Tag Archives: Blood Raiders

The Blood Raiders Shipyard Destroyed

There was a chance that I might see the Blood Raiders Shipyard destroyed.  After it was hit, the timer was set locking in when the final assault would come.  I was working from home and the timing was such that it ought to have come out of its reinforcement cycle at just about the time my day was done. I still had my alt parked in the system and the shipyard was sitting there waiting.

Eyeballing the Sotiyo in my Buzzard

As a toiled away I saw the pings come up for the fleets destined for the final event.  There appeared to plenty of interest as a second fleet had to be formed.  As the timer approached I logged in and warped out to a spot I had setup about 600km off the structure so I could see how this was all going to turn out.  I started a long, lazy orbit as the fleet of Punishers showed up and spread around the their target.

Ball of Punishers around the shipyard

A second fleet was watching gates while a fleet of TEST interceptors showed up in system as well and setup on a perch from which they could warp in and take pot shots at the Punisher fleet.

Once the time counted down the Punisher fleet opened up and started plinking the target.

A Punisher blazing away

As before, Blood Raider ships spawned, but they seemed at a loss when faced with the tiny T1 frigates motoring along in orbits around the shipyard.  CCP did not update anything for this particular run.

A Blood Raiders Omen just loafing about, not even trying…

The only real hazard for the fleet came from the TEST Interceptors who would warp in to try and pick off a target every so often.  They were successful, but Jay had stocked ships in the local station so people were able to warp off, reship, and rejoin the attack.  I planned to join in the assault as well, once the structure went down far enough.  I had scrounged a light missile launcher and some missiles locally so I could get in and plink it.

However, at about that point I had to leave for a bit.  I was on the hook to pick my daughter up after school and drive her downtown, something complicated by the advent of early onset Friday afternoon rush hour traffic.  It took more than an hour to get her, drop her off downtown, and get back home, by which time the event was over and most everybody had gone home. (I did see SynCaine in local for a minute or so after I got back.)

I had warped in to launch a couple of missiles at the shipyard before cloaking up in a safe spot and head out, but my shot was too early and I did not even get on the kill mail for the structure.

I also missed the comedy finale, detailed over at INN, where TEST pilot named Karl Kox zipped to the structure wreck in a Claw interceptor and scooped up blue print copies for the Chemosh dreadnought and Molok titan, only to be blown up.  With his ship went the Chemosh blue print, but the Molok surivived and was picked up by Hudders, another TEST pilot in a Claw who was also blown up in short order.  With him went the Molok blue print, and so the drops from the event went *poof* just like that.

And so it goes in New Eden.

So there I was on grid where the Blood Raiders Shipyard had been, cloaked up and looking around.  A fair number of Blood Raider ships were still roaming around rather aimlessly.  I saw a fleet of Blood Raider Augoror cruisers looping and turning and making patterns in search of a purpose.

Augoror fleet does a star burst, just to form up again

I watched the ships move about, then switch to the overview that showed wrecks on the field.  Loot looked to be fairly readily available, with an unlooted Jackdaw wreck visible to me.  I warped over to it, motored into range and found some light missiles on it.  I took those and then started to head over to some wrecks a ways away.  As I drew into range I suddenly got the CAPSULE EJECTING message as the Buzzard blew to bits around me.  A Blood Raiders Chemosh dreadnought had locked me up and one-shotted me.

These things are a menace to the space lanes

That was why there was still loot on grid; grabbing it was a hazard.  I bookmarked my wreck and warped to the station.  On docking I was given one standard issue Ibis corvette, the rookie ship you are handed by the game when you have no ship.  I decided to warp back out and see if I could quickly scoop up some of the items that dropped.  The Sisters expanded probe launcher and the covert ops cloak were worth some ISK, so there was no point leaving them sitting on grid.

I warped out the wreck and then ended up sitting there because I couldn’t fit all of the stuff from the wreck into the cargo hold of the Ibis.  I ejected one item, but as I sat there deciding I was once again blown up by the Chemosh.

