Wednesday, January 19, 2011

A New Face

        After driving himself to the point of sickness over a month ago, Knee had to take time out to recuperate. While the infection was cleverly dispatched via a clone jump, he still remembered his doctor's orders. Being in a pod for weeks at a time was taking a toll on his body. No amount of clone jumping could solve that problem because it would be the same body, with minor variations, as the one he transferred from. The only solution was good old-fashioned diet and exercise.

        After the diagnosis, he was placed on doctor-enforced medical leave until he could show signs of improvement. That meant no piloting of any kind. It was a cruel sentence, considering the recent news of the Alliance making headway in the Fountain region against IT. He wanted to join them. He turned his fervor towards helping the war effort locally - moving equipment in station, preparing ships for docking and undocking, and assisting capsuleers on the hangar floor. The physical labor was helping his body to recover, and the cerebral downtime helped him relax and concentrate on the long term plan - becoming mentally equipped for the future through skill training.

        Today was his checkup. The nurses took his vitals and sent the data off to be processed. A few minutes later the doctor entered, busily scrutinizing a pad in his hand filled with the diagnostic results. He seemed satisfied. He turned to address his patient and paused with surprise. "You look different somehow, Knee."

        "I tied my hair down. It keeps it out of the way when I'm moving stuff."

        "No, aside from that. You look healthy. You look like you're ready to fight a war."

        Knee smirked. "That's why we're all here, isn't it?"

        "Indeed. You've improved dramatically. I'm ready to sign your release. Let's take a baseline so we can update your clones."

        After what seemed like an eternity of scans, the clone update was complete. Along with a clean bill of health, the doctor handed Knee a small envelope.

        "What's this?"

        "Photographs. I thought you'd like to see how much you've improved."

        Knee studied the photos for a moment, shrugged, and made his way to the hangar to board his pod.

Before:


After:

Thursday, January 13, 2011

EVE Blog Banter #24: Whooooo Are You? Who, Who? Who, Who?

Welcome to the twenty-fourth installment of the EVE Blog Banter, the monthly EVE Online blogging extravaganza created by CrazyKinux. The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week or so to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed to crazykinux@gmail.com. Check for other EVE Blog Banter articles at the bottom of this post!

This month's Banter topic comes to us from the ever helpful Eelis Kiy, capsuleer behind the "Where the frack is my ship" blog. She asks: How does your real life personality compare to who you are as a character in EVE? Does a good leader of people in the real world make a good leader of pilots in game? Or vice-versa? Do your real-life skills help you with the roles you fulfill in your corporation or alliance? Or do you behave completely differently? Does the anonymity of the Internet allow you to thrive on the tears of others in New Eden whilst you work as a good Samaritan away from your keyboard? Or are you as mean outside of your pod as you are inside it? Have experiences in EVE Online affected your behavior, skills or attitudes outside of the game?



       Ah, a wonderful topic. How does my roleplay mesh with my gameplay?

        Long story short, I play the game for myself, not for Knee. I don't play in-character and I don't think about Knee's role in things until later when I start writing. This causes some roleplay conflicts at times. I have portrayed Knee as terribly racist, with a loathing for the Amarr and a strong dislike for the Caldari by association. How could Knee tolerate working for the Caldari, to the point of killing his own brethren sometimes in missions? Such an act must be abhorrent to his character, so the answer is simple - he doesn't tolerate it at all. I make him regret his actions and attempt to atone by quitting his service to the empire. The real story was that I was bored of solo missioning and I wanted to give nullsec a try. But that makes a dull story.

        Knee's character is half newbie, half badass. A flawed hero. He grew up proficient in physical combat, but translating that knowledge into piloting a ship as a Capsuleer is a very foreign concept to him, a huge learning experience. It's fun to write about the triumphs and humble to write about the failures. In this way I can express my own little successes and failures as I play.

        Knee is a follower, not a leader. This is because of my own style. I don't want to be the FC. I want to be the loyal soldier who brings the pain. As a heroic type, Knee tries to be a good guy despite his shortcomings. But to contradict this, I've contemplated exploring the darker side of EVE. I want to participate in Hulkageddon. I want to ninja loot someone's mission and smash their carebear Marauder with a Machariel. I pod people without question in 0.0 if I am able. How can I justify such actions in-character? This forces even more creativity into the creative writing, and creates a better product. Life doesn't always turn out the way you planned. That's what keeps it interesting.

