Espionage
is without a doubt the most glamorous profession in New Eden.
EVE is practically the only game where one can assume the role of a spy
in an environment where intelligence gathering is necessary and makes a
real impact, and won't get you banned. While only a tiny percentage of
the playerbase ends up dabbling in the metagame, a significant number
became interested in the game in the first place due to the widely
publicized efforts of famous agents like
Nightfreeze,
Istvaan Shogaatsu,
or perhaps yours truly.
One of the quirks of my space-job is that I don't do much spying
myself. Essentially I am a case officer, someone who handles the
affairs of multiple agents and tries to coordinate and parse their
output. While the opportunity for the occasional personal intervention
will pop up, mostly I sort through reports and manage the nexus between
intelligence and grand strategy - which sounds fascinating,
but became a matter of habit after a few months. Things become
interesting when dealing with a particularly professional agent, or
when designing a grand heist.
Over the years, I've dealt with hundreds of spies - most from
Goonfleet, but also a significant number from other organizations, be
they enemy defectors, mercenaries or allied espionage networks. The
vast majority of volunteer agents drop out of the game within a month;
spying is hyped as an incredibly exciting activity, but there's a lot
of boring scutwork between the rare moments of high drama. In my
experience, there seem to be seven general types of agent who have the
will to perservere.
- War
Profiteers: Think 'Grand
Theft Spaceship'. Not content to sit back and quietly report on enemy
activities, War Profiteers approach the dull parts of the spy game as
an opportunity to enrich themselves. Since alliances are generally full
of bumbling, trusting types, an agent with a larceny habit can quickly
'liberate' a number of pilotless ships parked at POS's, ship
maintenance arrays, or open public hangars. Unless the target alliance
has been sensible about security precations, it's entirely possible for
an agent to make off with many billions of isk in ships and modules
without any risk of discovery. These guys are hilarious because they
achieve a constant stream of hidden triumphs. In Lotka Volterra, one of
our best agents was a War Profiteer. Every day he'd log in, send me
forum and chat rips, then run around checking LV's towers for any empty
ships. If he couldn't fly a ship personally, he'd bump it out the LV
tower with his spy character and have a friend fly it away, then split
the profit. He made a disgusting amount of money.
- Sadists:
It takes a keen eye to determine what will cause maximum distress in an
enemy, and the Sadists have it. These guys tend to have an attitude
somewhere between bitterness and utter contempt for the organization
they've infiltrated, and they respond to the stresses of the job by
trying to cause as much interpersonal misery as possible - and then
publish it. The best chat porn comes from the Sadists, because they
spend their time ripping any controversy off their target's forums,
watching chat channels for scuffles or spats, and subtly doing whatever
they can to both foment rebellion and encourage a reactionary response
from the leadership. When browsing an enemy forum, it's often the
Sadists who are the most vehement in posting about how dissenters
should be kicked out of the alliance, punished, or otherwise oppressed.
- Operators:
The most dangerous agents of all. Operators care nothing for fame or
profit and are focused on the destruction of their target with
pathological intensity. These are the true 'James Bond' types, but
without flashy suits or tendencies to quip that could break their
cover. Operators are the rarest sort of spy. One of them is
unquestionably the single most deadly agent in the history of EVE,
personally responsible for the deaths of 200+ capital ships, several
Titans, and entire campaigns being dashed, rerouted or miscarried - and
it is doubtful that anyone will ever know his identity. The Operators
move from target to target, never coming under suspicion, leaving
devastation in their wake.
- Narcissists:
The key goal of the Narcissist isn't profit or effectiveness, but in
being seen - in public - as a cunning, masterful spy. These guys don't
last long working for an alliance, but they thrive in a more informal
espionage group based on self aggrandizement. While most public agents
have a penchant for self-promotion, the Narcissist can't stand to stay
in cover or focus on the strategic aspects of the job. They tend to
seize upon a small win such as a middling heist, then retire in a blaze
of glory. When the public acclaim has worn off, or the heist money has
run out, they'll repeat the process on a new alt.
- Neurotics:
Paranoia is a virtue in the espionage game, but the Neurotics take it
to an extreme. These agents often significantly overestimate the
counterintelligence capabilities of their target, invest in personal
subscription-based proxies, and avoid communicating with fleet
commanders or secondary intelligence officers for fear of exposure. The
Neurotic is absolutely convinced that the slightest misstep will see
him exposed and burned - but it's them burning themselves out, usually
within three months. That's not a bad thing, from my perspective;
managing a Neurotic often leaves me feeling like an overworked
babysitter.
- Killmail
Whores: These guys are
typically frontline PvP pilots who are giving espionage a try, and they
bring with them the attitude that the most important thing is to make
the other guy blow up. Killmail Whores are completely obsessed with
'big kills' of capital fleets and supercapitals, and will often contact
fleet commanders to give tactical intelligence that we wouldn't
ordinarily bother transmitting. At the alliance level, the most
valuable intelligence an agent can provide is standard reporting- but
for a thrill-seeking spy, reporting is frightenignly mundane. Sending
daily email clips of what's happening on the forums, alliance mail and
chat channels doesn't cut it. The signature Killmail Whore move is to
be flying in a fleet with their PvP main character, while flying in an
enemy gang with their spy. Even if the spy is in an irrelevant fleet
(either too small, or going to another area of space entirely), the
Killmail Whore will happily direct his FC to give chase and mow down
the enemy, just for the joy of the fight. The only problem with this
type of agent is that they risk timestamping themselves every time they
give out a piece of tactical intelligence - and since they constantly
give this data out to amuse themselves, it's only a matter of time
before their character is exposed.
- Femme
Fatales: EVE is not a game
full of female players. Those who make their gender known are
frequently harassed by overeager spreadsheet nerds who wouldn't
normally have the confidence to approach a woman in person. Yet the
combination of naive trust and hopeful desperation on the part of the
male population of New Eden renders even the least socially skilled
female agent a veritable Mata
Hari. Male players assume a
female agent is telling the truth, throwing common sense to the wind.
"She's paying attention to me! She might like me! Of course she's not a
spy!" Carnage ensues, and due to this misbegotten trust, female agents
can get away with the sort of blatant, unsubtle espionage that would
get a male agent iced immediately. In one case many years ago, one of
our female agents convinced her corporation to move its base of
operations. After the leadership placed everything the corp owned
(including all their personal assets) in one freighter, our agent
followed the freighter and reported its exact location to our waiting
fleet, which annihilated it. In the aftermath of this destruction, her
corpmates absolutely certain they had been infiltrated, but said,
"Well, of course it can't be her." Oops!
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