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inquiry=skills for t2 invention

Author
opey1 canoli
Artemisa Investments Inc.
#1 - 2014-04-04 18:08:37 UTC
looking to get optimum invention skills.

trying to weed out what i don't need to train for this....like does my indy skill need to be 5...if i am just looking to invent? I am looking to do invention first...then train up manufacturing.

advice?
RavenPaine
RaVeN Alliance
#2 - 2014-04-04 18:28:05 UTC
Look for items that sell well and are used for a lot of ships/pilots.
Have a 'target' market. Missioners, or PvP'rs, Miners, etc.
Choose 1 to 5 items to start with. Get experience in those 5 before you branch out.


Each item will take a different set of skills to enhance the invention.
Learn what makes a profit before you take those skills to V
Some items are dang near impossible to make a profit on, don't do them for free.
Zhilia Mann
Tide Way Out Productions
#3 - 2014-04-04 18:58:26 UTC
Laboratory Operation and Advanced Laboratory Operation govern how many science slots you can run. One of the four racial Encryption Methods skills is required for each job, as are two of the datacore-related skills. Of the latter, Mechanical Engineering is the most widely used though check in on individual items. To be competitive, both the encryption skills and the datacore skills need to be at 3 minimum for each job you want to run and preferably at 4.

Do check your markets -- particularly if you aren't vertically integrating production. T2 BPCs aren't much of a market since most of the skills needed for invention transfer directly into T2 production. For the most part, stay away from ships. Have a look at CSM-candidate-you-should-vote-for Steve Ronuken's resources and maybe look into one of the industrial suite tools like IPH or Dedaf's thing.
opey1 canoli
Artemisa Investments Inc.
#4 - 2014-04-04 19:23:51 UTC
thanksI good info to get me on the right path!
HandelsPharmi
Pharmi on CharBazaar
#5 - 2014-04-05 06:20:52 UTC
opey1 canoli wrote:
I am looking to do invention first...then train up manufacturing.

advice?


BAD IDEA!
Train manufacturing to a basic level first:
material efficiency 5
Mass Production 4 or directly to Adv. Mass Production 4
Industry 5 is necessary for a few modules
Cybernetics 3 (for 2-3 % production / resarch / NOT invention implants)
Zappity
Aliastra
Gallente Federation
#6 - 2014-04-05 07:36:29 UTC
HandelsPharmi wrote:
opey1 canoli wrote:
I am looking to do invention first...then train up manufacturing.

advice?


BAD IDEA!
Train manufacturing to a basic level first:
material efficiency 5
Mass Production 4 or directly to Adv. Mass Production 4
Industry 5 is necessary for a few modules
Cybernetics 3 (for 2-3 % production / resarch / NOT invention implants)

No, it is a good idea because you need a stockpile of invented T2 BPCs before you can actually produce anything.

First, train Science V and Advanced Lab Management so you can get your copying started in a POS or lowsec. Then aim for the invention skills you need so you can start inventing the copies into T2 BPCs. Then get your manufacturing skills up. Don't bother producing anything until you have Production Efficiency V.

Zappity's Adventures for a taste of lowsec and nullsec.

Elena Thiesant
The Scope
Gallente Federation
#7 - 2014-04-06 15:05:26 UTC
opey1 canoli wrote:
I am looking to do invention first...then train up manufacturing.


Not a good idea. Get some experience doing T1 manufacturing before you dive into T2. T1 is easy, run the numbers, see what's profitable, make it, sell it. T2 adds a whole extra layer of complexity, plus requires a lot more cash on hand.

Make your mistakes with T1 manufacturing, not T2. Less wasted ISK that way.
Sabriz Adoudel
Move along there is nothing here
#8 - 2014-04-07 06:50:42 UTC  |  Edited by: Sabriz Adoudel
T2 is much more friendly to low-skilled players than T1 production. (Yes, this is counterintuitive; it is also true; I will explain.)

If you want to do more than dabble in T1 production, where margins are razor thin, you need Material Efficiency 5, Accounting 5, Broker Relations 5, and faction and corp standings adding to 16 or higher for the station you are trading at and at the station you build at. For a Dodixie based character that means (realistically) 9.5 corp-to-player standings with Federation Navy and 6.5 faction-to-player standings with the Gallente Federation.

Don't be *that idiot* that spends 181m on minerals and 6m on trade fees in order to sell a battleship you built for 184m, when your competition are paying 175m for minerals and 3m on trade fees and are selling the same battleship.

Getting those standings takes a hell of a lot of PVE grinding, and a lot of combat skills.


OTOH, you can get into tech 2 production with Science 5, Industry 5, Power Grid Management 5, CPU Management 5, some datacore skills to 3, and Production Efficiency 4. Margins are fatter, so your small additional costs will cut into profits but will not destroy them. (Edit: Forgot, you need the trade skills to 3 too, that's a day).

I support the New Order and CODE. alliance. www.minerbumping.com

opey1 canoli
Artemisa Investments Inc.
#9 - 2014-04-10 02:13:35 UTC
ty again...good discussion and info. Idea

i like the idea of stock piling t2 prints while i train up to be full into indy.
Tau Cabalander
Retirement Retreat
Working Stiffs
#10 - 2014-04-15 23:28:52 UTC  |  Edited by: Tau Cabalander
You might want to start with Basic Skills and build from there.
Sabriz Adoudel
Move along there is nothing here
#11 - 2014-04-17 03:33:16 UTC
opey1 canoli wrote:
ty again...good discussion and info. Idea

i like the idea of stock piling t2 prints while i train up to be full into indy.



Many of them are profitable to produce even before you have perfect production skills.

In particular, I would advise you to start making Light Neutron Blaster II or tech 2 small ammunition (any type) as soon as you meet the prerequisites.

I support the New Order and CODE. alliance. www.minerbumping.com