My name is Adrian Mugnieco from Ontario, Canada. I’m 24; I’ve been through college twice for computer graphics and programming, so I’m quite familiar with development requirements & pipelines. Outside of EVE I’m all over the place; I enjoy 3d modeling, snowboarding, and am very much into motorsport (or anything fast for that matter).
As for EVE, many of you may already be familiar with me. The character is Prometheus Exenthal of Genos Occidere, and through him I’ve produced 15 popular pvp videos including the FRIGANK series. My skill set started in 2006 largely as piloting frigates for all races, but grew into what it is now, with the ability to fly nearly everything sub-capital. I try not to discriminate in what I fly since each race has a different flavor to offer.
I’ve done just about everything in EVE; from starting out as an empire-dwelling mission runner, to becoming a pawn in 00 sov warfare, to turning into a -10 pirate, to my current and most enjoyable position as pain the ass of many hostile fleets. Despite all of my achievements and relative ePopularity, being part of the CSM has been my greatest success. Being able to converse directly with the developers and relaying player concerns and wishes, then having them acted on, is something that few can do successfully.
All of these experiences put me in a unique position. I have a wealth of working game knowledge, a solid understanding of how the devs are working, and I’m routinely helping people with their fittings, and theories. Plus, I’m constantly making new pvp videos so I can show people my vision of what is possible with some determination, no lifelines, and a little creativity (also isk).
I love EVE. EVE is the only game that I’ve played for numerous years and never really stopped. The social concepts, the people, the ships, the vision of what EVE can and will eventually become; all of this keeps me here.
For starters, it's because you want to get EVE out of its bloated downward spiral. Everybody should know that adding new features while ignoring the broken old ones is not how you make progress. Cracks in the foundation need to be fixed before building proceeds.
I've played with just about every aspect of the game, from generic foot soldier in sov warfare, to pos control in wormholes, guerilla tactics, to standing ground until the bitter end. I've got a good grasp on what is and what isn't working when it comes to game mechanics.
All of this results in the understanding of individual ships and their performance levels. How they perform on a micro level, how their weapons work. What will hit, what will miss, how to adjust accordingly; all with no room for error. As any bitter vet will tell you, this is not something that can be taught.
During my time on CSM6 the majority of my platform was achieved, and since then I have few things left on my list of things that still need to be completed. In addition to those, some new items have cropped up and will require revamping to work with the current game mechanics.
I always think through my ideas and approach issues with an open mind. Many of my public ideas are appreciated and well-received and some may have even influenced the current state of EVE. I don't have a large sovereign alliance relying on my ideas, and I don't have a power block contorting my vision to their will. There will always be those who may capitalize and reap the benefits of changes, but that is unavoidable in a game of this magnitude. In the end, I am working to improve the game for everyone; New & old players alike.
Many of you probably know what I do; I’m currently a solo pilot. I fly on my own, and I fly without links and scouts. It’s my firm belief that fights needn’t solely be 100v100 as that is simply one aspect of the EVE dynamic. People will argue that EVE is an MMO and as such you’re supposed to fly with many friends. To that I say, I do; I’m just the enemy, and I fly against many friends.
Well, with the assistance of the CSM I'd like to continue progress on fixing what we've already got. During the last term I fought, proposed & argued for changes not limited to, but including items such as; Hybrid turrets, hybrid ammo, ship agility, destroyers & interdictors, as well as (possibly notoriously) the new assault frigates. With the exception of a direct Interdictor change, you may have noticed that those areas have since been vastly improved upon.
First and foremost, I’d like to have CCP take a very close look at the lower-tier tech one Frigates & Cruisers, as well as the few weak & neglected Faction ships. Over the years they have been pushed aside and are now not only overshadowed by their high-tier brethren, but by their T2 counterparts.
To carry on the success of the new Assault Frigate changes, I’d like CCP to invest some time into the most underused class of ships in the game, Electronic Attack Ships. Since their inception these little guys have been in need of a mild makeover so they can actually work with the current state of EVE.
And moving down the list we come to a class of ships that were extremely popular once upon a time. Since the advent of the T3 cruisers, Command Ships have dwindled in popularity. Those that actually fly them, use a select few. As a result, many of the ships are largely unused. I’d like to change that, giving the ships a more central role in fleets, in addition to balancing the class out.
Gameplay mechanics are pretty broad as a subject to work on, so I’m going to narrow it down a little to a few key issues;
First, EWAR changes for Caldari & Gallente. Dampeners need a tweak via ship bonuses. ECM & ECCM need to be tweaked, and I feel that racial jammers should only work on their intended race. In addition to that, slight sensor strength increases across the board for everything except recons, logistics, and capitals. As much as I despise ECM, I can’t deny that it’s the most used form of electronic warfare and it needs to be approached carefully and tested thoroughly.
Secondly, and perhaps more controversial than ECM, I’d like CCP to take a look at link mechanics and abilities. I’m worried that warfare links are on the fast track to becoming mandatory assets for pvp players. CCP has already taken step to making it riskier to utilize them, but a good link jockey is still quite invulnerable.
Lastly, I have a fairly broad vision regarding risk & reward. There is currently no reason to fit anything but T2 weapons and fly with as many people as you can muster. There are no glaring disadvantages to being the larger combat entity, and it is becoming increasingly difficult to be effective as a new or small group WITHOUT some capital investment. This would be a rather sizable task, but I would like to see CCP transform T1 weaponry into something people could actually use on a daily basis, and increase production costs of T2 weaponry to coincide. The gap between T1/T2 weapons is quite significant, but decreasing player compat requirements would allow for more people to partake and be effective in pvp, while making a tidy profit off of those who can afford to spend the extra amount on the advantageous T2 modules. It’s a rather large idea, but that’s the gist.
I’d like to see EVE become a more tactically dense game. With more players subscribing every day, this means the task will grow to be increasingly difficult. However, this doesn’t make the task any less relevant. At the very core, I don’t want EVE to become a game where you can just mass anything and be successful.
I am hoping that I can continue to build off of the success of the CSM & the Crucible expansion. I’ve got the momentum from CSM6 behind me, and I’d very much love to continue working for the community in hopes of a better EVE. Lately CCP has been paying attention to the CSM and its subscribers, so I think now is the prime time for familiar faces with good ideas.
PROM4CSM