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Long term careers vs. short term careers (aka: which job for mains, which for alts)?

Author
Mike Krieger
#1 - 2012-12-02 23:35:27 UTC
Heya! So I just started this game about a week ago and thoroughly enjoyed the time I spent, so decided to go for the full account. I've been doing a lot of reading about the Eve universe (luckily I get a lot of downtime at work), but I'm still at that stage where I'm looking at things and want to do EVERYTHING. Of course, that would take about 30 years worth of skill training, so I've decided (like I'm sure most people do) to build alts to supplement certain areas of my playstyle.

My question is, what careers/occupations/jobs/skillsets are more suitable for an alternate character (one who I will probably train up, then stay mostly static for the rest of their career) and which are more suitable for the long haul (main character who will get all of that tasty, tasty SP from now until the end of Eve).

Some things that I'm specifically interested in:

Logistics characters (the healing type): I've played a healer in every MMO I've ever touched, so this automatically jumped out at me as being a worthwhile pursuit.

Exploration/Scout/Scanner: I've been messing around with scanning, probes, and general exploration type stuff and it's actually interested me quite a great deal.

Making stuff: Kind of a broad idea, but I want to have a character that can eventually manufacture and copy blueprints and just make stuff in general. I've always dipped pretty heavily into crafting in prior games, so I got giddy at the fact that almost everything in Eve is provided from the players.

Mining/Hauling: I'm not really interested in it as a permanent career, but view it as a necessary evil to fund myself.

EWAM: I've been curious about this skillset, simply 'cause it was my job in the military for several years and I thoroughly enjoyed it there, so I figure I'd probably enjoy it in game. Not to mention that in other MMOs, if I wasn't healing, I was doing some type of Crowd Control/Debuffing, so it fits my natural inclinations pretty perfectly.

I understand that everything could become a long term goal, 'cause a simple miner could continue to increase their abilities until they've got perfect mining skills for everything under the sun, but I'm mostly curious about which occupations can be dipped into quickly and perform adequately without having to buy an alternate account to eternally feed them skillpoints. Conversely, I'm also interested in what occupations are impossible to get into without a constant flood of skills being fed to them.

Thanks!

tl:dr - What are some good classes to work toward as a main with a constant stream of SP and which are better suited to alternate characters who won't be receiving SP after I've adequately trained them.
Nero Synapse
Republic University
Minmatar Republic
#2 - 2012-12-03 00:09:49 UTC
Well I'll start by saying welcome to EVE mate, and as you state any career can become long term and have lots of skills invested into it.

Combat Logistics can be something you go after once you've got some combat skills down, or train another character for. It's possible to take on that role as a long term main career per-say, but it'll leave you sitting around twiddling your thumbs when there isn't a fight for you to help out in, and its always nice to have some combat based skills to back you up. For me logistics was an afterthought once I had done some combat training. tldr: Afterthought, something people generally work on later in the game

I love exploration, and it goes well with both industry and combat. Its never a bad idea to have some scanning/probing skills to complement your skillset. If you choose to do indy/exploration rather than combat/exploration you'll need some friends to handle combat in sites/wormholes for you (EX: join a corp for exploration, and you're fine). There's still money to be had there. like logistics its something you can do with the aid of a primary skillset such as combat.

I havent delved much into manufacturing myself, but I find it to be something that can definately be a profitable long-term plan. I don't have too much to say on it other than I've heard that people who play it right can make bundles.

Generally speaking, combat skills and industrial skills form two separate backbones from which other small "professions" can utilize and build off of. Personally I have a character for salvaging, freightering, scanning, and other "utility" skills. and then this character for heavy industry and combat.

TLDR of the whole thing: Look at Industry and Combat and see what offshoots of them interest you the most, and then train for the core of either combat or industry, and use that core training to enhance your ability to delve into Exploration, Logistics, EWAR, ETC. It might take a while to get things thoroughly flushed out, but once you have that base, all you have to do is tack on skills here and there for what you want to do.

