- Kills
- 15
- +0 in the last 90 days
- Losses
- 33
- +0 in the last 90 days
- Efficiency
- ISK Efficiency 5%
- ISK destroyed
- 2.04B
- +0 in the last 90 days
- Activity
- Inactive
- 0 kills/day · last 90 days
Combat Record
Career-long numbers from eve-kill
Combat
- Kills
- 15
- Losses
- 33
- Danger Ratio
- 100%
- Final Blows
- 0
- Points
- 15
ISK
- Destroyed
- 2.04B
- Lost
- 37.78B
- Balance
- -35.74B
- ISK Efficiency
- 5%
Solo
- Solo Kills
- 0
- Solo Ratio
- 0%
- Avg Kills/Day
- —
Other
- NPC Losses
- 0
- NPC Loss Ratio
- 0%
- Activity
- Inactive
Activity
What the corporation flies, where it fights, latest kills and losses
Most Valuable
The priciest kills in the window
Matchups
Who they kill, who kills them, what they lose
Last 90d
Killed
Killed By
Hulls LostLosses broken down by hull class.
Battles
Engagements in the selected window, from our own killmail archive
Description
- ENDLESS MORTALITY -
Our social identity, the person we assume to be in our social intercourse, is a "mask" that involves the repression of our inadmissible impulses. But it is precisely in the conditions of "just playing" - when the rules regulating our "real life" exchanges are temporarily suspended - that we can permit ourselves to display these repressed attitudes. Take the proverbial impotent shy person who, while participating in a cyberspace interactive game, adopts the identity of an irresistible seducer or sadistic murderer. It is all too simple to say that this identity is just an imaginary escape from real-life impotence. The point is rather that, since he knows that the cyberspace interactive game is "just a game," he can "show his true self" and do things he would never have done in real-life interactions. In the guise of a fiction, the truth about himself is articulated. The fact that I perceive my virtual self-image as mere play thus allows me to suspend the usual hindrances which prevent me from realising my "dark half" in real life. My electronic id is given wing.
Our social identity, the person we assume to be in our social intercourse, is a "mask" that involves the repression of our inadmissible impulses. But it is precisely in the conditions of "just playing" - when the rules regulating our "real life" exchanges are temporarily suspended - that we can permit ourselves to display these repressed attitudes. Take the proverbial impotent shy person who, while participating in a cyberspace interactive game, adopts the identity of an irresistible seducer or sadistic murderer. It is all too simple to say that this identity is just an imaginary escape from real-life impotence. The point is rather that, since he knows that the cyberspace interactive game is "just a game," he can "show his true self" and do things he would never have done in real-life interactions. In the guise of a fiction, the truth about himself is articulated. The fact that I perceive my virtual self-image as mere play thus allows me to suspend the usual hindrances which prevent me from realising my "dark half" in real life. My electronic id is given wing.