        Now, how has EVE augmented my own story? For starters, being a member of Dreddit has unsurprisingly gotten me hooked on Reddit and awestruck by all the things they have done for the common good. Just like in EVE, it makes me want to be a part of something grand done entirely by the community, without any kind of external prompting.

        I guess EVE has also made me more wary, since EVE is scam and gank central. Creating months-long skillplans is also a lesson in discipline - creating a plan and sticking to it. Now if only I could train a skill to cut my taxes by 10%. Sigh.


Other responses to EVE Blog Banter #24:


CrazyKinux's Musing - Be, All That You Can Be, And So Much More!
Where the Frack is my Ship? - Behind The Keyboard
EVEOGANDA - Real Life & EVE
A Mule in EVE - RL + EVE =
Confessions of a Closet Carebear - EVE and Real Life
The Hydrostatic Capsule - The Strange Case of Dr. Jekyll and Mr. Alt
Inner Sanctum of the Ninveah - Reflections
A Scientist's Life in EVE - The Other Side of the Screen
The Durzo Chronicles - Who is More Real??
A Lush in Space - Worlds Collide
Captain Serenity - Personalities
Diary of a Space Jockey - I Am Me
Freebooted - You Talking To Me?
Drifting Through The Stars - EVE and Real Life
EVE A to Z - EVE and Real Life
Fiddler's Edge - Game Face
Yarrbear Tales - In Real Life
Victoria Aut Mors - Where EVE Meets Real Life
Prano's Journey - I Am Prano
Mike Azariah, A Missioner in EVE - Who Are You, Who Hoo Woo Hoo [Great Minds Think Alike]
Roc's Ramblings - Me
EVE Blasphemy - EVE and Real Life
Phoenix Diaries - EVE and Real Life
Play the Game - Personalities In Game And Out Of Game
Progression's Horizon - Synonymous or Anonymous
Aggressive Logistics - Do Unto Others...
The Lathspell of Mithrandir - To Play Or To Live...
Wanderlust - I Am Not Who I Am In EVE
Latro's Bunker - EVE and RL
Shall We Not Revenge? - Multiple Personality Disorder

Saturday, January 8, 2011

New Year's Resolution - The Master Skillplan

        For quite a while now, I've been working on my master skillplan. My ultimate goal is to be able to fly any sub-capital warship and be awesome at piloting it. This will increase my versatility and hopefully my overall experience. Thanks to EVEMon, that ultimate goal is about 2 and a half years away.

        Such planning takes discipline. Support skills in EVE are more important than the ship skills themselves, as the ship is useless if the pilot can't use it to its full potential. To that end I have been training exclusively Int/Mem skills for the past few months. Today marks the day when the Navigation branch of the plan is completed.

        Without further ado, commence pretty graphs! Here's my current skillpoint distribution:

        As I promised in School's Out, I dumped my reimbursed Learning skillpoints into Leadership fleet boosting, an excellent investment that will be useful in a Battlecruiser, a Command Ship, or even a Strategic Cruiser.

        I'm still debating at what point I cut the umbilical cord and get into the sweet, sweet combat skills, but it's looking to be sometime between Mid-February and the beginning of March. At that time, the distribution will look like this:

        During that time, I'm planning to train some more levels in Rigging, Astrometrics, EWar, Tech III Subsystems (Defensive, Electronic, and Engineering), and a couple of other vital skills.

        After that it's remap to Per/Will for a long long time, hence why I want to get everything else out of the way beforehand. First priority will be to skill for a Tech I Maelstrom since that's the current fleet flavor of the month. That's just a few days away. After that will be a fairly logical progression:
Tech II Minmatar Frigates and Tech II Small Projectiles
Tech II Minmatar Cruisers and Tech II Medium Projectiles
Battlecruisers V and Command Ships
Advanced Weapon Upgrades V and Tech II Large Projectiles
Minmatar Subsystems (Offensive, Propulsion) and Strategic Cruiser
All other Gunnery Support skills to V (Rapid Firing, Surgical Strike, Trajectory Analysis)

