locations/outer region cards - 2006/12/18 13:18hi all, well as a new player to eve, i must say i really enjoy it,but, i have a question about regions/ locations on virtually all races. thing is i read that nearly everyone recomends veldspar and interstellar trade post in there decks, but i find no mention of gneiss and plagioclase, these have the same costs to play (0) (1)isk and allthough can only be played in an outer region have a far higher isk income(2) (3). so allthough trade post and veldspar can be played in the begining in your home region, the only one that gets better in time is trade post as you get more outer regions and by then you could have allready laid gneiss or plagioclase, looking forward to some feedback on this, also as im in the uk(devon)looking for cards to trade ... cheerssi vis pacem para bellum
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Calmdown
User Battlecruiser
Posts: 284
Re:locations/outer region cards - 2006/12/18 14:25The big difference *is* the fact that you can only play them in outer regions. There's so many ways to remove your ships from outer regions, or take the regions off you by brute force; there's very few ways, and even fewer playable ones, that will remove a location from your home region. Not to mention that outer region locations generally aren't viable on turn 1-2 and sometimes 3, which means that if your opponent plays a higher ratio of home region locations then you may well find the game over before you get into it due to his higher early production.
Keep an eye on the events forum - there'll be lots of stuff going on in the UK once we get rolling (I hope)!
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AgentZero
Admin Admin
Posts: 410
Re:locations/outer region cards - 2006/12/18 15:59Gneiss and Plagioclase are very nice cards, but their restriction to outer regions makes them very vulnerable and requires you to stretch your fleet thinner than locations playable in home regions. Sure, there's more profit to be had, but if your opponent takes those locations from you by taking control of the outer region, you not only lose income, s/he has gained it. Add to this the fact that to get to these locations you need to already have a fairly solid income base in your home region, and it becomes even harder to profit from them. It can be done, but decks that do so are built specifically to utilize outer regions.
That's all very general. I'm sure DTee or Calmdown will be in shortly to provide some better insight into deck building.
See! He even beat me to it!
Post edited by: AgentZero, at: 2006/12/18 16:00Zack Walters EVE: The Second Genesis Organized Play Coordinator White Wolf | CCP North America
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Lynx7725
User Frigate
Posts: 16
Re:locations/outer region cards - 2006/12/18 17:44Well, from a security perspective, the only truly secured region is your home region, hence it makes sense to develop it fully with locations that do not restrict themselves to outer regions.
You can't really rely on having outer regions all the time. Even though there can be potentially 6 outer regions in play, they are all open to being contested, and as others had said, they can be taken if the opponent is willing to spend the resources to take it.
Not to mention, a lot of Outer Regions have a limit on locations; if you reach the limit on all the regions you control, you can't play more of these resources, which means any sitting in your hand is clogging your hand up, and any sitting in your Market is messing the odds up. So generally, it's better to have lots of locations that can be deployed in your own home region.
Of course, like the MMOG, the best resources are typically in the outer boondocks, which means a mining/ trading/ hauling deck would want to pack a good deal of outer region-only stuff into it. But the problem still persists; you still need to take and hold a desirable outer region in order to utilize those cards you stuffed into your deck, which makes your deck inherently unreliable.
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izumo13
User Frigate
Posts: 46
Re:locations/outer region cards - 2006/12/26 05:46My opinion on this is that if you know your opponent is able, potentially, to take a region from you in a turn, don't lay it, and don't go there.
If you think you can hold a region, then go for it.
I'll lay a Serpentis Prime if I know I can build a kestrel directly from my hand into play there, and toss a Crokite down as well.
Crokite might just be the best outer region mining card in the game. It makes your opponent at least think twice before attacking the outer region if he's able to do so. Also, if he has something that will remove your ship from the place that has crokite, you can keep him from claiming it by sacrificing the crokite to hit your own ship. Anything is better than letting your opponent gain control of it.
Sister's of Eve isn't a bad location for locking down an outer region either, though I like mercenary base better. With the merc base, is provides income on it's own, and can hold a small location against moderate forces pretty well.
Finally, Arkonor is just amazing, really. If you can back it up with Crokite, and slap an Velator or mining 2 ship on it, it has amazing return on investment. It needs to be defended, sure, but once it is up and running, it will tend to win you a game quickly.
For keeping secure mining ops, I use Insmother and Tierjiev Pocket. Metropolis can help to keep my home safe while I mine and build up ships to attack with.
It doesn't work all of the time, especially against Minmatar, but a properly setup outer region mining deck can do amazing things. The other day I wasn mining 2 Arkonor belts by turn 4, along with other things, and was drawing 3 cards and pulling in 23-24 ISK each turn. My opponent never caught up to that early rush, even though he was dropping some ships at the time.
Don't forget, Crokite can even beat Kamikaze ships to the punch. It can be sacced during the maintenance phase to do it's damage.
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