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What is Rapid Equipment Assembly Array good for anyway?

Author
Betze
Starlight Holdings
#1 - 2012-11-30 15:38:34 UTC  |  Edited by: Betze
Been trying to figure this one out for days now. Kinda like Danger trying to figure how that ice got in there.

Anyone can shed some light on this?



PS : Free likes


EDIT : I am aware it can assemble stuff faster than and EAA and can manufacture the same things. My question is what modules are worth manufacturing in a REAA?
Snow Axe
Republic Military School
Minmatar Republic
#2 - 2012-11-30 15:51:33 UTC
Day-to-day it probably has no value, if you're just building to sell. If you needed to get something to market quickly, or were doing a custom order for someone that needed X by a certain deadline, then it'd have value.

As for what modules are worth it - do your own math. If the 1.2x mineral cost (as opposed to the 1x of the regular array) still leaves you with an acceptable profit margin and you don't mind losing a slot on your array, then it's worth it. If not, then it isn't vOv

"Look any reason why you need to talk like that? I have now reported you. I dont need to listen to your bad tone. If you cant have a grown up conversation then leave the thread["

Rutger Janssen
Chanuur
The Initiative.
#3 - 2012-11-30 16:57:21 UTC
Simplified calculation:

0.65 time multiplier vs 0.75 time multiplier means 0.75/0.65 as much output, about 15%.
Profit is defined as Sales price minus material price and that multiplied by the output(which with RAA is set to 1), P=(S-M) For the REAA it's P=(S-M*1.2)*1.15. So S-M = (S-M*1.2)*1.15.
S-M = S*1.15 -M*1.38
S*0.15 = M*0.38
S=M*0.38/0.15
S=M*2.5

or to be precise S=M*(0.75/0.65*1.2-1)/(0.75/0.65-1)

So if the sales price is more than 2.5 x the material price(or in other words, a markup of 150%), you can make more profit/h per installed job than with the normal array.

But then you also need to take the cost of replacing the 6th slot into account. If you were using it you loose 1/6% of your total production, about 16%, so you'll be producing less but for more cost so you need to get job installed somewhere else. If you can fit another assembly array, you have no problem. However if you need to go install in a station(lower volume, NPC fees) or put up a new pos(pos fuel), it increases the cost per job raising the multiplier.
Thaddea
Clive's Crew
#4 - 2012-12-01 04:35:48 UTC
Rutger Janssen wrote:
Simplified calculation:

0.65 time multiplier vs 0.75 time multiplier means 0.75/0.65 as much output, about 15%.
Profit is defined as Sales price minus material price and that multiplied by the output(which with RAA is set to 1), P=(S-M) For the REAA it's P=(S-M*1.2)*1.15. So S-M = (S-M*1.2)*1.15.
S-M = S*1.15 -M*1.38
S*0.15 = M*0.38
S=M*0.38/0.15
S=M*2.5

or to be precise S=M*(0.75/0.65*1.2-1)/(0.75/0.65-1)

So if the sales price is more than 2.5 x the material price(or in other words, a markup of 150%), you can make more profit/h per installed job than with the normal array.

But then you also need to take the cost of replacing the 6th slot into account. If you were using it you loose 1/6% of your total production, about 16%, so you'll be producing less but for more cost so you need to get job installed somewhere else. If you can fit another assembly array, you have no problem. However if you need to go install in a station(lower volume, NPC fees) or put up a new pos(pos fuel), it increases the cost per job raising the multiplier.

This may be true for T1 since they don't have extra materials but when you get into T2 the math is not the same. The factory waste does not affect the extra materials in T2 so you can produce much quicker for not much of a hit since it is generally only minerals that are affected. For T2 you need to look at the build requirements for each item to decide if it would be profitable.