06:49

Quality / Quantity




Building fits for the corporation and plans for learning skills, I came to the conclusion that there are stages of team development by the quality of ships and the number of pilots. 

Preparatory materials

There are different ways of growth, linear, degree and exponential:  



1) Linear growth - the increment of the value occurs by the same amount for each period of time. The growth rate remains unchanged. Linear growth is more predictable and stable. Red graph.

2) Degree growth - degree growth can be both fast and slow, depending on the value of the degree. Blue graph in the figure.

Examples of degree growth from Eve are different parts of space: highsec, lowsec, nulls, wormhole and pochven. That is, depending on the habitat, you get degree 2, 3, 4, 5 to your development. Usually in recruiting they offer: come to us in nulls you will get degree 5 to your growth or in wh. Or in lowsec and the growth rate will be 3.  

3) Exponential growth - the value grows very quickly, especially in the later stages. Examples of exponential growth can be population growth in favorable conditions, or the growth in the number of infected computers in the network. Green graph.

An example of exponential growth in the game is a recent feature with AMI agents and SP, already fixed. When people in a year, performing AMI poured themselves about 100,000,000 SP per character on each account, if you learn it normally without injectors, then it would take about 5-10 years of real time.

There is a problem in Eve of the gap between newbies and those who have been playing it for 10-20 years. Often, as a way out of the situation, they offer to move to lowsec, nullsec, wh and pochven, switch from linear growth to degree, and in 10 years you can be equal to the current teams in development. When in fact, the solution to the problem is to look for ways of exponential growth for your corporation. Raise the degree not by 3-5 times, but by 10-20 or more. Only in such conditions can you catch up and overtake ancient corporations and alliances in development.

Degree growth is an advantage on the one hand, it is faster than linear. But on the other hand, exponential is no longer needed, you are satisfied with everything and there is no point in developing further. And linear growth, yes, it is worse, but it will constantly push you to try something new and do what no one has done. Which sooner or later will create the possibility for exponential development.

Why, when in real life they are going to launch a new telescope into space, do they set a requirement that it be at least 10 times better in functionality than the previous one? For example, James Webb is on average 10 times better than Hubble. Because this is how conditions for significant discoveries and scientific breakthroughs arise, guaranteed. If a telescope is made only 3-5 times better, yes, it will be able to discover something, but globally nothing significant. It is better to continue using the old one.

Main article

Quality


Oddly enough, but the equipment of ships for PvP after their creation, were divided into several subgroups, depending on the skills of the corporation participants:

1. T1 ships - everything that the alpha can sit on, from a frigate to a battleship.
2. Faction/Pirate - the same as alpha, but more expensive ships and better in characteristics than regular T1.
3. T2 Ships - omega, these are Triglavian ships, edencom and T2 state ships.
4. Drop - black ops, t3 cruisers and bombers. Anything that drops a victim for zinc.
5. Capital ships - dreadnoughts, faxes, kars. A second window is already recommended here.
6. Super capital ships - Masers and Titans. A second window is a must here, or even a third at the moment, 2025.

Knowing the average skills of corporation members, seeing the ships they fly, you can see for yourself at what stage of development in terms of quality the corp is. For example, in wormhole it is very important to have good quality ships, since it is difficult to return to the battlefield in case of loss, and the wormhole limits the number of corpmates in the fleet with its mass. In lowsec, on the contrary, it is easy to instantly return to battle, and the quality can be left up to t1 destroyers.

How to get 1kk sp on main / Как получить на основу 1кк сп?
On any account, even an old one, follow the link, and at the bottom under the fields, click "Log in to become a recruit". You don't need to fill out the form: 1млн навыков бесплатно сп / 1mln free skills.

How to grow qualitatively?

1. Resources - the main way to ensure your corporation's growth is to use the resources provided by the space you are in: lowsec, wormhole, nullsec and pochven.
2. Army - always do something with a fleet, reduces the risk of losing a ship and increases profit. After all, pirates will gladly attack a solo guy, but at 20, 40 or 100, a member is not worth it.
3. Technologies - you live in high sec, have no resources and a fleet, but somehow you invented content/farm/method that no one else has. 
4. Logistics - you have no resources, army and technologies, but you have good logistics, so you move around the galaxy at x10-100 speed from normal.

Specific examples and methods, you can search for yourself o7

Quantity

Based on what I heard from wormhole players and what I saw in battle reports, a subjective assessment of the stages of corporation development by the number of pilots was formed, it is not necessarily correct:
  • 20 people in the fleet - you can fight with 90% of the teams that live in the wormhole.
  • 40-100 people can already try something in lowsec.
  • 100-250 or more in the fleet can be a target for nullsec.

How to grow quantitatively?

1. Favorable conditions - you have the best resources, fleet, technology, logistics.
2. Content - a club of interests, PvP, PvE, trade and construction. Events every week. There is enough content inside the corp to keep a person longer. The number of people coming to the corporation is higher than the number of those leaving it.
3. Media, streams - the corporation has a media personality who can call subscribers to the fleet to complete a particular task. Example:



Pax Dei is a medieval crafting and survival game. There is a bigger pain in the ass than Eve in obtaining materials for construction or armor production. There is a streamer with a large number of subscribers, he offered them in Pax Dei to build Gondor from the Lord of the Rings on a rock in a week:



And they really built it! Despite the tough grind of resources, due to the large number of people in the Guild, the streamer's subscribers, several hundred or thousands online, if I'm not mistaken:





Conclusion

There was a text about learning skills, 30 years, and selling apartments... But it is not clear why the preparatory materials were needed?
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