        The remainder of the year will then go to cross-training Amarr, starting the process anew - Frigates and Small Lasers, Cruisers and Medium Lasers, Battleships and Large Lasers. This will allow me to be useful in Armor fleets. By the end of Perception / Willpower Year 1, the skillpoint distribution will look like this:

        2012 is devoted to boosting up my Drones skills: getting Tech II Sentries and Heavies, as well as Drone Interfacing V. I also sneak in Gallente Frigate V and Cruiser V so I can play around in an Ishtar and use Dramiels and Cynabals to their full potential. The remainder of the year is devoted to the Caldari, training all the Missile skills as well as Caldari ships. After 2012, it will look like this:

        2013 wraps things up by skilling up Gallente and Hybrids in the same manner. After that, who knows? Capitals, perhaps?

Thursday, December 16, 2010

EVE Blog Banter #23: I'm Walking in Stations, Now What?

Welcome to the twenty-third installment of the EVE Blog Banter, the monthly EVE Online blogging extravaganza created by CrazyKinux. The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week or so to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed to crazykinux@gmail.com. Check for other EVE Blog Banter articles at the bottom of this post!

With Incursion giving us glimpses of what Incarna will have to offer (the the Character Creator), this month's topic, by @Minerpewpew, comes just at the right time. He asks "What are your thoughts on how Incarna will effect the current EVE Online social dynamic?" I'd like to see this questioning go a bit further. How will this affect EVE's player base? Who will Incarna attract? New players to the genre? Seduce old players back into the game? Will we see new players come in that will never leave their station? Please explore to the best of your abilities!



        Commercialization does funny things to online games. When Team Fortress 2 began receiving class content updates, the focus of the player base was to cooperate and acquire all the achievements necessary to unlock the new weapons. Occasionally a few hats were introduced to give players some flair to wear as they were fragging each other. Then the "Mann-conomy" update appeared. All the content which was previously found through achievements or luck of the draw was suddenly purchaseable and tradeable. Suddenly the weapons which gave players tactical advantages in combat took a back seat in players' eyes. The thing most coveted in Team Fortress 2 is hats. Lots and lots of hats, traded as bargaining chips for bigger, better, more rare hats. Tens of thousands of dollars being spent on virtual items that simply look pretty. It put a standard FPS in a whole new light.

        I can hear the jealous wail all the way from Iceland.

        Despite the claims from diehard capsuleers that The People are not interested in Incarna, I will argue that EVE players ARE interested in vanity, and CCP can harness that vanity in Incarna. Simply look at those who feel the need to stockpile every ship in their hangars with Test Dummies, Spiced Wine, Tobacco, Pax Amarria, and Exotic Dancers. Those same players will be scrambling to get together a proper winter ensemble for their avatar when the weather outside gets chilly.

        Another guaranteed way CCP can generate interest in Incarna by capitalizing on players' vanity is through rarity. There is a common thread between MMO's and Trading Card Games. They both thrive due to items that not everybody can have. EVE is not a stranger to rare items. Three Frekis were lost by Circle of Two during Alliance Tournament VIII - mere frigates with street values of over 30 billion ISK apiece due to their limited-edition rarity. Imagine the adornments CCP can conceive which will cause people to part with their ISK and even PLEXes due to being limited-edition items. In a year we could see an Alliance Tournament award medals of valor for the winners which can be affixed to their avatars.

        So we've established that Eternal Pursuit of the Shiny will cause some people to enjoy Incarna. What about the people who don't care about that? How will Incarna change the social game? That part is a bit trickier because the story essentially hasn't been written yet. Harken back to Mynxee's recap of the October CSM Summit and you will see that they point-blank asked CCP if there will be gameplay in Incarna, and what is planned, and CCP basically responded, "Hmm, good question. Why don't you tell us what you want?"

        This reaction is a very dangerous tell. CCP has stated before that they are making Incarna in order to fulfill a self-imposed desire to diversify. Through what medium? They don't know, just as long as it sells stuff via microtransactions. The problem with that is that you cannot force a game into existence without knowing what its content is going to be, and still expect it to be fun. Look at Spore - a game that had the most potential of any concept imaginable, but ended up completely lacking in depth and substance. A game has to be compelling on its own without a need for the concept around it. This is why Incarna is going to be extremely difficult to create. CCP's purpose for building Incarna is to generate a social following. To that end it has to attract people into a social context. Think Facebook. What draws people to it? Making new friends, keeping in touch with existing friends, social networking, blogging. And then there's Farmville, Bejeweled, and Texas Hold-Em Poker.

