegis and the Return of Heavy Missiles

Another few weeks have gone by and we have yet another content expansion from CCP.  Today they launched the Aegis, an expansion which has a number of features that actually affect me directly.

That isn’t always the case.

Sure, the refinement of the overview icon changes from Carnyx last month affects everybody who undocks.  But I have sort of gotten used to the changes by this point… run anomalies or missions for a while and things will start to become clear eventually… so I am not sure how big of a deal this will be.

And then there is the final tactical destroyer promised at EVE Vegas last year, the Gallente Hecate.

At least it is another tube with spikes

At least it isn’t another tube with spikes

That will certainly come into play for me if it ends up being another new, OP, soon to be nerfed, flavor of the month available at a gate camp near by.  But it is unlikely I will fly one any time soon.

And there are even a bunch of ship skins for ships that people in null sec actually fly.  Stealth bomber and Interdictor skins for everybody!  I will be looking to buy the Wiyrkomi skins for the Harpy, Hawk, Buzzard, and Manticore straight away.

But the big news in Aegis for me is a one-two punch that affects the ships we fly.

The first is the nerf to the ever-present Ishtar heavy assault cruiser.  There have been a couple of swipes at the dominance of drone boats in general, and the Ishtar in particular since the death of mass drone assist a year back.  And still, the ship is ubiquitous to the point that the game has been called Ishtars Online at times.  Reavers have been undocking and living out of Ishtars since October 2014.

That Stratios though... that is not doctrine...

Ishtars, two or three graphic updates back…

As announced in this forum thread, the Ishtar is losing a mid-slot, gaining a low slot, and losing some speed and power grid.  That, along with a minor reduction in the effectiveness of drone damage amplifiers is the current CCP plan to reduce the wide-spread use of shield tanked Ishtar fleets.  We’ll see how that goes.

But it is the second half of the one-two punch that really interests me, and that is the possible resurgence of heavy missiles… because I have all those skills trained to V already, so I am rarin’ to go on that front.

Back in 2012, during the height of the Drake dominance of null sec fights, heavy missiles rained down upon our foes as we tooled along at 1,000 m/s in MWD fit missile boats.  My first big null sec fight at EWN-2U was a missile fest.

Pouring out missile fire

Pouring out a curtain of missiles

Then came firewall defenses, drone assist, a hit to heavy missiles, and finally the big Drake nerf, and the ship, along with its primary weapon, went from dominance to the ever present “can I bring my Drake?” meme.

The internet caters to all my needs...

The internet caters to all my needs…

Now though, CCP has come back to missiles.  We are getting two new modules:

  • Missile Guidance Enhancers – Low slot modules that increase missile explosion velocity, lower explosion radius, increase missile flight time and increase missile velocity
  • Missile Guidance Computers – Mid slot modules that increase missile explosion velocity, lower explosion radius, increase missile flight time and increase missile velocity. These modules can use Missile Precision and Missile Range scripts and can of course be overheated.

Those two modules, along with a 5% boost to heavy missile damage, and changes to missile hit points and resistances, may bring missiles back to null sec PvP in a big way.  There are already fits being talked about, so we might soon see Drakes, or missile fit Tengus, or masses of Talwars, or Ravens with with cruise or rapid heavy launchers undocking some day. (Reavers, ahead of the curve with Ravens.)  Again, we shall see.

And then there are some graphics updates, a new model for the Cerberus, so it isn’t just a Caracal with a different skin (making this a rare screen shot I guess), and a boost to the rate of fire bonus for the Tempest battleship.

Cerberus refined

Cerberus refined

The patch notes for Aegis are here, and the EVE Update page has an overview of the features.

Finally, it wouldn’t be an EVE Online expansion without its own theme song.  It feels like it is missing a didgeridoo or something.  Now we just have to wait a week for the Fozzie Sov features to drop.


The Loneliness of the Deep Space Entosis Pilot

As much as possible, the Entosis Link capture progress should reflect which group has effective military control of the grid.

CCP Fozzie, Summer 2015 Nullsec and Sov Status Report

As expected… and we did expect some revisions, didn’t we… CCP has taken in a lot of feedback on the proposed changes to null sec sovereignty capture/control mechanics the announced back in early March and has come up with some changes.  The focus is still on reducing the effort needed to take space nobody uses while giving systems that people live in a defensive advantage, so some of the changes are focused on aspects of that.

Alliances will be able to declare a capital system which will get a defensive bonus, as such systems tend to be staging systems that see a lot of activity, so nobody in their right mind rats or mines in them regularly.  There has also been some tinkering with the time zone and defensive rating mechanics as well as some work on the UI.

Activity Defense Multiplier

Activity Defense Multiplier

But for me, the interesting bit was how they plan to handle the Entosis Link module in the field.  The Entosis Link module is the magic dingus, the focus, the veritable Schwerpunkt of Fozzie Sov.

Much fun was had after this module was announced, imagining it being fit on an interceptor to troll sovereignty or on a carrier made indestructible via a web of triage support.  The system looked prime to be gamed.

CCP took all that feedback and laid down the following restrictions for the Entosis Link module:

  • High Slot module with a limit of one per ship
  • Requires a target lock on the structure to have any impact
  • While the module is active, your ship is unable to cloak, warp, dock, jump or receive remote assistance. There is no way to get rid of the module penalties early except for losing your ship
  • The first cycle of the module is always a “warmup cycle” and has no impact. If you lose lock or the module is disabled for any reason, you’ll need to go through that warmup cycle again before you can continue exerting any influence over the structure
  • Other than that warmup cycle, the cycle time of the module does not impact how long it takes to capture a structure. Once you’re past the warmup cycle all that matters is that your module stays active
  • Capital ships have a role penalty that increases the module cycle time by 5x
  • Consumes Strontium Clathrates as fuel for each cycle

The the links themselves have their own parameters.

T1 Entosis Link

  • +250,000kg mass when online
  • 5 Minute Cycle Time
  • 25km range

T2 Entosis Link

  • +1,000,000kg mass when online
  • 2 Minute Cycle Time
  • 250km range

So that quote up at the top of the post looks to be a true statement, because once you activate the Entosis Link module you can’t run, you can’t hide, and you can’t get any help/heals, so the grid around the structure becomes a space born game of… and forgive me for using the term of art from my childhood… smear the queer, with every hostile ship in the system aware that you are in the staring role.

And you have to stay alive anywhere from 10 to 60 minutes depending on the various factor of defense and what not.

I am keen to see how this evolves as an operational art and what ships will end up being the module carriers and what counter tactics will evolve.  For example, it seems like a determined defender, even if driven of the structure grid, could sacrifice some electronic warfare ships to break the target lock of the ship carrying the Entosis Link module just to make like miserable for the attackers.

Anyway, we will see how this works out soon, though not as soon as expected.  The newt round of sovereignty updates will be spread across two releases, the first being the Carnyx expansion on June 2, followed by the Aegis expansion on July 7.

As for how things will work during that interim period between the two… well… I read the words, understood their individual meanings and how they came together to form coherent sentences, but I am pretty sure I don’t understand the reality of how sov will work during most of June and the first week of July.

Meanwhile, move operations continue as The Imperium withdraws within its new borders.  Some groups are still out and about, including the Reavers down in Querious.  But I suspect that we’ll be spending a chunk of may re-arranging who goes where in the seven regions.