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Setting up manufacturing accounts

Author
Sanathel
Native Freshfood
Minmatar Republic
#1 - 2013-03-05 18:52:32 UTC  |  Edited by: Sanathel
I have two accounts, this being the main character on the main account. Most of the science skills are trained up for manufacturing, invention, and research. It would be nice to have the other main character and all 4 alts aid in the manufacturing process. But for as small of a start up cost and start up time as possible.

In effect, this boils down to buying as few skill books as possible. And to limit the amount of duplicate skill books purchased as well.
All the while, still setting up the characters to do all of the below:
1. Research for passive income. (Having each character employ 6 research agents in high energy physics should solve this).
2. Manufacture, invent, copy, or research a particular set of BPOs and BPCs such that between all 4 alts and 2 main characters every possible item in the game can be made.

And if the 2 main characters cannot provide enough resources later down the line when everything gets going.
3. To be able to fly the necessary ships to mine, hack, analyze, salvage, and/or access / produce PI resource with only two characters actively doing stuff at any one time (With only two accounts ccp won't let more than two characters login at a time) Cry

To this end level 5 skill will be trained (obviously) but once the 4 alts complete training their queues should be left alone so the mains can train up on becoming more of a bada$$ with the items produced.

Still here... Good. So now for the question.
What skills should be bought and on what characters should they be trained, to satisfy all the above? (lets use M1, A1, A2 for the first account and M2, A3, A4 for the second account to identify the difference between characters.)

OR

If you know a guide to follow, what and where is it?

Thanks for you time and advice. Please don't worry if you don't know the answer to my questions. I sure don't know them and that is why I am asking.

Best Regards
Sanathel (http://eveboard.com/pilot/Sanathel)
Sturmwolke
#2 - 2013-03-05 19:34:20 UTC
Your scope's too expansive

You need to split invention separately. Typically, you only need 1 inventor per 1-2 account, UNLESS you intend to dedicate almost all your time to T2 manufacturing.
You then extend your T2 inventor to do T3 reverse engineering, hull and subs manufacturing as the skills overlap.

All proper manufacturing alts need to have Production Efficiency 5 and at least 10 manufacturing slots. In addition to the industry skills, you'll note that T2 manufacturing also involves all the science skills associated to the datacores (17 skills total). T3 subs manufacturing should typically be handled by your inventor. Also note that certain T1 manufacturing requires misc skills e.g. Engineering 5 (for the Prototype Cloak), I'm sure there's a spreadheet somewhere that lists all of these reqs. Rigs manufacturing needs all the associated rigging skills to a certain level for T1/T2 rigs. Ship manufacturing has its own set of skills
...
...
... you get the general idea how expansive things can get, and I haven't even commented on Point 3.

Your scope needs to be more specific and more focused.
Styth spiting
Brutor Tribe
Minmatar Republic
#3 - 2013-03-05 19:49:16 UTC  |  Edited by: Styth spiting
Sanathel wrote:
I have two accounts, this being the main character on the main account. Most of the science skills are trained up for manufacturing, invention, and research. It would be nice to have the other main character and all 4 alts aid in the manufacturing process. But for as small of a start up cost and start up time as possible.

In effect, this boils down to buying as few skill books as possible. And to limit the amount of duplicate skill books purchased as well.
All the while, still setting up the characters to do all of the below:
1. Research for passive income. (Having each character employ 6 research agents in high energy physics should solve this).
2. Manufacture, invent, copy, or research a particular set of BPOs and BPCs such that between all 4 alts and 2 main characters every possible item in the game can be made.

And if the 2 main characters cannot provide enough resources later down the line when everything gets going.
3. To be able to fly the necessary ships to mine, hack, analyze, salvage, and/or access / produce PI resource with only two characters actively doing stuff at any one time (With only two accounts ccp won't let more than two characters login at a time) Cry

To this end level 5 skill will be trained (obviously) but once the 4 alts complete training their queues should be left alone so the mains can train up on becoming more of a bada$$ with the items produced.

Still here... Good. So now for the question.
What skills should be bought and on what characters should they be trained, to satisfy all the above? (lets use M1, A1, A2 for the first account and M2, A3, A4 for the second account to identify the difference between characters.)

