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Capital Ship-Manufacturing Questions

First post
Author
True Sight
Deep Freeze Industries
#41 - 2011-12-06 00:56:48 UTC
An option a lot of people seem to forgot is the Jump Freighter one.

If you have a max-skill Charon pilot, you're very little training away from having the Jump Freighter version. With the JF, you can be sitting in empire, fill it to the brim with your components, then light a cyno on your destination station in the system next door.

It's effectively impossible to loose a jump freighter like this, you jump, wait on the session timer and click dock. Then, when you're ready to return, just undock, align to the stargate and warp, if someone tries to tackle/attack you, you just cancel the warp and re-dock.

RubyPorto
RubysRhymes
#42 - 2011-12-06 04:25:14 UTC
True Sight wrote:
An option a lot of people seem to forgot is the Jump Freighter one.

If you have a max-skill Charon pilot, you're very little training away from having the Jump Freighter version. With the JF, you can be sitting in empire, fill it to the brim with your components, then light a cyno on your destination station in the system next door.

It's effectively impossible to loose a jump freighter like this, you jump, wait on the session timer and click dock. Then, when you're ready to return, just undock, align to the stargate and warp, if someone tries to tackle/attack you, you just cancel the warp and re-dock.



That's been mentioned several times. Though unless OP has 6-7 bil isk lying around, renting a JF (and pilot) through something like Black frog is saner.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

flank steak
Deep Core Mining Inc.
Caldari State
#43 - 2011-12-06 04:57:12 UTC
2 ideas.

1. fit one of your alts to dual Stasis Webify your Charon, causing it to get into warp much faster (risky)

2. Use black frog (Costly)
Zaxix
State War Academy
Caldari State
#44 - 2011-12-06 22:01:52 UTC
True Sight wrote:
It's effectively impossible to lose a jump freighter like this...

That kind of thinking is what gets jump freighter pilots killed. It's relatively simple and relatively safe, but errors related to docking radii and station model quirks can get you killed pretty easily. There are some arcane bits of knowledge you need to know before lighting a cyno or else you'll be getting bumped by a mach and ganked literally meters from safety. Word to the wise.

OP as many, many people have suggested, you could use us (Black Frog). It's probably not something you've budgeted for, but it beats losing a ship and components. You'll know better next time! Also, if you're going to continue building caps, you'll want to go ahead and train for JF. The logistical freedom you have with a JF is incomparable.

Bokononist

 

RubyPorto
RubysRhymes
#45 - 2011-12-07 06:41:25 UTC
Zaxix wrote:
True Sight wrote:
It's effectively impossible to lose a jump freighter like this...

That kind of thinking is what gets jump freighter pilots killed. It's relatively simple and relatively safe, but errors related to docking radii and station model quirks can get you killed pretty easily. There are some arcane bits of knowledge you need to know before lighting a cyno or else you'll be getting bumped by a mach and ganked literally meters from safety. Word to the wise.

OP as many, many people have suggested, you could use us (Black Frog). It's probably not something you've budgeted for, but it beats losing a ship and components. You'll know better next time! Also, if you're going to continue building caps, you'll want to go ahead and train for JF. The logistical freedom you have with a JF is incomparable.



Well yeah, you still don't want to light a cyno when there's a mach sitting off station looking suspicious. And don't light it in the undock, and don't do a kickout station, and make sure your cyno pilot knows what the hell he's doing (preferably use an alt and know what the hell *you* are doing).

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Acac Sunflyier
The Ascended Academy
#46 - 2011-12-07 09:28:47 UTC
First read through I noticed you said square meters. That's be great if the charon was 2 dimensional. But, since it has a 3 dimensional cargo hold, it has nearly a million cubed meters.
RubyPorto
RubysRhymes
#47 - 2011-12-07 12:47:29 UTC
Acac Sunflyier wrote:
First read through I noticed you said square meters. That's be great if the charon was 2 dimensional. But, since it has a 3 dimensional cargo hold, it has nearly a million cubed meters.


If we're going to be pedantic, it holds nearly a million cubic meters

A million cubed meters is a distance 1,000,000,000,000,000,000 m long.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Nailus
Deep Core Mining Inc.
Caldari State
#48 - 2011-12-07 13:54:09 UTC
If you want to build caps in lowsec you should prolly;

1. Build 425mm rails in highsec to compress minerals (28x volumetric compression)
2. Use blackfrog JF service or dual web trick w/ alt in a system with 0 locals. DO IT SMART. Always scout.
2. Need scrap metal reprocessing (check the math to see what level) and 6.67 standings with the corp that owns the station (reduces corp tax to 0%, 5% being 0 standings)
3. Build your components
4. Build your cap
5. Cry while your dread sits on the market for a while
Rellik B00n
Republic Military School
Minmatar Republic
#49 - 2011-12-07 14:20:30 UTC
several really helpful posts here.