        EVE Hold-Em is already a player attraction, and an Incarna version that cuts out the middleman would surely gain a following. That has a side benefit at least - the ability to play for ISK. The other games are just gimmicks. Remember that you're in EVE. You're already playing a game. Why play a game within a game? There has to be incentive. In fact the most important requirement for Incarna to succeed is if it's fun to play WITHOUT leaving the station. It has to compete with EVE itself. There has to be a compelling reason for Incarna's existence to create social interaction beyond what already exists in chat channels. Looking at avatar bling is not enough. Creating and selling avatar bling, now that's something that has potential. In order to compete as a chatroom-with-benefits, Incarna has to rival the likes of Second Life as a social gaming platform, which already has the advantage by sanctioning RMT through an in-game currency exchange. Imagine selling ISK for cash through EVE's website. That'd elevate the scamming incentive by quite a bit, I'd bet.

        How will Incarna affect the rest of EVE? Let's say CCP does everything right and Incarna develops its own entire player base. There is still outer space to contend with. Just like item logistics, you gotta get to the station in order to attend the party going on inside it. With this in mind, I don't think the core player base will change much. EVE outside of stations is still the cold, harsh universe it's always been, and new players will not appreciate the callous admonishments when their sparkly new ship goes poof because they thought 0.4 security space was safe. Despite the potential for social enrichment, I think most station-dwellers will be primarily worrying about their chances of winning an all-in with pocket Kings so they can buy their next PLEX. Or hats. Hats are purty.

Other responses to EVE Blog Banter #23:

I am Keith Neilson - Incarnal Desires
Bob From Marketing - Incarna
Confessions of a Closet Carebear - Who Enters The New Incarna(tion) of EVE
OMG! You're a Chick?! - Nobody Will Use Incarna - The Remix
An Amarrian Capsuleer - Incarna
Interstellar Privateer - Depth of Vision
Latro's Bunker - Incarna and EVE's Social Dynamic
EVE A to Z - Incarna
New Eden History Student - On Incarna
Blastrad Tales - Incarnate
Tai One On - Incarna
Serenity One - Force Fed
Roc's Ramblings - Shiny
Aeroxe's Assault - Stretching Your Legs
A Mule in EVE - What Comes With Incarna
Ardwulf's Lair - These Aren't The Legs You're Looking For
Progression's Horizon - These Legs Are Made For Walkin'
CrazyKinux's Musing - Rome Wasn't Built In A Day, Neither Was New Eden
Drifting Through The Stars - Topic: Incarna
Diary of a Pod Pilot - The Incarna Effect
The Hydrostatic Capsule - Generations
Aggressive Logistics - 'Tis The Season To Be Shiny

Friday, December 3, 2010

Massive Fever

        Knee was finding it hard to concentrate. He had been working long hours clearing the asteroid belts of Gurista presence so the mining fleet could have a safe operation. Everything on the ship's instruments indicated things were working perfectly, but the mental effort to drive the ship and its subsystems seemed a bit more taxing than usual. The pod diagnostics were showing a biometric anomaly, but heartbeat and respiration were normal. Still, Knee took it as a sign to check in to headquarters. After delivering a mortal shot to the last Gurista battleship in the belt, he recalled his drones and headed for the station.

        The docking procedure was normal. As soon as Knee pulled himself out of stasis and back into consciousness, it hit him. A migraine headache. Nausea. Fatigue. Disoriented, coughing, and in a slight panic, Knee stumbled his way to Medical.

        "Is this your natural body?" The doctor asked.

        "Unfortunately not. I lost that one a long time ago." Knee grimaced as he recalled the thundering force of projectile ammo rendering his first pod asunder. The sound alone would have deafened him if he had survived the incident.

        "Have you consumed any performance-enhancing drugs lately?"

        "No, never have." Knee was trained in Biology and knew about the so-called combat booster drugs that improved capsuleers' performance with the possibility of crippling side effects. He had not yet faced a situation that would require the risk.

