Before Captain's Quarters was added, docking at a station gave you a third-person view of your ship in a hangar, with the camera slowly rotating around it. You could also your mouse to spin the camera. Spinning your ship around was one of the most popular in-game activities for many players.
(In all seriousness, you'd probably be doing other things while docked like chatting, placing market orders, or refitting your ship, but it's a funny joke.)
Players did have some legitimate complaints about this feature's removal, however:
[...] As it turns out, [Captain's Quarters] didn‘t allow you to look at the ship from all angles, it requires far more GPU and CPU power than simply rendering a ship and a hangar and, importantly, we didn‘t retain UI functionality such as drag-dropping a ship onto your hangar to activate it or double-clicking on the ship to open its cargo. We know that it‘s annoying as hell logging into a station on a craptop trying to sort out some market orders and feel it slowly roasting your lap while it renders your pencil skirt-wearing Caldari commander lady.
There are a few tricks to easily survive gate-camps:
1st point:
Never use straight lines in 0.0. Why? Because a lot of 24/7 sitted systems only have 2 gates. The bubble will just be on the line right beetween the gates and you'll automatically be thrown right into the bubble.
If possible, you'll want to warp to a planet, which is far away from the direct path, then warp to the destination gate. That way, you'll probably manage to go around the bubble.
2nd point:
Use a shuttle. Or any ship you'll be able to fit for fast spinning and good accelerations. Remember those omg-wtf-unlimitedspeed-nano-frigates?
(Or a full tanking drake should do the trick if you just go for a small-camp, they'll never be able to shut down your shield).
3rd point:
Try to know all the systems on your itinerary, and try to look for unusual paths.
You can look here for dangerous systems (stats for the last 3 hours), and you'd better check all the systems you'll go through, just to be safe.
Remember: the shortcut is a lie. The shortest path between populated regions will probably be heavily camped.
Here are a few usefull links:
- Ombeve (A good .pdf map. Print it, and stick it all over the room. Seriously.)
- Dotlan (Want some info for the next system? choose the region, click the system on the map, and look at the ship-kills stats. Instant camp-gate indicator)
- ICSC Jump planner for those who fly carriers. (It'll help you to reduce costs, you'll just have to check dangerosity for the suggested systems)
About the cloacking subject, the training time for a blank new character (without optimisation:
1) To use a Prototype Cloaking Device I -> 21h 30min;
2) To use an Improved Cloaking Device II -> 1d 23h 20m;
3) To use a Covert Ops Cloaking Device II -> 7d, 3h, 30min, + 23d 15h 50 min for the T2 frigate.
Best Answer
Alpha Clones can not use any T2 ships. They can use the T2 modules they have skills for. These are some mid and low slot modules such as small shield boosters and armor repairers, and damage mods like gyrostabilizers.
If you want to determine if you can use a specific module or ship, just check the required skills tab in the item's info and crosscheck it with the list of trainable skills on alpha clones.
You can also check what the skill enables at each level from the skill's info.
A relevant quote from the developer blog is included below.