PS: Feel free to contact me in game, and you don't HAVE to use mining to fund yourself exclusively, there's missioning as well to start! I don't post on the forums often, and im getting back from a small break, but I hope my opinion helps.
Webvan
All Kill No Skill
#3 - 2012-12-03 00:16:05 UTC  |  Edited by: Webvan
On the same account? Depends what you do with your main. But in the case where you play on one account, marketing is usually the safe bet. If you move to 0.0 or WH, you can keep your alt at a trading hub in hisec. Additionally you can pick up industrial haulers, move stuff for your main. Blockade runner (heavy SP investment) can be useful as well, depending on your main again. Oh and uh 0 tax, just contract your stuff to your alt etc. which is in your own private 0 tax corp, then contract back ships etc.


I don't know about logistics types, I mean it's more group oriented so you would need to invest a considerable time into SP. You would be better off training logistics on your main in most cases.

EWAR? I was going to put this on a second alt and toss it into FW (about 40 day training plan). I still might, but I'm waiting to see how it is after the nerfs coming this month. Sadly I'll find how it is on my main, how broken, not even counting the multiple skill nerfs my main is getting already. But EWAR is a common starting template, and very useful for pvp support especially tackling. ECM can solo pvp rather well, using jammers etc.

I think the main thing about account alts is that they are expendable. So in most cases it's little loss if they die. Good for scouts, good for frig pvp combat. The other thing about alts is that they can be left behind to manage things, such as your market endeavors, managing manufacturing jobs etc.

But after a week, you probably don't need to worry about it much atm. I waited over a year before I started training my first alt, and just because of the expendability reason. If it wasn't purely for fun factor, I wouldn't have done it, as the SP could have gone into my main, and that's a missing 3+ months worth of SP. But nothing wrong with planning, and even starting an alt with a little SP.

I'm in it for the money

Ctrl+Alt+Shift+F12

Merouk Baas
#4 - 2012-12-03 01:42:52 UTC
If you're set on training an alt, on the same account, then I would recommend the following:

- Skills under the Trade category, specifically Trade, Retail, Warehousing, that increase the number of market order you can put up. Also, the skills that let you put up and modify orders remotely, and reduce taxes. You want those at 4, for 20-jump range, which covers most of the area in an average region.

- Contracting skill to 4, so you can put up multiple contracts (private contracts is the way you can transfer items between alts on the same account).

- A race's Industrial skill to 3-4 so you can fly a decent industrial, and Hull Upgrades to 2 so you can install the cargo expanders for it.

- Under the Industry category, if you want, the refining skills, the manufacturing skill that lets you use multiple factories, and the factory management skill that lets you install jobs remotely. Under Science, corresponding skills for multiple research labs and remote research lab jobs.

- Under Corporation Management, optional, enough CEO skills to create a corporation. You may want to reserve a corp name, rent an office so you have 7 hangars, and 7 wallet tabs, and organize your cash that way. Or not.

I'd recommend training these skills on your main, too.

As far as the same account, you are in a spaceship even if you're an industry character, so all the support skills to fly and fit a spaceship properly still need to be trained. For example, haulers and freighters, you don't want them to die easily so you need to train all the shield, armor, navigation, energy, all the support skills anyway. Or the mining barge line, same deal. So, same account alt doesn't really fit any long term career, the only thing you can do with the limited training time is the useful skills above.
lollerwaffle
Tribal Liberation Force
Minmatar Republic
#5 - 2012-12-03 04:26:01 UTC
Hi and welcome to EVE! To be honest, there's no 'best' way to go about doing things, it all depends on your playstyle etc. However, I can share my experience with you, maybe it might give you something to think about down the road.

1. The meat of the game is in PVP. By PVP , I do not just mean ship-to-ship combat alone, but all aspects of it, including resource gathering to manufacturing to logistics (moving stuff around) to combat to resupply. While the rest of the stuff is important, my personal preference is taking part in the combat part of it. Therefore, I would recommend a combat character as a main, long term character, supplemented by alts which would perform one or more of the jobs above.

2. PVP (ship to ship combat) roles include: Scout, tackle, DPS, logistics (healing), ewar (crowd control). The basic role for new players, which everyone recommends, would be tackling. Scouting and tackling are the key factors in most engagements I've been in. While aiming for something to specialise in down the road would be good, I would recommend getting yourself out there and participating in solo, small gang, medium to large fleet battles to get a feel for what you would enjoy best. In addition, trying a bit on everything on your combat character would let you learn the different playstyles and counters (i.e. for a logistics pilots, you would want to know or be able to estimate what range you should stay at from the rest of the fight to avoid tackle or DPS).

