A Wormhole Eye View of Nullsec

Over the past six to eight months I’ve dipped my toes in the nullsec pond. Part boredom, part curiosity. The path I ended up taking in Eve has left me anxious to scratch the itch of “what if?” I’ve done things from being the nullsec grunt, to logistics, to skirmish fleet commanding. I put a couple of different characters in a couple of different alliances, from the bad to somewhat less bad, and I want to tell you nullsec guys what I think of you. Face to face, mano a mano, random guy on the internet to random guy on the internet. I am entirely surprised at how effortlessly casual the nullsec player can be. It is perhaps the simplest way to play Eve. There is very little that is not done completely for the nullsec grunt, from markets to kills, and even images and videos to post and link in local chat. Most of the time you are responding to events with little or no information, simply a post or a mail with a time and date. It’s a strange necessity. I’ve been on fleets where it was clear the fleet commander’s orders were being transmitted, yet it was hard for me to feel invested in the outcome, or motivated to join, unless it was an operation in which the objective was obvious, like a station flip. In my very first article I wrote about the fleet commanders of wormhole space, and it hasn’t taken me long as a fleet commander in nullsec to realize the differences are so vast they are almost incomparable. I can count on the members of my small gang fleet in wormhole space to offer advice, think, and be communicative. That has not at all been the case in the nullsec fleets I take part in. The sheer amount of responsibility the bloc fleet commanders shoulder is enormous, and has been a bit of a revelation. Many experienced fleet commanders in nullsec would be able to join a wormhole corporation and do just peachy. The reverse case is not nearly as true. eyeview-art_layout Jump bridges are some of the craziest things ever. It took me weeks to get used to the idea of just being somewhere else without having to use a capital. I knew of them, but in practice they are as ridiculous as anything else in game. People complain about capital force projection, but in my eyes these things are perhaps the worst offenders of all. When CCP mentioned player created stargates they failed to clarify they already exist, and it makes it crystal clear how impossible it is for an alliance to really be assaulted in any meaningful way, when escape is so simple. There was a point – camped into a station by a PL gang with a Huginn and a few Orthrus – where I realized the perpetual goal of Eve needs to be forcing players to come and play with each other. There was no reason not to go and try and have some fun with a fleet one tenth the size of what could be fielded, and yet it simply didn’t happen. I recalled all those times where we would sit on a static or in our POS, either baiting the enemy to come or simply unable to give the correct response, and feeling frustrated with all the time wasted, realizing how often it must happen on a daily basis, everywhere in Eve. In the end we’re not so different after all. There you have it. You’re welcome.
Tags: joran, nullsec, wormholes

About the author

Joran Jackson

Joran has a new twitter account. Follow him @SyncheofGames. When he's not writing about games he's probably playing them.

  • Kamar Raimo

    Why do you reckon a nullsec FC would be fine in WH-space but not the other way ’round. Wouldn’t a nullsec FC have some trouble dealing with the lack of local and the cloaky ship meta? What about having to assemble your fleet with mass limits as a restriction?

    I have hardly ever been in WH-Space, but my usual experience was that there is either nobody there or that you die in ways you wouldn’t have seen coming.

    • Ranamar

      I think the idea is that, for a nullsec FC, going to W-space would be like shedding the 100+ other pilots following him around and basically just flying with the command channel. On the other hand, W-space FCs won’t necessarily know how to handle the fact that they somehow need to tell those 100+ dudes how to fly their ships while also trying to figure out what to do next.

      The “extremely casual” point is interesting. I mostly agree. I’d point out that the market stuff is “taken care of” by other players, but those players generally find that sort of thing interesting too, and, if you have enough logistics guys, some of them can be pretty casual too, just to allow people to rotate in and out and reduce burnout.