        "Well, here's what I see. You have a massive fever, you're congested, you're malnourished, and your muscles have begun to atrophy from non-use."

        "Meaning what?"

        "Well, aside from being in that pod for too damn long, you've gotten yourself sick as well."

        "Sick? How?"

        "All the standard ways diseases are transmitted. Aspiration, ingestion, physical contact, etcetera. The problem is that when you're in pod stasis there's no way to control the germ. The system is shut down almost to the point of death, with just heartbeat and respiration keeping the brain alive. With the immune system suppressed to the point of non-existence, a contracted infection has essentially free reign in the body and you wouldn't even know it."

        Knee gripped his aching head. "Lovely. What can you do?"

        "The only option is to get some rest. Some real food and some light exercise would do you some good as well. I don't like the things I'm seeing from you staying in that pod so long. It's destroying your body."

        Knee chuckled to himself. He laughed louder as he looked up and met the doctor's questioning gaze. The doctor shook his head. "I don't --"

        "Destroying the body!" Knee exclaimed between fits of laughter. He calmed down and looked at the doctor with a giddy grin on his face. "Doc, if I biomass this clone, I take out the infection with it, correct?"

        The doctor nodded. "Correct."

        "I'd rather not resort to that since I have some pricey implants in here." Knee tapped his cranium. "Now, what happens if I clone jump instead?"

        The doctor recited, "Well, your consciousness transfers to the clone in reserve at a remote station and the remaining body ... " His voice trailed off as he realized what Knee was thinking. "The remaining body will be kept here where the infection can be eradicated at our leisure."

        Knee smiled. "Hook me up, Doc. I have a sudden need to travel."

        Clone jump transfers were initially traumatic when jumping into a new clone that had never been used before, but jumping into an old body was much less so. Knee found it useful to exhale at the point of transfer so the impulse would cause the recipient clone to do the same action and prevent inhaling the fluid it was submerged in. He found himself lying down. He calmly sat up, wiped the fluid from his face, took a deep breath, and opened his eyes. A doctor and a small group of nursing attendants were peering at him. "Evening, gentlemen." Knee bellowed.

        "How are you feeling?" The doctor asked.

        "Much better, thanks." He waited to be unhooked from the vat and made his way to the shower.

        Being in a fresh body was invigorating. After cleaning up he chose a light jumpsuit for his attire and took a jog around the station, followed by a hearty, satisfying meal at the commissary. It was expensive to transport the animals from the local planets to the station, but the taste of real meat does wonders for a man's constitution. He would not let his body fail him again.

Thursday, November 25, 2010

School's Out!

        Read the latest CCP Dev Blog and rejoice!

        It's been a hotly-debated topic for what seems like forever - the Learning skills. Like most beginning pilots, I mocked the fact that I had to spend an entire month to learn how to learn before I could learn the things I wanted to learn, lest I give up time due to the lack of efficiency.

        Now CCP has announced their intent to implement what seemed to be the most agreeable compromise, unsurprisingly devised by the CSM. Learning skills are going away and we're receiving +12 to all attributes instead, plus a reimbursement of all skillpoints invested into Learning.

        "Great," I thought, "I can accelerate my skillplan and be a month ahead of schedule." Then the comment feedback got my wheels turning.

        First was Trebor Daehdoow's suggestion that if your neural mapping allowed for Learning skills to train at a rate higher than what you were currently working on, then train Learning skills now before the reimbursement and get a return investment of skillpoints that's greater than what you would have gotten if you had just continued with your skillplan.

        Then came a comment from Ishina Fel who said, "Time to make a list of all those CHA-based skills I want maxed..." With CCP Zulu's announcement just a few days ago that the PLEX-for-remaps idea was getting scrapped, I was annoyed that I would have to train Charisma skills at a low rate because I don't see a Charisma remap plan as worth a year of training time. I would run out of skills that I would want.

        Wow, what a double whammy to solve both of those problems. I have switched to training Eidetic Memory V which is bringing me more skillpoints per hour than my current skillplan. Then I can drop those reimbursed skillpoints into Leadership at an equivalent rate of 2200-2300 an hour instead of 1350 without the need for a remap!