OR

If you know a guide to follow, what and where is it?

Thanks for you time and advice. Please don't worry if you don't know the answer to my questions. I sure don't know them and that is why I am asking.

Best Regards
Sanathel


For PI each character will need interplanetary IV, CC IV, Planetlogy IV, adv planetlogy IV. About 16 days training (depending on implants, and remapping). You will also need to train for an industrial (Level IV) medium cargohold opts, and expanded cargoholds II (6 days roughly). You might think you can get away with less, but let me tell you that you are wrong. Having 15 characters doing PI I had left 8 of these with basic industrial ships (to save on the 4 days training) and it was a huge pain in the ass. Having each character needing to do 2 or 3 trips instead of 1 has a huge increase in time.

So total training for PI on each (untrained alt) is about 20 days.

Research agents can be great, but one of the great benefits of a research/industry alt is that if you keep them at 0 standings with all factions their faction standings do not count towards your corp, which is nice if you will be dropping more POS's. You may also need to do datacore handings to increase your faction standings to help unlock higher level agaents to help improve your standings (and gains from missions). You will also want to buy the connections skillbooks to increase LP gains (since you'll be sharing rewards with alts while your mains do the grinding), but these are expensive, roughly 20m isk.

Proper invention research takes a very long time, so you are better off training your main research characters (your mains) for invention and not your alts. The same goes for T2 manufacturing since manufacturing T2 items will require the skills used in the invention of the T2 BPC. So your mains do the invention, and the T2 manufacturing. Your alts can be trained for basic manufacturing.

To keep training times low you are better off choosing a specifc role for each alt. All your alts should have adv.lab ops III (9 slots, 5 days training). But then train each alt for a specific role. Science V for the ones doing copies, Research V for PE (required for research agents though) and Metallurgy V for ME. Metallurgy V takes 11 days to train, so if you're not going to have all your alts ONLY doing ME research there is no need to waste the training time.

I have no guide but here is what I would do.

Train each character for PI. CC IV Inter planet IV, Planetlogy IV, adv planet IV, remote sensing III. And if they need the training an industrial to lvel IV, med. cargohold opts, expanded cargoholds II. I went with Mammoths.

Each character should be trained to adv lab ops III (9 jobs), and then the specific research skill for the research they will do (copy, PE, ME).


Train main 1 for invention, with all skills to level IV. Train for adv mas prod III (9 slots) and PE V. This character does the invention, and T2 manufacturing. Also train adv lab ops III (9 jobs).

Train main 2 for basic manufacturing, and T2 manufacturing if the other main cannot keep up. Train for adv mas prod III (9 slots) and PE V. Also train Metallurgy V, adv lab ops III (9 jobs). This is your main ME research character (for long jobs).


This is basically what I have done, but with 6 accounts, and other then needing to get off my ass to drop a 3rd POS it has been working fantastically.
Sanathel
Native Freshfood
Minmatar Republic
#4 - 2013-03-05 20:19:33 UTC
Thank you both for your quick replies.

Sturmwolke I realize that my scope is huge. but then again if it wasnt my goal, this game would be fulfilled way to fast and I would get bored (as i usually do when i have done what i set out to do) and quite playing. so for those reasons i am going to keep my goals the way they are.

otherwise you both have some great input and suggestions. i of course will do my own research and establish a plan of my own.
and i would like to thank you for the suggests, for they are going to be my plans starting point. a corner stone if you will.
Prekaz
The Exchange Collective
Solyaris Chtonium
#5 - 2013-03-05 20:47:44 UTC
Dear S&I,

Please Evemon for me.

Love,
OP
Kodama Ikari
Thragon
#6 - 2013-03-05 21:52:00 UTC
Research agents are going to be nerfed hard, and potentially before you get the value of training those skills and grinding that standing for 6 alts.

Also, do something other than high energy physics.
brinelan
#7 - 2013-03-05 22:11:16 UTC
Like the other said, train one main character for invention and re. for the alts, see what you want them to build (EX t2 ammo, mods whatever) and see what skills the bpcs require to build (you can find ones on contracts and just examine them to see their build skill requirements). Throw those into evemon and use that as your training template.