An Ibis in the act of exploding

That lost me the probe launcher and some of the probes, but there was still the cloak to be had, and an Ibis is free, so I warped off in my pod for the station and shipped back up in an Ibis.  Then I warped back out to the now increasing pile of wrecks.  This time I laded a bit too far off the spot, but even as I got there to loot the Chemosh popped me again.

That thing must be doing pretty well to hit an Ibis so quickly.

Fortunately the loot fairy was kind to me and I only lost a couple of probes and that single unit of tritanium in the explosion.  The covert ops cloak and the coprocessor II were both still there waiting for me.  So I grabbed another Ibis, warped out, landed right on top of the wreck, looted quickly, and aligned to warp off.  Even as I was moving, the Chemosh took a shot at me.  This time he missed though.

Ibis gets past the beam of death

I was able to warp off safely.  I made it to the gate and through and back up into Delve without incident.  The event had been over for long enough for any hostile gate camps to have either given up or been driven off.

Anyway, that was my own little side adventure.  Soon the search will begin for the next incarnation of the Blood Raiders Shipyard.  Maybe a blue print will survive through the next event.

This past weekend’s Talking in Stations broadcast has some time devoted to the event and includes Imperium FC Apple Pear talking about what happened and how the Punisher plan came into being if you are interested in that.

A Return to Form Reinforces the Blood Raiders Shipyard

The battle station is heavily shielded and carries a firepower greater than half the star fleet. Its defenses are designed around a direct, large-scale assault. A small one-man fighter should be able to penetrate the outer defense.

General Dodonna, Star Wars Episode IV

The mythos of the early days of Goonswarm and the Great War in New Eden is centered on how Goons opted to fight by flying masses of cheap, T1 frigates into battle, heedless of losses or killboard stats, with an aim to choke the guns on their foes with their wrecks.  This set them apart from Band of Brothers, which flew expensive fits and valued their green killboard.

The image of a Goon in his Rifter became almost iconic.

Back in the day…

Things have changed.  Not quickly… even back in late 2011 when I joined the then CFC the idea of a main fleet doctrine featuring anything besides T1 ships was crazy talk… but inevitably fits and doctrines got more expensive.  Two of the main fleet doctrines are Machariels, faction battleships, and T3 strategic cruisers.  There are always fits in each doctrine for new players, but you might be flying tackle, a target painter, or an ECM frigate fit.  Vital to each fleet, but not the big shiny ships that make up the power of each doctrine.

So there was an extra special dimension to the win when the the Imperium reinforced the first ever Blood Raiders Shipyard down in Period Basis.

After trying capitals, supercaps, and battleships on the test server, the doctrine for the first full on reinforcement effort was based on T1 frigates with newbie friendly fits.  The lowly, unloved Amarr Punisher formed the backbone of the operation, with a fit that ran just over a 1.3 million ISK.  The Blood Raiders were assaulted in the spirit of the Great War, by a mass of cheap ships.

Not as iconic as a Rifter, but an old work horse

This, of course, made some people lose their heads as this fine thread on Reddit shows.  But others cheered the fact that EVE Online is still a place where the stuff you are able to fit in the first week can be used in a high end event.

Unlike the old days however, there was no needed to choke the guns of the foe with wrecks.  Instead, the Blood Raiders seemed as impotent in defending their Soityo as the Empire was in defending the Death Star.  Rather than a mass of wrecks, there were only a few losses.  As the shields went down, the Blood Raiders called in more and more ships, but to almost no effect.

The full tale of the event is covered by Moomin’s post over at INN.

This all happened while I was at work, but when I got home I logged in my alt, which I had left in system and saw that the shipyard was counting down its reinforcement timer.

Less than a day to go

There were still some Blood Raider ships bouncing around the structure, but otherwise the field was clear and the system mostly empty.

Unlike player own citadels, the Blood Raiders structure has only the one timer event.  When that is done counting down, the structure will be vulnerable to destruction.

Of course, a replay of yesterday might not be possible.

To start with, news of the event has gone far and wide and the general timing is known, so other fleets may show up to either interfere with the second battle or to fight over whatever drops from the shipyard when it is destroyed.

And then there is CCP.  As you will note if you read through CCP Fozzie’s Twitter thread, CCP was watching this event closely.  With an intervening downtime, it is possible they may have tweaked the defenses of the shipyard to better respond to the T1 frigate menace.

We will only know for sure a few hours after this post goes live.

Addendum:

The Scope has a video up about the current state of the Blood Raiders shipyard.

Visiting the Blood Raiders Shipyard

As mentioned in the notes for the YC119.5 update, the Blood Raiders Shipyard is now a thing.  It is a special new PvE event… a null sec raid if you will… that has the possibility of dropping blue print copies of special Blood Raiders capital ships.

The first step in the whole thing is actually finding the shipyard.  There will only ever be one shipyard in space at a time and it will spawn somewhere in Blood Raiders territory, which spans the regions of Delve, Querious, and Period Basis.  In order to locate the shipyard you have to find one of the Blood Raider mining operations and follow ships from there back to the shipyard.

The Imperium incursion SIG went to work finding it after it was supposed to spawn, some time on Thursday, and by Friday the shipyard had been located in the system E-DOF2 in the Period Basis region.  The tale of its discovery is the subject of a post over at INN.

Having found the shipyard, there is the whole “blowing it up” aspect to master now.  As I noted in my post about the YC119.5 update, I am not sure if having the shipyard in our part of space is a blessing or a curse.  From what I heard about the trial runs on the test server, the Blood Raider reaction forces creamed every attacking force by burying it in numbers.  As noted in the story linked above, RED Alliance threw a small Rattlesnake fleet at the shipyard and promptly lost most of it.  INN had follow up posts about further attempts including a force of frigates trying to put the shipyard into reinforcement mode.

The shipyard is a special citadel and only has a single 24 hours reinforcement, which means you only have to go through two rather than three fights to kill it.  But so far nobody has has managed the first fight and it sits there in space unharmed.

Since this was something new in New Eden and not too far from home, I decided to fly down to take a look at the shipyard myself.  That meant setting a course for Period Basis and RED Alliance space.  I got out my alt, put him in his Buzzard (so he could scan down the site), and sent him south.

Headed to Period Basis

We are set blue with RED Alliance, so I didn’t have to worry about the locals shooting me.  However, with any space attraction, I did keep alert for possible gate camps on the way down.  Somebody is always looking to shoot tourists.  There were a couple of camps but, fortunately for me, they were blue.

When I arrived at the system I launched combat probes, cloaked up, and then made myself a safe spot from which to work.  For my first scans of the system I was looking for structures, but didn’t come up with any likely results.  I could have save myself some time if I had read the patch notes where it says;

They Blood Raider Sotyio does not show up on the tactical overlay, nor can it be probed down. The best way to find them is to try following a Blood Raider hauler (Bestower or Impel), coming to pick up minerals from a mining operation. There will always be a mining operation in the system with the Blood Raiders Shipyard.

I changed that to ships and found an extremely dense ball of Amarr ships, including Apocalypse and Bhaalgorn battleships.  I narrowed down my focus on that, getting 100% results pretty quickly, then warped in at 100km so I would stay cloaked.

And I landed right on the shipyard and was immediately uncloaked.

Back to my safe!

I quickly aligned back to my safe spot, bookmarked my position, and then warped back to my safe to cloak up for a return trip.  I warped back at 100km from my bookmark and landed far enough from anything that might decloak me to be safe for the moment.  My overview did not show much going on, just a few people shooting at the structure.

Initial overview…

That might have been some of the Succubus frigate fleet mentioned in the INN post.  What I did not see was any Blood Raiders on my overview.  In fact, I didn’t even see the structure, which reminded me that new things in the game often don’t get added to the overview by default.  I added the structure to my travel overview. (The pic above was after I did that.)  They I started looking around in space to see if I could see any Blood Raiders.  They were definitely out there, I could see lasers chasing the frigates around the vicinity of the shipyard.