Let me add a few things for you:

1. an out of corp alt can web you if you do a can swop before setting off in the freighter. simples.

2. low sec is mostly empty. Entrance systems on major pipelines are often camped so check first, and avoid the systems already listed.

I take a freighter (on an alt obviously) into a low sec system on a fairly regular basis. Its got so easy I dont even bother scouting or webbing anymore. Don't forget - unless someone has engaged you there is nothing to stop you suddenly losing connection to the server *cough*. If the worst was to happen and you did happen to lose connection you could make sure its safe to reconnect with an alt.

I dont recommend you do this necesarily but I have covered the cost of my freigher several times over so if I was to get tackled and my internet connection was strangely reliable I would just consider it a free gift for the hard working pirates out there Smile

it comes back to the research thing again - you research it right you may well find a system that doesnt need all the screwing around to get in and out of.
[Of a request for change ask: Who Benefits?](https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=199765)
Dunkler Imperator
Imperial Academy
Amarr Empire
#50 - 2011-12-07 14:47:09 UTC
How big is a capital construction part?
Is it less than 10 km^3?

Here's how i get my stuff from high sec to-> null/low

My main can fly a blackops my alt can Use covert cyno

I just bridge anything worth more than 100m in to an random safe spot in my target system, covert cyno don't show up on scan and i can cloak as soon as i load.

Only problem is i can only hold 10k m^3 and the back ops can only bridge to 4.25 ly away

But it's alot cheaper than getting a jump freighter.

i don't think im the only one who has thought of this.
Velicitia
XS Tech
#51 - 2011-12-07 15:05:19 UTC
Dunkler Imperator wrote:
How big is a capital construction part?
Is it less than 10 km^3?

Here's how i get my stuff from high sec to-> null/low

My main can fly a blackops my alt can Use covert cyno

I just bridge anything worth more than 100m in to an random safe spot in my target system, covert cyno don't show up on scan and i can cloak as soon as i load.

Only problem is i can only hold 10k m^3 and the back ops can only bridge to 4.25 ly away

But it's alot cheaper than getting a jump freighter.

i don't think im the only one who has thought of this.


one cap part is 10k m3 ...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Callic Veratar
#52 - 2011-12-07 16:09:59 UTC
The biggest problem I'm seeing out of the thread is that to research how to build a dread, the average pilot has to search google or the forum for info on how to do it. Half the info will be from 2008 or earlier, so it's correctness is suspect, and some threads will contain contradictory info, sometimes adjacent to each other.

I have seen no clear information WITHIN EVE about where I can build Orcas or Jump Freighters or any other cap ship. There's no apparent info about supercaps being unable to dock anywhere. There isn't even info that a Rorqual can't use jumpgates.

There's no info about if a ship has jump drive then it can't use gates, except that that's not true, because there are ships that can jump and use gates. Or that capitals can't enter highsec, except ships like the Veldnaught exist. If I see one in highsec, then a new player's assumption is likely that they can enter highsec.

All of these restrictions should be readily apparent in the BPO and Ship details, so the fact that you can't build them is known PRIOR to buying the print, rather than after you've acquired everything, encountered an error message, and realize that the goal you've been working towards for months is for naught.
Thorn Galen
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#53 - 2011-12-07 16:16:49 UTC
I don't build any of this stuff but reading this thread was an education for me. The posters who wrote genuinely helpful stuff, I have copy/pasted all that into a file which I can one day peruse at my leisure and add to my research. One day...when I have the necessary skills, time, patience and ISK required.

Big o/ for the decent posters.



RubyPorto
RubysRhymes
#54 - 2011-12-07 17:07:46 UTC
Callic Veratar wrote:
The biggest problem I'm seeing out of the thread is that to research how to build a dread, the average pilot has to search google or the forum for info on how to do it. Half the info will be from 2008 or earlier, so it's correctness is suspect, and some threads will contain contradictory info, sometimes adjacent to each other.

I have seen no clear information WITHIN EVE about where I can build Orcas or Jump Freighters or any other cap ship. There's no apparent info about supercaps being unable to dock anywhere. There isn't even info that a Rorqual can't use jumpgates.

There's no info about if a ship has jump drive then it can't use gates, except that that's not true, because there are ships that can jump and use gates. Or that capitals can't enter highsec, except ships like the Veldnaught exist. If I see one in highsec, then a new player's assumption is likely that they can enter highsec.

All of these restrictions should be readily apparent in the BPO and Ship details, so the fact that you can't build them is known PRIOR to buying the print, rather than after you've acquired everything, encountered an error message, and realize that the goal you've been working towards for months is for naught.


There is actually.

The station factories have a list of the types of items they can build.

Try lighting a Cyno in high sec, it won't work.

Try jumping a cap through a gate, it won't work.

