Ira Theos wrote:Translation: "Please bring your best fit ship to Low/Zero so we can pwn you as you pop through the gate."
or DreamTrooperX is just speaking from the experience of having recruited a lot of pilots - many of them new to EVE or long-time high-sec dwellers - and taking them into NPC 0.0 all in a very short amount of time.
... while being constantly starved for carriers/jumpfreighters which means most people have/had to bring in their first few ships through one of the two pipes leading from high-sec into the Great Wildlands.
7Q- is firmly in the grip of EBOLA, camps in B-VIP are usually more random and smaller - both entries are camped more often than not and are almost guaranteed to have drag bubbles set up at the gates.
If you look at the killboards you'll quickly see that we generally do the dieing not the killing at these chokepoints^^
Ira Theos wrote:Really, if you aren't a member of the Corp/Alliance that maintains the gatecamp on the other side or don't fly a Tengu, don't bother with the suicide run.
how come you didn't know about that camp?
did you ignore their scout on the empire site of the gate?
did you forget to check starmap for pilots in space?
what about giving the system a brief look at eve-kill?
don't you have any friends/alts who could scout for you?
I know that getting into 0.0 can seem almost impossible if you only can play during prime-time (in contrast it can be trivially easy if you can make the run after US TZ logs off and before the Russians log on).
But you have to remember that the camps are only 1-2 systems deep and that after that your way will most likely be clear (apart from occasional roams, random travellers and ratters).
If you can't avoid the camp your number one weapon is a cloak (which you need for MWD & cloak anyways) and patience. Maybe the campers will do a short roam, maybe another gang will try to bust the camp, maybe there are only a few campers and a much more juicy target than you shows up (most will be slow to react to you while they are busy shooting sth shiny), ...
Please believe me that I have done really stupid runs in poorly suited ships and that if you have the patience to hold for 30-90 minutes there will almost always be an opening that gives you a fighting chance at getting through unharmed (if not, log off, do something more fun IRL and try again next day).
Ira Theos wrote:Even if your cloaking skills are maxxed and you are experienced with blockade runners, a fast point or two will end your visit.
so you will only be safe 95% of the time when running a gatecamp in your Crane, big deal.
Can only speak for myself but I lose my cloaky ships to poor decision making and mistakes in execution
far more often than to bad luck.
Ira Theos wrote:As for rewards? Unless you you are blue to the serf squads guarding their "massahs" moongoo, what rewards are we talking here? A ship replacement in return for guard duty? WOWEE! GEE! How thrilling. ZZZZZZZZZZZZZ..... snore.
We have neither ship replacements nor guard duty
Don't have any nice moons either...
How about access to pvp (without having to worry about sec status or gate guns)?
How about easy sources of income that enable you to replace your losses - missions, exploration, CAs, plain ratting, mining sites, markets waiting to be tapped, ...
How about making new friends both inside your alliance/corp and with other corps that you happen to come across?
How about building a really awesome sandcastle and taking a few photographs before it gets swept away by the waves?