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Currently a Trader want to look at making Ships/Mods

Author
Raho Ure
Open All Hours Trading
#1 - 2012-09-08 14:50:45 UTC
Hi all,

Im currently a trader and am interested making Ships/Mods, I'd like to know what a rough time frame is to get a toon up to speed Building T2 items. Say Minmatar Guns/Ships only (Sub caps)

Is it weeks, months or even years to setup a toon to do that. Are there many supporting skills needed.
I wont be mining my minerals, just buying.

Any good guides out there to recommend?
shar'ra matcevsovski
Doomheim
#2 - 2012-09-08 15:07:53 UTC
Raho Ure wrote:
Hi all,

Im currently a trader and am interested making Ships/Mods, I'd like to know what a rough time frame is to get a toon up to speed Building T2 items. Say Minmatar Guns/Ships only (Sub caps)


about 2,5-3 month to decent char that can build, invent, and research the component bpo`s.
I only can recommed, to not build ships at the beginning because their margins are just lower to negative atm due the nanotrans/tech fluctuation.

shar'ra phone home

Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#3 - 2012-09-08 15:50:53 UTC
Take a look at their blueprints in Evemon.

That'll give you a breakdown on how long it'll take to be able to make and invent them (check both tabs)

The basics:

T1 and T2:
Mass Production V
Production Efficiency V (though with a lot of T2 module production, it's not really needed so much, due to most of the materials being extra materials.)
Advanced Mass Production III (higher is better. 3 takes less than a day)



T2:
Industry V
Science V
Engineering V
Mechanic V
Electronics V
And then a bunch of science skills between 1 and 3. Higher is better, but generally not needed.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Dersk
Perkone
Caldari State
#4 - 2012-09-08 16:10:02 UTC  |  Edited by: Dersk
Raho Ure wrote:
Is it weeks, months or even years to setup a toon to do that. Are there many supporting skills needed.


You can take a quick glance at the skills you'll need for a specific item by brining up the relevant blueprints in eve and looking at the various information tabs that spell out their respectice requirements.

For example, to build a 1400mm Howitzer Artillery II requires the following skills to manufacture:
  • Industry V
  • Mechanical Engineering I
  • Nuclear Physics I

Getting blueprint copies for that requires invention off of the tech 1 blueprint. The invention tab of that blueprint mentions the following requirements, though higher levels of the following improve invention chances:
  • Mechanical Engineering I
  • Minmatar Encryption Methods I
  • Nuclear Physics I

If you have those skills, you have the very basic requirements to start that item. Each tech 2 item has it's own requirements.

For profit you need to be able to build them cheaply and in large quantities. To build the equipment cheaply you'll need Production Efficiency V, and I *strongly* suggest Research V and Metallurgy V so that you can research the material level and productivity level on components used in building tech 2 items.

An example of a needed component item used in minmatar t2 production is the Nanomechanical Microprocessor. You can simply buy that off of the market in Jita, but the profit margin on that is sometimes greater than the tech 2 items that use it. Having a full assortment of component blueprints for tech 2 manufacturing requires some investement of skill, time, and isk but allows you to properly manage costs.

The second bit of profit, being able to manufacture a lot of whatever it is you want, means you'll need the skills for several research and manufacturing slots to keep everything humming along. A popular stopping point for this is having the skills to run 10 copy/invention jobs and 10 manufacturing jobs at once. Less works, and you might not want to manage that many jobs, but I highly recommend those two if you want this to be a serious occupation.
  • Mass Production IV
  • Advanced Laboratory Operation IV

An additional bit of setup for handling lots of blueprint copies involved the use of a POS to manage all the copying and inventing you'll need. This isn't mandatory, but waiting 1 to 3 weeks at each station before you get copies started is a serious impediment to your t2 manufacturing industry. I'll leave any how-to of this to the plethora of guides and posts concerning POS setup as this post is already dragging on.

A last bit of convenience for the process is hauling (industrial at a minimum, freighter if you want to do losts of ships) to avoid paying others to do it, and skills to remotely operation invention and manufacturing jobs (especially if you're using a remote location for a research tower). For that I'd look at
  • Scientific Networking III
  • Supply Chain Management III
  • Racial Industrial IV (probably on an alt)

.
Kara Books
Deal with IT.
#5 - 2012-09-08 20:38:03 UTC
Raho Ure wrote:
Hi all,

Im currently a trader and am interested making Ships/Mods, I'd like to know what a rough time frame is to get a toon up to speed Building T2 items. Say Minmatar Guns/Ships only (Sub caps)

Is it weeks, months or even years to setup a toon to do that. Are there many supporting skills needed.
I wont be mining my minerals, just buying.

