Been a bit of a blah week the last week has. Been mostly on my alts doing PI in high sec. Strangely enough this has been most of my char's income lately. I think I'm still suffering from the shock of my first fail cascade. I've gotten to FAIL space, did a bit of "get ships ready for operations" and then just hit a "blah" patch. I'm loathe to setup PVE ships even though I know I need to do it to get some income generating. Mainly it's the "Since I'll just need to evac them anyways" feeling left over from the R.A.G.E cascade. That cascade really brought home the "keep your footprint light" necessity of 0.0 life. Especially since I currently lack significant integral strategic mobility (read: I don't yet have a suitcase carrier or jump freighter).
This also has to do with the nature of FAIL itself. It espouses a much more nomadic lifestyle for it's combat operations that I was used to when we were with R.A.G.E. Again I'm feeling the lack of strategic mobility inherent in being a non-carrier capable pilot. I am discovering that this is more of a major barrier to entry into null sec life than I had previously supposed.
It works like this: Industrial presence in null sec consists of mainly 2 things: Extraction and supercap construction with their associated infrastructures. The only reason some of those are there is that they can't be done anywhere else. That's it. I'd estimate that 90% of null sec industrial presence consists of elements to support those two activities. Except for some minor manufacture, just about everything else comes in from Empire. The reason is simple: High sec stability. So long as it's relatively easy to ship stuff to 0.0, there's no reason to get serious about building stuff locally. This is especially relevant with the vast shakeup that most of EVE is going thru (the "dodge the PL stomp" game the rest of us are playing currently).
So operationally and strategically I have to maintain my main character and the main alt's mobility. This precludes getting into lucrative stuff like PI since starting and abandoning planets gets tiresome after a while. Not to mention the lack of personal/corporate/alliance logistics for industrial purposes. I may get my alt into PI pending the finishing off of his recon skills, but my main will be away too much to make it worth while.
My frustrations with this lack of logistics is a major part of the reason I haven't been posting much. Or logging in for long periods of time for that matter. The truth is my characters are about 2-3 months away from being logistically independent. And then there's the "skill up for the flavor of the month". Another barrier to entry in 0.0. Once I get my logistics in place there will be a month or three of skilling up other faction ships and weapon systems. In order to make things consistent for their FCs and simply the "buy kits in high sec and sell them in 0.0" style of logistics, most 0.0 alliances maintain "standard fleet fits" of a limited number of ships. Again it's frustrating when you don't have the skills to fly the main fleet ships. You marry this with the 0.0 attitude of "our way or the high way" and you have the reason 0.0 is so sparsely populated. Frankly wormhole logistics were easier that being in 0.0 without a carrier. I've now done both and I stand by that statement.
Regardless of the above, I finally got on when a decent roam was starting last night and managed to get in on the action. Yay, got in on 6 kill mails.
I'll stick it out for the nonce, but stay tuned to see if I say "fuck it" and head back to wormhole space while I wait for my skills to get to the point where they will make life workable in k-space 0.0.
Man over 4 years in game and I still don't have the skills to make life in 0.0 workable. Crazy game. (currently training Matari BS 5 - slog slog slog). Ah well, such is EVE. Although I can see why a lot of otherwise potential pilots say "fuck it" and never play or just dabble and then seeing the 4+ years it takes to become "useful" in 0.0 simply play another game where it only takes them 3-9 months to get to the end game. CCP has made some rather bad design decisions from the point of view of attracting new pilots, but especially for moving those pilots from high/low sec to 0.0. Or even retaining those that hit the 6 month slump.