The Shipyard with lasers

Those were dreadnoughts, which seemed to be strewn about the undock area of the shipyard.  But I knew there had to be more ships about.  I tried the default “ALL” overview that CCP provides and was pleasantly surprised to find that they had added the new ships to that.  I have, in the past, had to add things to “ALL.”  And with that I was suddenly aware of just how many Blood Raiders ships were lingering in the area.

Lots of Blood Raiders

The overview was full, with pages and pages of Blood Raiders ships.  There were dozens and dozens of ships out there.  I could see fleets of Blood Raiders ships cruising around.

A flight of Augoror cruisers orbiting the shipyard

Not many of the ships on grid seemed interested in the frigates flying about taking potshots.  In fact, so far as I could tell, only the Chemosh dreadnoughts seemed to be firing on them.  There was a gaggle of them on the undock and some more spread out around the shipyard.

Chemosh dreads on the undock

The subcaps seemed mostly interested in warping off to where every they go when they’re done with their task.  I could see the bright streaks of ships warping away every so often.  However, for every ship warping off I say what seemed to be a couple more stuck mid-warp.  There was a large number of ships either bouncing off the back of the structure or actually withing it that were bumping and bouncing and unable to enter warp.

Or such was my assumption.  I was trying to “look” at ships in space and could not do so with many of them, which is generally a sign they are trying to enter warp.  However, they stayed on the overview and I could, by maneuvering the camera around, see ships actually bouncing off the citadel or poking partially out of it.

The shipyard itself seem unperturbed by events.

Shields barely scratched… or not scratched at all really

The shipyard itself seems to be a standard Upwell Consortium Sotyio structure.  It even says so on the side.  Glad to see that Upwell will sell to anybody with ISK I guess.

Look for genuine Upwell marked structures!

The Blood Raiders opted for a spray-on logo though.  That is a special order item not available to mere capsuleers.

Blood Raiders are #01!

They also get the new logo features that came with the YC119.5 update including alliance logo and CEO portrait along with more spray on logos.

CEO Omir Sarikusa sends his regards

I was amused to see that the Blood Raiders shipyard get the same advertising screens around the undock as player deployed structures.

Waiting for “Vote for Xenuria” to go past again…

The Blood Raiders can get a special paint job and their own logos sprayed on the hull, but they cannot opt out of ads!  Anyway, I saw the big new thing in space and beat Mark726 to it no less!  He’s usually the first space tourist on the scene.

The Blood Raiders Shipyard out in Period Basis

Now to see about blowing the damn thing up.

I know some people are angry that CCP decided to try this version of their new NPC response AI in null sec.  And not just in null sec, but in the Goon corner of null sec no less!  “Grr Gons! Hat Gons!” and all that.  Why should they get the new PvE shiny?

The flip side of course is that this new shiny seems intent on destroying as many player ships as possible by dropping overwhelming forces on them.  I am not sure high sec would put up with that.  I am told that many mission runners like the predictability of rewards and that an AI intent on making things difficult might not be appreciated if that is the case.  That is ever the PvE carebear conundrum, a desire for interesting tasks mixed in with an aversion to any loss.

And who could CCP blob more ironically than the Imperium?  Blobbers blobbed  and killed by blobbing NPCs, film at 11.

Of course, that won’t sate anybody feeling left out, but I find it amusing.  And we shall see how long and how many destroyed ships it takes to destroy the first Blood Raiders Shipyard.

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?

Fighting the Blood Raider Menace or How I Rat

l have been meaning to write this for a while.  This isn’t any sort of guide on how to rat, but a checkpoint wherein I describe how I currently approach the task.  It is one of those posts that I wish I had written, say, yearly, just to see how things progressed.  I expect people will comment to tell me I am doing it wrong, which is welcome, if only so that others might learn from my mistakes.