Therefore, in view of the above, I would recommend the following:
1 Character for PVP. Personally my character can do it all. However, keep in mind this may result in high clone costs when you get to high SP levels. Another approach some players take is training up a generic role on their main, and have specialised probing/ewar alts, which mitigates the higher clone costs in part.

1-2 characters for industrial purposes. Personally, I don't do much industry, but I have a generic support alt which does research, manufacturing, trading. I'm also training up this alt for scanning/probing and general cloaky stuff to support my main. Also, a same account throwaway alt for hauling (only need to be able to fly bestowers to haul myself battlecruisers, as I'm -10 and can't get to highsec), and a same account shopping alt parked in a trade hub.

To be honest, you'll probably figure out what your needs are the longer you play, and will be able to decide what long term vs short term skills you will need. To reiterate what another poster said before, you don't necessarily need to do mining/hauling to make money. A trading alt would probably make you more ISK with less effort (depending on how much you get into trading of course).

tl;dr, combat as main, constantly adding skills, other support functions as short term alts to train skills as required.
Aptenodytes
Reckless Abandon
#6 - 2012-12-03 11:47:46 UTC
Unlike other games, in EVE, there is no such thing as "class". That means one character can effectively do anything if you train the skills, and there's really no reason to have a separate character for missioning, logistics, exploring, manufacturing, hauling, etc. In fact you lose out by having separate characters, since you would need to train all the "support" skills multiple times. Of course if you've got multiple accounts then you can specialize in different things, but on one account, it's better to have one "do it all" character.

Using jump clones you can quickly and easily go between your mission hub, your PVP area, your low sec exploration system, your manufacturing centre or Jita to buy/sell stuff. The only problem is that you are limited to one clone jump per 24 hours. So you cannot jump to Jita to check a price and then jump straight back. If you plan your clone jumps well then you can use them best.

One reason for an alt would be a market and hauling alt. Train trade skills and park him in Jita or another market hub. He can pick up items to sell from your main, and always be in a position to watch the market, adjust orders, etc. Your main can go off doing his thing and then you can log your alt for a few minutes at the end of the day to check you haven't been outbid etc.
Andres Talas
The Industrial Supremacy
The Rejected.
#7 - 2012-12-03 12:56:48 UTC
Mike Krieger wrote:

Thanks!

tl:dr - What are some good classes to work toward as a main with a constant stream of SP and which are better suited to alternate characters who won't be receiving SP after I've adequately trained them.


Hey, Im posting on my main because, dammit, I do all of those things.

Logistics : Frighteningly useful for any combat groups. A useful phrase when talking to recruiters will be "I have Logistics 5. Do you do full ship replacement for logi ?". If they arent prepared to replace your ship, say 'thank you' and move on. Ive trained Minny cruiser V for the Scimitar and Gallente Cruiser 5 for the Oneiros and have no regrets. The cruiser logi are getting massively buffed - train things up to about 3 and try it.

Mining : Dont. Just dont. At least rats shoot back. Anywhere with decent rocks has better rats.

Hauling : At some point, learn to fly some sort of Industrial. Sooner or later you will need to move crap, and at that point, an Iteron 4, a Badger 2 or whatever will come in handy.

Salvaging : Rifter, MWD, four salvagers and cargo expanders is ker-ching when combined with ...

Probing : Probe out mission runners. Then warp in, drop their location into your Places folder and wait till they are done. Odds are high they will just leave. You then Ninja Salvage. Note : being there when rats are may be unhealthy after the next patch. Then theres gas sites, grav sites, ladar sites and wormholes (take spare probes). Oh yes, and combat scanners are worth their weight in Morphite, because you'll notice many battle reports say 'And we got a good warpin 15km from their fleet'. That was their combat scanner.

Mining : Dont. Really. Dont. I was in a mining barge today, helping a corpmate. In a grav site. In null. Mining Bistot. And in an hour I made less money mining arguably the 3rd best ore in the game than I had 20 minutes of flying in a rifter picking up loot belt ratters had left behind.

Industry : Getting Production Efficiency 4 and a set of ammo and frigate blueprint copies can be very handy. PE5 is neccessary for industry, as is hauling huge amounts of minerals around the galaxy.

Ewar : A Blackbird is a useful low-skill ship, but its roughly the same investment for a Falcon, or an Arazu, as for a Logi.

