In a game about spaceships blowing up other spaceships in vast galactic wars that spawn enough excitement and amazement to bring the internet's eye, one would think that guns would be the key. And, in a way, it would seem that way. Even the names of our ships, battlecurisers and battleships, marauders and recons invoke the image of weaponization of such a scale as to cause the collective conscious of the watcher to catch its breath in amazement. It is the streaks of prismatic light across the battlefield, the shattering explosion of the spaceship, the trails of the missiles as they streak across the darkness and collide in a brilliance that draws our heart and mind that so often define this game.
But that is not all that there is.
For some, weapons are the last thing that they consider. The use of them, the need for them, it is not shunned. It is just not their place. Instead, they trust in others to bring these items of destruction forward and for them, they embrace a different path.
The path of the support ship.
Its a quiet one. There isn't much obvious glory. There is a lot of helplessness. The support character relies on others. The network of social interaction is strongest for them. For they will throw themselves into a situation that they cannot defend themselves from and they will do it with the belief that their fellows will come to their defense. And even then, they will also sometimes sacrifice themselves. In darkness, with no offensive abilities, a support character will vanish in a flare of instantaneous brilliance as they stand in the face of fire power that they cannot match.
But they are not there to match that fire power.
In the story of battle, the glory goes to the warriors. The songs are sun about the knights as the sun glistens against their armor. The battle call of a tank and the sonic ripping roar of a plane herald in the destructive power that they convey. It is about courage and commitment and the savage brilliance of determination. It is a lovely picture full of bright energy. But, that energy is not theirs alone. Behind them, there are others. The logistics pilots that fly behind them, their greatest offensive ability their own piloting. The tackle ships that throw themselves into the heart of battle and know that death is a more certain option then life.
It is the decision to hold point as the fleet lands, even as layers of armor are stripped away and the klaxon call of dissolving structure lets one know what is in the future. That moment when the decision is made to go all in and accept that loss creates gain.
It is the calm focus of the logistics pilot as they monitor their fleet and fly. As they monitor each other and go. And as they know that they may only have themselves to depend upon, their wits and their thoughts to make it through the battle. It is the decision to say goodbye as well. The order to be left on the field for the greater good of them all.
It is accepting the loss of being the cyno. Of knowing that you are but a target for all to see. It is the cloaky eyes that will never receive credit, but save more lives then any weapon ever has.
It is even the falcon, a being of such incredible strength that is also full of terrible weakness. A moments mistake and ill roll of the dice and that is all that it takes to separate one from life.
The neut and the webs and the points and the scrams.. it is all living life at the edge of complete and total dependence on the fleet. It is even the interdictor dropping bubbles on the field as their overview flares yellow. The call of "links are on!" it is a sweet sound as a group dives into battle. Only it is trumped by the call of, "point" as the tackle calls for the fleet to come in.
Across the space lanes are the ponderous trips of freighters from place to place. The quiet slicing of ore is in every system that we pass. The dozens of trips from one freighter to another. These things are only some of the words of the ones without guns.
It is so easy to focus on all the things about guns. But there are times when the guns are not going to get the job done. They are important, and rightfully so, but they
In a game about spaceships blowing up other spaceships in space there are an awful lot of spaceships that will never directly blow up anything. Yet, their value is great enough that they are defined as force multipliers. Others are the hands that grab or the eyes and the ears of those that go into battle. And together they make the fleet. Its very creation the combined efforts of many. The synchronization of a handful, a dozen, or even hundreds of people turn into something that is worth writing about in a way that can bring the combined focus of the internet to a game about internet spaceships.
And its about internet spaceships with a focus on the plural form. Because even a solo pilot is not a solo PvPer without another taking the field on the other side.
And let's not forget the other cloaky eyes whose gaze is but the first measure in the symphony of destruction.ReplyDelete
Ahhh... the Lives, and Deaths, of a Logi Pilot. So apropos to Tur as I have finally decided what he wants to be when he grows up... A Logi and Support Pilot.ReplyDelete
I am fascinated by Ewar, and I battle I have always wondered what it was like up there 50, 60km away in the Logi Group... they have their own chat chans and lingo, they fly a very different game from those of us in the DPS/Tackle Group... There is, I believe, a certain 'leetness, a justified 'leetness, that goes with the Logi role... and I finally decided to take the plunge and eat the required books... I now have a Doctrine fitted Guardian and am only waiting on Logi L4 to be accepted into the ranks as a noob Logi pilot.
In a related way, I have also been skilling and playing with Ewar boats... primarily the Blackbird. Ewar as I see it is a support ship very similar to Logi only in a different way. Both fly Damage Mitigation roles... Logi ‘repairs’ damage as/after it is coming in, Ewar ‘prevents’ damage from reaching its intended target.
I have often wondered why we don't see more Ewar used in conjunction with Logi in fleet fights. Oh I know everybody HATES Ewar with a vile passion far exceeding anything else in EvE due to the fact that it takes you effectively out of the fight without actually affecting your ship in any negative way... IE all your mod still work, they are just blocked. It is different when you are neuted out or scrammed so you can't pulse your MWD, still frustrating but those are at least direct effects, like incoming DPS... If you CAP is empty, well it’s empty, but to have full CAP, to have ALL systems fully operational but to be unable to target ANYTHING is simply maddening…
Hence Ewar is perceived as a almost a sort of 'cheating'. I believe we don't see a lot of Ewar due to this both from the “Ewar simply dies.” as it is almost always First Primary Irregardless of anything else on grid and, I believe, we don’t see it much out of… shame… due to the “Ewar is cheating” perception,
which is puerile crap... Ewar is a very real part of the RW battleplan and tactics and as it can be devastatingly effective (which is why it's really hated) in EvE, it should be integral here also.
I want to push for a dedicated Ewar group to fly in a Fleet support role. I feel they should fly with and in conjunction with the Logi group, putting jams on (1) anything targeting our Logi, (B) hostile Logi, (c) hostile tackle, and (d) respond to FC calls against specific ships.
The Logi/Ewar Group would work to keep each other alive and supporting the DPS/Tackle Group in its glorified work of crushing our enemies and driving them from the field to the lamentation of their fleetmates as they whine and moan in local...
"Why did you kill my Archon?? Why didn't you ASK us for a fair fight?" waaa waaa waaa... this was actually said at the end of a recent SYJ Cap kill ambush...
Note: No Ewar was used in the making of this Archon kill, and no wabbits were molested either...
Surely You're Joking! =]