The Jove Empire is isolated from the rest of the world to all but a selected few? read more here.
My perennial jealousy of people with artistic ability is flaring up again now.
Tilda Swinton is that you???
Day 1 - I'm quartered in [REDACTED]. My business associate delivers a Mammoth-class industrial's worth of frigates and fittings, all cheap hulls and cut-rate equipment. I expect to lose them to stupid rookie mistakes, so there's no point in paying millions of ISK per hull to improve my survival chances by a few percent. My first foray out into Black Rise and Placid nets a close encounter with the Gallente militia or six, mostly on gates. In a frigate, they're easy to zip past, and I do just that - none of these fights would be anywhere close to a match for a Merlin, and I'm no idiot. After a few hour's patrol, I return with no control points found or captured. Unsuccessful but intact. At least it proves that the warzone is survivable.Day 2 - Snuck deep into Essence, and found an undefended control point. Captured it. Gallente non-capsuleer navy hits hard up close, they're pretty fond of their blasters. They don't stand a chance either way. No intervention from Gallente capsuleer militia.Day 4 - I'm again deep into Essence when I stumble upon two fellow militiamen capturing a minor and standard installation. Offer my help as a tackler, and we fleet up. They insist upon me joining voice comms, and proceed not to use it. Ensuingly, I'm tackling a pirate Dramiel as it comes to spoil our little party when they warp out. It's scrambled me right back when I notice I have no backup, and there's a single line saying "we don't fight this one" in fleet chat. The rest of the story is predictable, and I decide to call it a day after climbing back out of the clone vat in the State Protectorate station.Day 5 - I find three minor installations in a low-traffic system in Placid and capture the lot of them. No capsuleer intervention, although d-scanning shows a pirate Zealot sniffing at the gate at one point. Received a field promotion to 2nd. Lieutenant immediately after capturing the last.Day 6 - Hal sends word he's been ambushed by a Gallente militiaman while leaving station in Umokka, smack dab in the middle of The Forge hi-sec. Reason Gallente's got "gall" in it, I guess. Guy calls himself LuckyPunch. Unsure why Navy station manager lets self-declared enemies of the State dock. Suspect deep-seated corruption.Day 7 - I clone-jump to Umokka, and head over to the station Hal was ambushed at. The station manifest reads one LuckyPunch as docked. I suspect he's still up to the same trick he pulled on Hal - likely has friendly eyes on grid, and will try and jump me in a ship tailored to defeat my shiptype as soon as I undock. I also expect he'll rely on surprise and panic as an enemy militia ships opens fire at close range during an undock procedure usually thought safe more than solid fitting and tactics. I throw a long point and some e-war modules on the Harpy and undock. I'm ready; he's surprised at prey actually fighting back. One dead Catalyst. It's no Drake, but it feels like a little payback, at least.Day 7, later - Me and some shiftless Caldari militiamen play docking games with him and a friend of his for a while. Harpy doesn't have the punch to do more than scratch their Hyperions' armour. Rather a lot of ammo expended for little effect. One of my fellow militiamen loses a Crow before we manage to shoot up their drones. Bummer.Day 8 - Consolidation. Spot of poor linkage has me deciding against heading out while the techs find and fix the problem. I plan fits, consider tactics, and talk idly with fellow militiamen about their experiences. With luck, I'll be back in the shit tomorrow.
More soon.in two years and change
I met Jev, she was pleasant