If you're unwilling to allow others to do your research (and accept that it may not be 100% up to date and accurate) by using out of game resources (including the CCP moderated Wiki), you can do your own research in game to figure out the mechanics (expect research to be expensive and time consuming). Or make friends with people who did that research (it is a social game, after all).

As for the idea that a setback kills the possibility of completing your goal, you must not have really wanted to complete it.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Zaxix
State War Academy
Caldari State
#55 - 2011-12-07 20:40:17 UTC
RubyPorto wrote:
Well yeah, you still don't want to light a cyno when there's a mach sitting off station looking suspicious.

It's the cloaked mach you need to be worried about.

Bokononist

 

Rattus Norwegius
#56 - 2011-12-07 20:41:58 UTC
Callic Veratar wrote:
The biggest problem I'm seeing out of the thread is that to research how to build a dread, the average pilot has to search google or the forum for info on how to do it. Half the info will be from 2008 or earlier, so it's correctness is suspect, and some threads will contain contradictory info, sometimes adjacent to each other.



Agreed. Finding information in EVE is hard, and finding reliable information is even harder. There is a lot of false information out there. Testing stuff, preferably on Sisi, is the only reliable way to get info. That is a bit cumbersome though, particularly for newer players.

I have for some time come to believe that a general improvement of how EVE gives the player information in game, is one of the best and most important steps CCP can take to increase new player retention. Frustration with lack of information is quite common among newer players in particular, but also among not-so-new players. Uncertainty about other areas of gameplay can also lead a lot of people to get stuck in a pattern, and not try new things.

Let us look at some examples.

Missions
A new player keeps asploding when running lvl 1 or 2 missions. (Yes, this actually happen. ) The player, using the tools available to him, notices that the Serpentis wreaks he loot contain rockets, projectile weapons and lazors, along with the hybrids. Looking at the stats of the weapons, he desides that an omnitank is the way to go. The wreaks also contain a mix of shield extenders and armour plates, so he fits both. Further, when flying the missions, he recognizes the Serpentis ships as Atrons, and some research later have determined that the best ammo to use would be explosive.

From the info the game gives, this is rational. It is also horribly wrong, but there really is nothing in game, except other players bios, that will tell you that Serpentis are weak against kin/therm, and only do kin/therm damage, in spite of the lazors in the loot..

Low sec
A more experienced player, having gotten good at running missions and ratting in high sec, decides to brave low sec to pick up that excellent deal he just found there. The ship of choice: Battleship. Yeah.. They always assume that jumping into low with a frig is suicide, but a battleship should be OK. This confused the heck out of me, until I realized that this is exactly what the game has taught them. When running missions, a larger, heavier tanked ship is always safer.

There are plenty more examples like this. And lets not get started on aggro mechanics, or inventions, which are two fields were 60+% if all statements the average player will make is wrong.. And if you do inventions without consulting datadumps and 3d party tools, you will lose isk.
Tau Cabalander
Retirement Retreat
Working Stiffs
#57 - 2011-12-07 20:52:34 UTC
Hakaru Ishiwara wrote:
Tamiya Sarossa wrote:
Your freighter is pretty safe if you find a quiet system. Wait until no one is in local - this happens surprisingly often - and you'll be fine jumping in. On the off chance that someone somehow gets on grid with your freighter before you warp, log. Your ship will disappear in 30 seconds assuming you log *before* they manage to aggress you, and there is almost zero chance of them having the dps to drop you in that time. Then just use your alt scout to log in once the coast is clear. This mechanic exists, no reason not to use it to save a freighter if needed.
I agree with most of this, but making the assumption that a ship as large as a freighter will not be aggressed is bad, especially with the new Crucible mechanics.

As long as one aggressor gets off a shot, target paints, etc, then that ship will then sit in-space for another 15 minutes. Another shot? Another 15 minutes. That is plenty of time for a small gang to kill the freighter.

You cannot be aggressed while still under gate cloak. That's when you log-off.
RubyPorto
RubysRhymes
#58 - 2011-12-08 12:00:32 UTC
Zaxix wrote:
RubyPorto wrote:
Well yeah, you still don't want to light a cyno when there's a mach sitting off station looking suspicious.

It's the cloaked mach you need to be worried about.


Fair enough.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Pardesi
Rocke-Starr Supply Svc.
#59 - 2011-12-23 19:59:51 UTC  |  Edited by: Pardesi
RubyPorto wrote:
As for the idea that a setback kills the possibility of completing your goal, you must not have really wanted to complete it.


My Moros will be complete on Dec. 31st at 11:55pm.

Pardesi
RubyPorto
RubysRhymes
#60 - 2011-12-23 20:07:08 UTC
Pardesi wrote:
RubyPorto wrote:
As for the idea that a setback kills the possibility of completing your goal, you must not have really wanted to complete it.


My Moros will be complete on Dec. 31st at 11:55pm.

Pardesi


Gratz.

If I may, how did you end up moving the materials?

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon