So I had a couple of questions as I read through the WOLFPACKS material. I realise I'll get chance to ask them in class, but I thought if I put them here, then others who might also have similar questions can see the answers more easily. I also thought it might help the next time the class material is revised.
This does rely on a nice knowledgeable person answering them, however! But we seem to have plenty of those here, so hopefully I won't cost too much time.
If any other students have questions, feel free to add them to the thread also!
1. Bookmarks and server load
The material implies that having a large number of bookmarks in your P&P window can potentially cause lag upon entering new systems. It refers to managing these bookmarks, and in the same section talks about organising them into folders. Am I right in thinking that putting bms in folders doesn't do anything to address server lag, and that by "managing bookmarks" it means that you need to pull bms that aren't currently being used (e.g. from another region) and leave them in your (corp or personal) hangar?
Is there any guidance as to how many bms is "too many"? (The material mentions tens of thousands - that seems like an awful lot. Should we not worry about this until we reach that point?)
2. Wolfpacks concept
The material seems to define a "wolfpack" as a mixed fleet of frigs/dessies, but I think for the class we'll all be in destroyers (I certainly haven't brought any frigs). Has this changed since the material was written?
Also, after reading the section on Wolfpack Tactics twice, I still feel unclear about what makes a wolfpack special or different to a normal fleet. I can kind of see how a mixed fleet would work (frigs bring the EWAR, destroyers provide the dps), but a fleet full of destroyers doesn't seem very wolfpackish. (For me this contrasts strongly with the Hydra fleet we learnt about in BASIC, which was a real "Aha!" moment - it's a very elegant fleet doctrine which was awesome to see in practice, and the metaphor works really well). I appreciate that this may become clearer in the class, I'm just providing feedback on the material as it is. Note that it's not the tactics outlined which are unclear (again mini-warps are something I was never exposed to until I started Agony classes, and they're brilliant!), just the "wolfpacks concept" if you like.
3. Session timer changes
I was listening to one of the Agony public seminars on FCing (I think), and they were discussing gang bonuses. I thought they might have said that changing bonuses can also cause a session timer, but it doesn't seem to be on the list in "Intermediate PVP Mechanics". Does it cause a session timer?
4. Gate invulnerability
Is gate invulnerability the same as the cloak you get when you jump through the gate? I mean, does it last the full minute of your cloak (if you hold it), or does it only last the same period as the session timer (30 secs). I'm also assuming this is true invulnerability (unlike regular cloaks), so you are unaffected by bombs, smartbombs, etc. Could someone confirm this?
Can your gate cloak be disrupted by objects moving close to you, in the same way as a regular cloak can?
The material also says that you will lose your undock invulnerability if you activate modules, initiate warp, or double click to move anywhere in space. I'm assuming that this list isn't complete, and aligning or reapproaching the station (for example) would also break your undocking invulnerability. It might be nice to clarify this.
5. Aggression timer
I believe that using logistic modules (shield/energy transfer arrays, remote repair) doesn't trigger an aggression timer. Is the same true of logistic drones?
6 Log-off timer and warping
Is the warp when you log off instantaneous, or does it require moving to 75% of full speed like normal warping? If it is like normal, is it possible for someone to aggress you after you've logged off but before your ship has made it into warp and stop you warping or destroy your ship?
Does warping to a point 1m km away occur even if you log off in a POS (i.e. if I log off in a POS with 10 mins left on my aggression timer, will my ship sit in space outside the POS for 10 mins?)
7 Gang bonuses
The introduction to this article mentions "mind links" but they are never mentioned again in the main text.
The introduction also implies that having any of the leadership skills gives no benefit to solo pilots. If I have Leadership V, Armored Warfare V, Information Warfare V, Siege Warfare V, and Skirmish Warfare V (the last two are incorrectly named in the Command Structure section, btw), what precisely do I need to do in order to get the bonuses? Will just inviting a friend to fleet suffice? Or does my friend need to be in the same system as I am?
I realise that if I have Leadership II say, I can only pass bonuses to 4 squad members. However, if the Wing Commander above me has all the skills above at V, am I right in thinking that my squad members get their targeting speed bonuses from the Wing Commander, rather than my lower bonus?
Finally, the article (admittedly referencing EVEwiki) implies that the individual with Fleet Command must also be the designated fleet booster, but I think that currently an individual who is not in a command postion can be designated in this role. Is this correct? In order to pass on bonuses, must squad/wing commanders be present in the same system as the fleet, or do the bonuses flow through even when they are not present?
Sorry, this ended up being longer than I anticipated. Thanks in advance to anyone who can help me with the answers!