Tech 2 guns : These hurt people good. They take lots of skill points. By doing several of the things on the above list, you're writing off the ability to use T2 guns for a good long time.
J'Poll
School of Applied Knowledge
Caldari State
#8 - 2012-12-03 13:15:20 UTC
Mike Krieger wrote:
Heya! So I just started this game about a week ago and thoroughly enjoyed the time I spent, so decided to go for the full account. I've been doing a lot of reading about the Eve universe (luckily I get a lot of downtime at work), but I'm still at that stage where I'm looking at things and want to do EVERYTHING. Of course, that would take about 30 years worth of skill training, so I've decided (like I'm sure most people do) to build alts to supplement certain areas of my playstyle.

My question is, what careers/occupations/jobs/skillsets are more suitable for an alternate character (one who I will probably train up, then stay mostly static for the rest of their career) and which are more suitable for the long haul (main character who will get all of that tasty, tasty SP from now until the end of Eve).

Some things that I'm specifically interested in:

Logistics characters (the healing type): I've played a healer in every MMO I've ever touched, so this automatically jumped out at me as being a worthwhile pursuit.

Exploration/Scout/Scanner: I've been messing around with scanning, probes, and general exploration type stuff and it's actually interested me quite a great deal.

Making stuff: Kind of a broad idea, but I want to have a character that can eventually manufacture and copy blueprints and just make stuff in general. I've always dipped pretty heavily into crafting in prior games, so I got giddy at the fact that almost everything in Eve is provided from the players.

Mining/Hauling: I'm not really interested in it as a permanent career, but view it as a necessary evil to fund myself.

EWAM: I've been curious about this skillset, simply 'cause it was my job in the military for several years and I thoroughly enjoyed it there, so I figure I'd probably enjoy it in game. Not to mention that in other MMOs, if I wasn't healing, I was doing some type of Crowd Control/Debuffing, so it fits my natural inclinations pretty perfectly.

I understand that everything could become a long term goal, 'cause a simple miner could continue to increase their abilities until they've got perfect mining skills for everything under the sun, but I'm mostly curious about which occupations can be dipped into quickly and perform adequately without having to buy an alternate account to eternally feed them skillpoints. Conversely, I'm also interested in what occupations are impossible to get into without a constant flood of skills being fed to them.

Thanks!

tl:dr - What are some good classes to work toward as a main with a constant stream of SP and which are better suited to alternate characters who won't be receiving SP after I've adequately trained them.


*Disclaimer, did not read the replies yet*

Logi pilot: Quite intensive skill training
Exploration/scout: Quit quick to train
Industry: Avg. training (depending on what you want to produce and how effective).
Mining: If you just want a retriever + decent mining skills: Not to long of a train. If you want Full T2 stuff: quite a bit of training.
Hauling: Industrials: Not that long, Freighters: Be prepared.
EWAM: Quite a bit of training to be very good at it.

But most of all:

Why skill alts on a single account for that, it means your main isn't training. Why not just stick that training of that alt onto you main. The training of alts is usually on another account OR if your main has reached it's goal and you don't need to train him anymore.

What you are doing it making alts with skills that you just could train on your main.

So I would suggest:

* If you really only want 1 account (for now), train the things you want on your main. Nothing wrong with dipping into everything as a starting character to see what you like

* If you really want stuff trained on alts, use multiple accounts. Currently while training an alt, you are handicapping your main cause he isn't training, which basically means it will be just another alt...without a dedicated main character

Personal channel: Crazy Dutch Guy

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Mike Krieger
#9 - 2012-12-03 13:45:00 UTC
J'Poll wrote:

* If you really only want 1 account (for now), train the things you want on your main. Nothing wrong with dipping into everything as a starting character to see what you like

* If you really want stuff trained on alts, use multiple accounts. Currently while training an alt, you are handicapping your main cause he isn't training, which basically means it will be just another alt...without a dedicated main character


Awesome, thanks for the replies, everyone! I think I'm finally getting a plan of sorts put together.

I probably should've been more clear about my intentions with the alts. What I'm planning on doing is having my main account (this guy!) who's going to be getting skillpoints from now until eternity.