If I had written this a year ago it would have been about fighting the Guristas menace.  But now we live in Delve and it is the Blood Raiders we seek to suppress.

Also, this post should not be confused with the Crimson Harvest event, which is kicking off today.  I only realized that was hitting today after I had written most of this, so the timing is coincidental.  But I’ll still use the Blood Raiders graphic from event.

Blood Raiders! Wooo!

Blood Raiders! Wooo!

My ratting ship of choice is the Ishtar, and I am still using the same hull I hauled down from the north in my carrier a couple of months back.  Or maybe I flew it down on its own.  I don’t remember off hand.  Anyway, I have since refit the modules and now run it with an armor tank rather than a shield tank as I did previously.

The main defensive modules on my Ishtar are a Reactive Armor Hardener, which nicely adapts to whatever damage type is being thrown at you (EM and thermal in the case of the Blood Raiders), a Medium Armor Repairer II, which keeps the armor belt on the ship repaired, and a 100MN afterburner that keeps the whole thing moving along fast enough to avoid fire without increasing the ship’s signature radius.  Most everything else fitted are modules to enhance drone range, speed, or damage.

Ratting, as I do it, consists of taking out anomalies in the system which I call home.  The term always conjures up the mental image of hunting asteroid belt rats back in the day.  Our home has an upgraded ihub and affords a range of targets when I open up the scanner.

What I see on the scanner

What I see on the scanner

There is a whole hierarchy of difficulty in anomalies, which you can read about over at EVE University.  Out of habit or tradition or whatever, I always run the local flavor of Forsaken Hubs.  Somebody (Gaff I think) once told me that they were the best effort to ISK value.  At one time they were very easy, because they spawned nothing smaller than a cruiser and never used tackle or ewar.  That got changed a while back, and now there are frigates that will point you.

Forsaken Hubs tend to be popular and if I find them all occupied I step up to Havens, which yield more ISK but are also more work.

When it is time to rat, I undock from the citadel and choose a Forsaken Hub from the list of Cosmic Anomalies.  I warp off to the one I have chosen… you can just right-click or click on the “warp to” button… with an overview up that shows blues.  If I land and see somebody else in the anomaly, I move off to another one.  If the anomaly is empty, has no wrecks, and shows the starting wave (which is always the same) I settle in to fight.

The broken orange crystal asteroid, the center piece of all forsaken hubs

The broken orange crystal asteroid, the center piece of all forsaken hubs

The first thing I do is make sure my hardeners are on.  Then I deploy my mobile tractor unit.  That will collect up all the wrecks and loot them for me.  After that is deploying I set myself to orbit the MTU at 25km and turn on the afterburner.  At about that point the Blood Raider ships are generally waking up to the fact that I have arrived and start targeting me.

This is where I sometimes forget to save the location of the MTU as a bookmark.  I will want to come back to that spot after the anomaly despawns and is no longer on the scanner.  So far I have only lost a single MTU because of this, but it is still an “Oh yeah, I need to do this!” part of the routine.  I also swap to the an overview that only shows hostiles, NPC or otherwise.

Once all the NPCs have me locked and are shooting at me (red boxed) I launch my drones and send them after one of the battleships.  Every so often the first wave will suddenly change its mind and target one of my Praetor II heavy drones and I have to call it back.  Once it is back in the drone bay fire generally resumes on me and I send out a replacement drone to join the fight.

The point of maximum incoming damage generally happens when my ship is motoring out to its orbital range.  Once in a while that happens in such a way that my path lines up with the hostile lasers and every shot is a hit and I have to change course.  But once I am out in my orbit and past about 750 m/s in velocity, most shots miss.

Lots of shots, not many hits on me

Lots of shots, not many hits on me

After that, the anomaly is pretty hands off.  The drones, set to group and be aggressive, just move from target to target blowing them off.  I will mention the drone settings if only because for the longest time I did not know they existed and used to have the “problem” of my drones running off and picking individual targets.  The “focus fire” option fixed that for the most part.