I have an industrial character that basically is trained for exactly what you want to do, but he has 80m skillpoints that it took to get to that point. Oh, don't forget if you are going to build ships that you need to be able to fly them to market, or at least fly something to get them to market unless you're using courier contracts.
Stigman Zuwadza
Deep Core Mining Inc.
Caldari State
#8 - 2013-03-05 23:12:18 UTC  |  Edited by: Stigman Zuwadza
Your goals do seem to be quite lofty. Big smile

One thing you should note is the max SP you're likely to chalk up over the space of 1 year is circa 20-22m (someone probably knows a more precise number) per account.

With just the 2 accounts and only being able to train 1 character at a time I would think your training alone would take a couple of years ...wildy guessimated and probably still under. Shocked

You would probably do better to research what you're primarily interested in and train speficically for this then think about the next area you want to tackle.

Fly safe. o7

It's broken and it's been broken for a long time and it'll be broken for some time to come.

Arronicus
State War Academy
Caldari State
#9 - 2013-03-09 20:24:41 UTC
You cannot POSSIBLY hope to provide all the minerals on 2 characters, to keep 6 characters running industry efforts. With all 6 characters mining, max skills, one single character producing battlecruisers even, would consume ALL the minerals mined. As you scale up your production, you inevitably have to buy most of your minerals. Unless your plan is to build 1 freighter a week or something, and mine for at least 2 1/2 - 3 hours per day with the 2 characters.
H2O Hairey
Brutor Tribe
Minmatar Republic
#10 - 2013-03-10 09:30:29 UTC
As a extra way of getting those minerals you need to use you trading skills
so you need some books, a trading hub and a freighter to move those to
your production station. Mining alone won't cut it.
Eve 'il
Caldari Provisions
Caldari State
#11 - 2013-03-13 13:09:30 UTC
Hey there OP,
I am wondering how you propose to carry out this work? Most of it is possible with some skill training naturally. My question for you is if you have the assets are your disposal to make use of the plan you set out for yourself?

A single character on each account for invention seems fine to me, and production efficiency to V is a big thing for anything larger than t1 light drones and ammo imo.

Eve

http://continuum-eve.wix.com/continuum

Sanathel
Native Freshfood
Minmatar Republic
#12 - 2013-04-08 22:37:41 UTC
Prekaz wrote:
Dear S&I,

Please Evemon for me.

Love,
OP



http://eveboard.com/pilot/Sanathel here this should help
Sanathel
Native Freshfood
Minmatar Republic
#13 - 2013-04-08 22:43:13 UTC
H2O Hairey wrote:
As a extra way of getting those minerals you need to use you trading skills
so you need some books, a trading hub and a freighter to move those to
your production station. Mining alone won't cut it.


I'll keep that in mind thanks.
Sanathel
Native Freshfood
Minmatar Republic
#14 - 2013-04-08 22:46:41 UTC
Arronicus wrote:
You cannot POSSIBLY hope to provide all the minerals on 2 characters, to keep 6 characters running industry efforts. With all 6 characters mining, max skills, one single character producing battlecruisers even, would consume ALL the minerals mined. As you scale up your production, you inevitably have to buy most of your minerals. Unless your plan is to build 1 freighter a week or something, and mine for at least 2 1/2 - 3 hours per day with the 2 characters.



thanks for the advice I'll will prolly have to reconsider the amount of time i put into the game and make my alt as req.
Sanathel
Native Freshfood
Minmatar Republic
#15 - 2013-04-08 22:48:51 UTC
Eve 'il wrote:
Hey there OP,
I am wondering how you propose to carry out this work? Most of it is possible with some skill training naturally. My question for you is if you have the assets are your disposal to make use of the plan you set out for yourself?

A single character on each account for invention seems fine to me, and production efficiency to V is a big thing for anything larger than t1 light drones and ammo imo.