I'm going to have a second account specifically for training alternate characters that I will eventually transfer to my my main account when they're 'done' then train up another character for the same account. My overarching goal is to have 2 full accounts, with a main and an alternate main who will be continuously be getting skillpoints, while having four characters that are static, but have all of the right skills to make them useful in supporting my main.

So, the main thing I was trying to figure out, is at what point would certain alternate characters be considered 'done?'

Since I can strike mining off my list (thank God), here's what I'm kind of thinking character wise.

Logistics Main
Market Alt
Scanner Alt

Researcher/Builder/Reprocessor
EWAR
Hauler alt

I'm not 100% sure about which I should use as mains and which alts. The Hauler alt seems pretty obvious, since I've read plans that you can train a pretty efficient one in about 42-48 days.

I'm not sure exactly where to put the Researcher/Reprocessor Crafty guy, the EWAR character, and even the Scanner alt. Would it be more efficient to, say, train the EWAR guy in Scanning first, then move on to EWAR and make him my second main? Should I somehow mesh them all into my logistics character? Should I just make the Logi a 'long-term alt' that I can stop training once he has sufficient skills, since Logis tend to get targeted pretty quickly, so clone costs could get higher if I used a main character for them?

Which of the jobs above would benefit most from just training for up to the point of being useful, then remaining static, and which should I continue to go the long haul with?
Doddy
Excidium.
#10 - 2012-12-03 14:45:35 UTC
Long term careers - all forms of pvp, except maybe suicide gank alts. Heavy Sci + Industry (as in you are doing it as a main occupation). PvE (it takes quite a long time to get those faction bs maxed i guess).

Short term careers - Mining, trading, sci+ind (as an aside on an alt), PI, Hauling, booster alt (much less so when they remove ogb), scouts, cyno alt, pos gunner. Some pvp roles like capital alts work like this but require more training.

The best method is to have your main account and then a second account that you can train multiple of these limited training alts on. You can even transfer chars from acc 2 to fill the alt spots on acc 1 and never stop training. Obvioulsy you can also buy alts as well.

Some forward planning is good, its no use having your cyno alts on the same acc as your capital char for example.
Doddy
Excidium.
#11 - 2012-12-03 14:50:19 UTC  |  Edited by: Doddy
Mike Krieger wrote:


I'm not sure exactly where to put the Researcher/Reprocessor Crafty guy, the EWAR character, and even the Scanner alt. Would it be more efficient to, say, train the EWAR guy in Scanning first, then move on to EWAR and make him my second main? Should I somehow mesh them all into my logistics character? Should I just make the Logi a 'long-term alt' that I can stop training once he has sufficient skills, since Logis tend to get targeted pretty quickly, so clone costs could get higher if I used a main character for them?

Which of the jobs above would benefit most from just training for up to the point of being useful, then remaining static, and which should I continue to go the long haul with?


Scanner, ewar and logi all go quite well together. The prereqs for recons include those for covert ops, the prereqs for logi include those for recons. I did this with one of my chars, starting off as a scout/prober in a cov ops, then training up to falcon, then on to logis.
Mike Krieger
#12 - 2012-12-03 15:24:05 UTC
Doddy wrote:

Scanner, ewar and logi all go quite well together. The prereqs for recons include those for covert ops, the prereqs for logi include those for recons. I did this with one of my chars, starting off as a scout/prober in a cov ops, then training up to falcon, then on to logis.


That's good to know! I've just built a training plan for a Scanner/EWAR character (should take about 80 days), so that I can fly a Cheetah for probing and a Huugin for EWAR.

This puts me pretty deep flying Minmitar ships. Are the Minmitar Logistic ships any good (Scythe/Scimitar) or should I look into training another race's ships for Logistics and, conversely, for EWAR as well? I'm still working on my Scanner stuff, so I can jump to another race's ships without too much effort at this point. I don't want to get too invested in a certain style of ship, only to find out that it's awful later on.

If that works out, then my plan would look more like:

Scanner/EWAR/Logistics: Main
Market: Alt

Science+Industry: Alt Main
Hauler: Alt

Combining Scanner, EWAR, and Logistics actually freed up a lot of character space. Are there any quick (i.e. 51 day) skill plans for basic PvP characters that will probably end up dying a lot, but can still function as an alt? When I PvP, I prefer to do support, but since I'd have some free space, it'd be fun to have one of those alt slots occupied by something that I can use to actually shoot things every once in awhile without a ton of financial risk.

