The most common question I was
asked when recruiting a new player to my corp (after “what is a corp?”)
was “what are the benefits of being in a corp?”
One would think the answer would be
obvious - 'teamwork,' 'division of labor,' 'specialization.' But how do
those concepts apply to EVE?
Well, here are a few ways player
corporations benefit can their members:
1) Skill Point Specialization <<< NEARLY ALL OTHER CORP
ADVANTAGES FOLLOW THIS PRINCIPLE
In real life, people are born with
natural talents and abilities wildly different from each other. In EVE, every toon starts life with the same
attributes and very similar skills.
Also, training time is an objective
resource in EVE, meaning that unlike real life where two people can study the same
skill set for a year and achieve wildly different levels of knowledge, in EVE
players are getting the exact same skill points for every second their toon
trains a skill.
However, it takes a long time for
skills to train, and being able to produce the more expensive items in the game
takes a lot of training very specific skills.
It saves players training time if
they synch their skill ques to where, rather than creating one toon with all the
skills, they could be a multitude of toons with the same skills and only a
fraction of the training time.
When you form an indy corp, you
should not only come up with a business plan, but a training plan for the
people you recruit as well. You can have
your mining guys specialize in nothing but getting to a hulk. Have your
refining guys specialize in refining the ores you commonly mine. Have your manufacturing guys specialize in
the type of item you're going to make, etc.
When they reach those goals, you
can then look at specializing into a different product using the same
technique.
PvP and PvE corps have a little
more leeway in this because there are lots of ways to achieve the same results
in combat, whereas industry corps have to train specific skills to make a
specific product. However, letting
members train whatever they want will still not be as effective as assigning
them certain combat roles to work toward.
The difficulty in achieving this,
however is that players many players want the freedom to train their character
how they like, so it takes some convincing to get them to train the skills your
corp needs.
Prove to them how much ISK they
will make specializing with you rather than generalizing on their own, and they
just might be convinced.
2) Division of Labor & Pooling Resources
In real life, we split labor for
many reasons, but almost all of them have the same goal: having more resources
for everyone involved. Two people can
work together to chop down a tree and have energy left over to chop down
another, whereas one person chopping down a tree may not even be able to finish
the first one. In the end, more people
doing a task benefits everyone in real life.
In EVE, two players doing the exact
same thing will achieve the exact same results, the only difference in their
end product being the time they’ve spent training certain skills.
This applies to a lot of
things. As Margin Call states, “there is
no product differentiation in EVE,” meaning that every product a player makes is
the exact same. In a similar aspect,
there is no way to pull more ore from an asteroid than another player aside
from training skills (and everyone can reach the same level eventually).
Because of this, there is little
point in having a corporation where everyone does the same thing (unless it’s
combat) since you can achieve the same results as the next guy eventually. The resources a group pools will not be more
than what you could earn on your own, unless you have someone who can gather
more resources than you, and if you can’t yield as much as another guy, what
reason does he have to help you, split the resources, and lose profit?
The way to get around this is by
having your corp specialize their skills to where you can manufacture a product
for fewer resources than the next player or corp.
For example, if one player wanted
to make Miner I lasers using the fewest resources in the fewest time, and be
able to consistently bring in enough minerals necessary to make them in bulk,
it would take months of training.
If a group of people wanted to make
Miner Is, they could split the training time.
Two or three players could increase their mining yield. One player could train to refine Plagioclase
at max efficiency (plag has all the mins necessary for Miner I
production). Another player could train
to manufacture Miner Is in the fastest amount of time and with the fewest
minerals. Another player could train to
be able to research Miner I blueprints at max speeds, and another to research
for max material efficiency.
You’ve just split your training
time 7 different ways. You’ve also split
the profits, but if you pick the right products (Miner I is a bad example here
for profit) and are able to produce them in enough bulk, then your team will be
making more ISK together than they ever could have on their own.
By specializing your skills, your
ten man corp of month-old accounts now has the capability of a six month old
(or more) character. Plus, you have the
added benefit of having more eyes to watch the market, which leads me to my
next point.
3) More players = more eyes & more brains
This one is simple to explain, but
nonetheless important. It could have fit
with division of labor, but the resource here is information, not items or ISK. Really, it’s all about scouting.
Having more people in your corp
means you have more eyes than can study market trends, more eyes watching local
chat for possible pirates during mining ops, and more people to compile
knowledge about the game.
Having people in neighboring
systems watching local can give your mining op one system over more time to get
to a station if things go south.
Also, if you get to where you’re
running multiple hulks and an orca, having people fly to the different belts in
a system and scan them in advance can keep you from wasting time warping to thin
or empty belts.
You can send people running around
the galaxy looking for new places to move your ops, places with little traffic,
good belts, cheap stations with science and industry facilities, etc. As they search systems, they can also scan
down asteroid fields for rare asteroids in highsec, or wormholes if you’re a
wormhole corp.
Information is just as important as
productivity, because without the right info, you won’t know what to be
producing. Plus, info is the one thing
that can be shared simultaneously by your corp members.
4) Mutual Defense
More often than not, the team with
more guns wins the fight. So an obvious
advantage of being in a corp with more players is that you’re more likely to
win fights.
You have to be careful with this
one though, because this is not always the case.
It takes more than a lot of guns to
win fights. Different fights require
different guns and players who’ve invested the training time to use them well. You also need to be well-organized and know
the combat mechanics of EVE.
If you’re a PvP corp, then I
suggest going all out and gaining as many members as you can to help you take
down bigger targets. This is one of the
few areas of EVE where more bodies yields more products.
However, if you’re an indy corp, I
suggest not having any PvP guys at all.
The organization require by a CEO to handle both combat operations and industrial
operations is intense. Plus, more
numbers will not scare away other corporations from declaring war on you,
unless they’ve done their intel and know you can defend youseves (and they will
do the intel).
Instead, a better option would be
to found a sister corp that handles PvP for you, or get in good with an established
PvP corp that needs industrial backing.
In the mean time, use your numbers
to conduct recon in an effort to avoid combat, not excel in it.
5) Sharing is easier
After spending so much time saying that
you can’t share in EVE like you can in real life, it’s almost contradictory to
suggest joining a corporation for the sharing privileges.
However, you will need to share
resources if you’re going to follow the models I mentioned above.
Staying in an NPC corp will keep
you safe from wardecs, but sharing resources means having to initiate a trade
every time you move to the next process in an item’s production.
With corp hangars, you can just drop
stuff in the hangar, and when the person handling the next step of production
can take it when they need it, even while you’re offline.
For PvP corps, having hangars set
aside specifically for fleet ships makes logistics easier. You can have 50 ships with the same fitting
prepared in a system and ready for any nearby pilots to hop in and fight with
them, rather than having a mix-mash of various ships all over the place that
members may have to trade in order to form a well-organized fleet.
6. Exclusive Socialization
Another easily explained one, but
very important. Most people play games
to have fun, and most people play MMOs to have fun with other players.
You can make friends in the default
NPC corp’s chat, but you’re forced to see their remarks there. In a player corp, you can recruit people you
like, or join a corp with people that seem friendlier than whoever may be in a
default corp.
Playing the game with the right
people can make it ten times more fun.
That’s all I have for corporate
benefits. There are likely others,
things that may apply to nullsec operations and operating POSs, but these are
things players are more likely going to run into when they first start looking
for or managing a corp.
With that, I bid you adieu o7
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