Eve



I do not have the assets im just getting started. and will have to make adjustments as necessary to compensate for mistakes made along the way.
Sanathel
Native Freshfood
Minmatar Republic
#16 - 2013-04-08 22:50:49 UTC
thanks again for the advice. in light of your recommendations ill just keep two character going for now and make do with them until i have need of more. Who knows maybe ill work with other ppl to make things happen that is what a corp is for after all.
Tau Cabalander
Retirement Retreat
Working Stiffs
#17 - 2013-04-08 22:54:36 UTC
Eric Raeder
No Fee Too High
#18 - 2013-04-09 04:42:14 UTC
People who make stuff using all minerals they mine themselves aren't industrialists, they are miners with an industry hobby. True industrialists use minerals someone else has mined, generally bought off the market somewhere, though sometimes you can get corpmates to feed you.

T2 industry, done right, will earn significantly more isk per hour than mining. And takes about the same time to train as fully training T2 mining barges. And exposes you to far less risk of ganking. If you are serious about industry, forget mining.

I have a zoo of alts that support my industry activities, and find that the main thing I use alts for is science slots making BPCs (science 5, lab ops 5, advanced lab ops 3-4). You need a ton of BPCs to do T2 manufacturing via invention. My main characters do the invention and T2 manufacturing (lots of investment in science skills, advanced mass production, advanced lab ops). I have one alt that does T1 industry (no science skills, mass production, production efficiency 5), mainly making T1 items to be converted into T2 and R.A.M. tools. I use a private POS to make copies of BPOs that have relatively short copy times, such as drones, rigs, and most modules, but I also have some BPOs that take very long times to copy--mining crystals for example--I don't tie up POS lab slots with those but use public labs instead; these copy jobs are set up to take as close to the 30 day limit as possible, for such long jobs enduring public wait queues is more practical than paying POS fuel costs for extra labs.

Give thought to how you are going to sell your products. You will do well to plan on keeping one alt character parked at a major trade hub, updating sell orders 2-3 times a day. If you don't keep up with this "penny war" (the usual tactic is pricing your goods .01 isk lower than the lowest competing buy order) your goods will take forever to sell. It can also be helpful to use a market alt to manage buy orders for raw materials, which lets you get them cheaper than buying from sell orders, though using buy orders can increase lead time and complicate your life more than you might expect.

With 6 characters I would suggest training 2 as primary T2 inventors/manufacturers, 1 as a T1 manufacturer, 1 as a trade alt, 1 specialized in ME/PE research (you don't really need to do much ME/PE research in T2 industry, as the ME and PE of your BPOs has no affect on the ME and PE of invented BPCs). 1 character should be trained to fly T2 industrials to round up raw materials and ferry finished goods to market, it is far safer to do this in T2 ships than T1. Everyone but the specialized inventors should have as many lab slots as possible and science 5 to run copies. This supports T2 industry nicely.

If you already have characters trained with good fitting skills consider training those up as inventors as all the science skills require a fitting skill at 5 as a prerequisite: electronics 5, engineering 5 or mechanic 5; starting with those already trained can save training time (ok, mechanic isn't really a fitting skill, but the point should be clear). Alternately, you might want to keep any combat characters you have as minimally involved with industry as possible so they can run off somewhere and do PvP/PvE without being tied to your industry HQ. Using such characters for long term copy jobs at public labs works well. Unless you have a very focused personality, you will need breaks from the industry grind occasionally or you'll burn out.

For Planetary Interaction you can train as many characters as you want as other players have suggested above. Personally, I stopped at four when I began to find PI unbearably tedious. I find PI more repetitive and less interesting than T2 industry; however, your opinion may vary. PI training will take much less time than training the major industry characters for invention, and doesn't need a POS, so its a good starting point for industry.

A word about T1 industrials. Training Minmatar industrial 4 so you can fly mammoths may not be advisable at this time. It appears CCP is going to drop requirements for high levels of racial industrial skill to fly industrials as part of the tiericide initiative, and this will probably happen when the summer expansion is released June 4. At that time you may be able to jump into an iteron 5 with just Gallente industrial 1 trained. In the short run, bestowers aren't a bad alternative to mammoths, and only require Amarr industrial 1.

Feel free to contact me in game and have a chat.