Drone Window Settings

Drone Window Settings

At this point I usually find something else to do while the anomaly runs.  I keep an eye on local and the intel channel and the health of my drones, just in case, as I work on bills or outline a blog post or go through screen shots or play a game on the iPad.  Last night I filled in my vote by mail ballot while running a forsaken hub.  It is not exciting game play and I cannot bring myself to do more than two anomalies at a sitting.  I get restless.  But if I have something else to work on, it is at least a lucrative side activity.

Our intel channel is quite active and the only time I haven’t had a lot of warning about somebody coming our way is when they came through a wormhole in our system.  I still have to click on the systems where hostiles are reported now and again to see how far away they are, but I am starting to learn the nearby systems.

When the waves with frigates come up I generally step in, target them, and make the drones kill them off first.  Then the rest of the wave runs by itself.

Drones take care of another NPC

Drones take care of another NPC

At the end I will have blown up ~40 ships.  The first few waves are consistent, the final couple seem to vary as the wreck count and the bounties paid out seem to fluctuate from one run to another.  The bounties totally up to about 25-28 million ISK per run.

I made this much ISK while voting

I made this much ISK while voting

Once the last NPC ship is down, I head back to the MTU and scoop in the cargo hold so I don’t forget it.  Then I load up whatever loot is left in the can that the MTU leave behind.  The Ishtar’s hold can sometimes carry all of the loot.  Even when it cannot, all that is left are usually a couple of larger items like smart bombs.

Then I warp back to the citadel and dock up.  If I have a damaged drone, I stay tethered a bit before docking to let the citadel repair it. (The repair progress doesn’t actually show, but when I go out again the drone is repaired.)  Once docked I take all the drops and move them into the cargo bay of the blockade runner I use to move loot so it doesn’t clutter up my hangar.  Then I swap over to my Noctis.

The Noctis

The Noctis

The Noctis is fit with salvage rigs and a full set of salvagers in the high slots.  I warp it off to the bookmark, as the anomaly has generally despawned by that point.  If I get the pop-up that indicates that it hasn’t, I usually hold off a minute or two and sit there tethered.  Etiquette as I was taught is to let your anomaly despawn before you go back to finish looting so as not to hold up the next spawn, as only so many of each anomaly can be present in the system at one time.

Once I arrive at the bookmark I pick up any remaining loot and then set about salvaging all of the wrecks that were piled up at the MTU.  I used to leave the MTU and all the loot for the Noctis to pick up, but then I kept forgetting to move the MTU back into the cargo hold of the Ishtar.  Coming up with a routine that minimizes errors is a priority for me.

Digging into the salvage

Digging into the salvage

Once the site has been swept clean, it is back to the citadel to drop the salvage and remaining loot in the blockade runner. (Also, it is surprisingly difficult to get all the salvagers running on individual wrecks then turn off the UI and take a decent screen shot before some of them have cycled and turned off.)

Eventually the blockade runner starts to fill up and I have to figure out what to do with all of the loot.  Back up in the north, when shipping to Jita was cheap, I used to send it all there to be sold.  Now with shipping being more than double the price, I pick through what to send to Jita and what to sell locally.  There are lots of low ball buy orders to ignore, but for things like salvage there are some that are competitive with Jita prices, so I sell locally.

Some things are just over saturated in Jita so the prices are depressed.  Propulsion modules seem to be a bit too common in Jita, so I tend to just list them all at our staging base where I get a much better price.  They sell out pretty quickly.  Other items get shipped back to Jita to be sold.  All told, the loot side of running an anomaly can generate almost as much as the bounty side of things, though getting that ISK is much more hands on.

That is my ratting routine, such that it is.  It isn’t nearly as lucrative as my selling skill injectors, something I can do from the safety of Jita 4-4, though that business makes ISK mostly because I don’t care about buying PLEX for that account.  I just buy skill extractors, pull skill points out every 8 days, and sell the injectors, pocketing 300+ million ISK in the process.  But ratting still puts some ISK in my pocket and is something I can do when I have other, real world things to do as well.