        What will this buy me? With currently 2 million in Learning which will turn into about 3 or 4 million by the time we get reimbursed, I can go from zero in Leadership to having Leadership V, Wing Command III, Warfare Link Specialist III, and a couple of levels each in Skirmish, Armored, and Seige Warfare Specialist. Not bad. It may be a little bit of a sidestep, but it's a perfect opportunity to take advantage of Learning skills one last time.

Tuesday, November 16, 2010

War Sacrifices

        "Amarr? Are you kidding me?!"

        The outburst caused some heads to turn. At the same time, the group sitting with Knee Anderthal promptly shushed him down.

        "Seriously," he said more quietly, "Why Amarr?"

        "Because it's the best ship for the job."

        The attention turned back to the instructing Fleet Commander. The lecture resumed. After it was finished and the students began to depart, the FC motioned Knee over to talk.

        "Is there a problem, son?"

        "I don't see why Amarr ships could possibly have a tactical advantage."

        "Armor tanking! What else do you expect to fly in an Armor HAC fleet? An Ishtar?"

        Knee frowned. "Okay, but why armor at all? Why not shield?"

        "You're a solution looking for a problem. Look..." The old FC's patience did not falter. He touched the panel in front of him and the presentation display on the wall sprang to life. "Build the fleet. Spec out your assault ship." The screen showed an empty fitting diagram. The FC handed over the input panel.

        Knee pursed his lips and set to work. He summoned a Vagabond into the interface and began dragging imaginary modules into the fitting. A set of guns here, some shield extenders there, and a set of gyrostabilizers. Satisfied, he looked up at his instructor.

        "Not bad, but you're forgetting something."

        "Hmm?"

        "You built this out to be a dogfighter - close combat. But you only have enough mids for Microwarp, point, and tank. What happens when someone scrambles you?"

        "Dual prop?"

        "I would agree, except now your EHP drops down to 22,000. And it was only 31,000 to begin with."

        "Well, what else am I supposed to-"

        "Like I said, a solution looking for a problem. Armor fit it now. See what you get."

        Knee was stubborn, convinced he was right. Still, he wiped out the fitting and started over. He grimaced at replacing his damage-enhancing gyros with armor hardeners, but he was able to improve the mid slot usage. He completed the fit and looked up.

        The FC pointed at the diagram. "Now, you see? You've doubled your EHP to 50,000 and you can fit dual prop on there for when you need it."

        "Yeah, but my DPS got cut in half as a result."

        "Unfortunate, but a ship does more damage than a shipwreck."

        The sheer logic gave Knee pause. "Okay, but still, you're trading gank for tank. I don't see how it improves things. You'd need twice as many ships."

        "Not necessarily. Look at this." The old man called up the Zealot fit he designed. "The problem with your Vagabond is that it didn't have enough lows. This HAC has two extra low slots where we can fit in Heat Sinks, and suddenly we have a ship with the damage of your shield fit, but the EHP of an armor tank."

        "What the hell?!" Knee exclaimed incredulously.

        "Best ship for the job." the FC reinforced.

        "I will not be caught dead in one of those abominations!"

        "First of all, you're correct; you won't. Not on my watch. Second of all, what do you have against Amarr ships?"

        Knee gave him a look which transcended speech. It was a look of pure emotion. Fear, anger, loathing. The old man read it and understood. "You need to shake off your preconceptions of the Amarr, son. You may have had a brush against their ugly side, but everyone has an ugly side. That doesn't mean that's all they are. We have plenty of Amarr folks here in corp. Have you ever talked to any of them?"

        "I've ... kept to myself." Knee admitted.

        "Another mistake. We're all here to work together. We are at war, and it's not against the Amarr. You should talk to them. They have the same agenda that you do - the success of this corporation. Do you understand?"

        "Yes sir." Knee's stomach was twisted in a knot but he knew that some of them were different. He just found it easier to keep his guard up.

        "We all have to make sacrifices. I suggest you make your pride the next one. Now go out there and show me you've learned something, and maybe you can actually fly in my fleet instead of sitting in my classroom."

        An hour later, the skillbook quartermaster looked up at the hulking Brutor in front of him. "Yes sir, what'll it be?"

        Knee swallowed and spoke with restrained emotion. "Amarr Frigate and Small Energy Turret, please."