Any good guides out there to recommend?


In short you will need the bare minimum.
Stay at cruiser and smaller ships till you KNOW for a fact that you can run 3-30 characters efficiently at a medium or large POS.

each character will take roughly 45 days + 70 ish days to train to become competitive T2 ship builders and inventors.

For each character you will NEED roughly 2B isk investment, so thats minimum 6B isk to become Efficiant, but you can start with as little as 100M isk to make stuff for yourself here and there to get the practice in.

I still think its FARR to easy.
shar'ra matcevsovski
Doomheim
#6 - 2012-09-08 20:46:33 UTC  |  Edited by: shar'ra matcevsovski
Kara Books wrote:
.
For each character you will NEED roughly 2B isk investment, so thats minimum 6B isk to become Efficiant, but you can start with as little as 100M isk to make stuff for yourself here and there to get the practice in.


you and your pseudo-proffessional/far-fetched indy-rules again... might wana expain to us where this is based on?

Kara Books wrote:
.
I still think its FARR to easy.


right, is that the reason why you hate so emotional against T2 BPO`s, because isk making via invention is too easy for you?

shar'ra phone home

Ginger Barbarella
#7 - 2012-09-08 23:47:42 UTC
Buy an Industry toon with at least 2mil SP in Industry and 8 mil in Science should be a good start.

"Blow it all on Quafe and strippers." --- Sorlac

C DeLeon
Ministry of War
Amarr Empire
#8 - 2012-09-09 00:41:30 UTC  |  Edited by: C DeLeon
I don't know much about ship building, but if you are specializing you characters then 3.5mill SP characters are enough to copy invent and manufacture t2 equipement/ammo/moduls (6mill SP if you go for PI too). That 3.5mill SP is maybe 60-70 days training time. You can do it on alt accounts and then character transfer if you don't want to take away training time from the main character.

Btw profit margin is higher on moduls/equipement etc than on ships but it's a goddamn clickfest. I'm copying/inventing manufacturing with 5 characters on 2 accounts, and it takes at least half an hour and roughly ~900!!! clicks every day. It can be good ISK if you find your market but it's a real pain in the arse till CCP will finally implement a way to set up jobs remotely.
0Lona 0ltor
Adeptio Gloriae
#9 - 2012-09-09 12:12:32 UTC  |  Edited by: 0Lona 0ltor
Bare in mind that the owners of t2bpo's are able to manufacture items and sell them often far below your production costs. Research the field you plan to produce and make sure a profit margin is there. Avoid free mineral syndrome at all costs, if your base materials are worth more than your product you're doing it wrong.
Zinn Irate
Science and Trade Institute
Caldari State
#10 - 2012-09-10 16:51:51 UTC
I know nothing about ship building, because, as everyone will tell you, it's hard to profit from.

But I do know T2 modules. And here's what you need.

For the invention, you'll need two science skills and an encryption skill to L3 minimum. Don't worry about L4 at first, as that only increases invention success rates by a few percentage points. Which skills you need depends on what item you want to make, but most of those science skills have a L5 prerequisite. These prerequisites are usually X1 skills, though.

You will also need lots of research and manufacturing slots for modules. So prepare to train Advanced Laboratory Operations and Advanced Mass Production to L4 each. That takes about three weeks just for those skills.

You will also need to research T1 BPOs. Without access to a POS, you will be running all over low sec looking for a free ME slot. And then it will take a couple weeks to get ME to about 10 to 30, which is about where you need it on each BPO.

You don't need Production Efficiency V, but it certainly helps decrease costs on cheaper materials like minerals. On expensive materials, you usually don't use enough to decrease the required amount by going from Efficiency IV. I was doing T2 mod production before I had PE-V, and it didn't make a huge difference. It's worth doing, but you don't need it to get started.

So, once you have all that, you will need about $1bil inventory investment to really get a good production cycle going. But you can build this up from a $200mil starting point.

Long story, short, T2 production is a lot of work and requires a lot of organization. And you need a little starter money.