J'Poll
School of Applied Knowledge
Caldari State
#13 - 2012-12-03 15:35:26 UTC
Mike Krieger wrote:
Doddy wrote:

Scanner, ewar and logi all go quite well together. The prereqs for recons include those for covert ops, the prereqs for logi include those for recons. I did this with one of my chars, starting off as a scout/prober in a cov ops, then training up to falcon, then on to logis.


That's good to know! I've just built a training plan for a Scanner/EWAR character (should take about 80 days), so that I can fly a Cheetah for probing and a Huugin for EWAR.

This puts me pretty deep flying Minmitar ships. Are the Minmitar Logistic ships any good (Scythe/Scimitar) or should I look into training another race's ships for Logistics and, conversely, for EWAR as well? I'm still working on my Scanner stuff, so I can jump to another race's ships without too much effort at this point. I don't want to get too invested in a certain style of ship, only to find out that it's awful later on.

If that works out, then my plan would look more like:

Scanner/EWAR/Logistics: Main
Market: Alt

Science+Industry: Alt Main
Hauler: Alt

Combining Scanner, EWAR, and Logistics actually freed up a lot of character space. Are there any quick (i.e. 51 day) skill plans for basic PvP characters that will probably end up dying a lot, but can still function as an alt? When I PvP, I prefer to do support, but since I'd have some free space, it'd be fun to have one of those alt slots occupied by something that I can use to actually shoot things every once in awhile without a ton of financial risk.




Scimi is the preferred Shield logi atm (over the Caldari Basilisk, which can only work in pairs/groups).
Then you also have the option to train for the GAllente / Amarr Logi ship which will be an Armor logi.

EWAR, that really depends on what kind of EWAR you want to be:

Long range tackle = Gallente
Long range webber = Minmatar
ECM = Caldari
Disrupting = Amarr.

EAch race has it's own type of EWAR they are good at.

Also, minimum skills doesn't mean you can fly it...keep that in mind, specially for the more advanced roles.

A logi pilot with the logi skills below 4 will be flamed at and laughed at, 4 is the BARE minimum, 5 is recommended or even mandatory for certain fits/fleets.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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Velarra
#14 - 2012-12-03 15:55:41 UTC  |  Edited by: Velarra
As a tertiary Indy alt type skill, you may want to consider some basic mining ability.

The reasoning being: should you find yourself in a region with a poor market & you can't mission / reprocess loot , being able to mine the resources you need for say basic needs like ammo, T1 frigates, destroyers, can be genuinely useful. Directly profitable? No. As a survive/adaptation option? Surprisingly useful depending on your play-style, time & place.
Fractal Muse
Sebiestor Tribe
Minmatar Republic
#15 - 2012-12-03 17:56:21 UTC  |  Edited by: Fractal Muse
Mike Krieger wrote:

Scanner/EWAR/Logistics: Main
Market: Alt

Science+Industry: Alt Main
Hauler: Alt


This is what I did originally: I started my main account and played it for a few months. My primary focus was training for logistics and since that was a long term plan I needed something to do in the meantime - I focused on salvaging. I had some basic combat skills and some tackling abilities so I could be useful in the event of a combat engagement but they were minimal.

I moved out to 0.0 ten days after creating my character.

Later on, after that few months, I figured out that having a hauler / market alt would be tremendously useful for what I found myself doing. I started one. I did a "quick" plan for being able to have all the various hauling ships up to a freighter. Combined with that I trained up the market skills.

My reasoning: the character who would be selling / buying stuff would also be the one moving stuff. So why separate that into two characters? One character was good.

Once that skill plan was done I moved the character over to my main account. That way I didn't sacrifice training time on my main.

At the same time I also started a 'real' alt who was designed to fly large ships. Basically that character was going to be my big ship / DPS character and my logistics character would focus on cruiser sized ships and below. In time, I retired my alt and now I only play my one account.

All that to say: put your hauler and market character together. I would also have that same character do the industrial aspect in terms of building stuff / research or whatever you may do on that side of the game.

Basically have a combat character and a non-combat character. The core skills for each are very different so it is worthwhile to have the two characters. I would consider logistics to be part of combat since, again, the core skills for that are, basically, the same as they would be for any other combat style. Exploration - I'd leave that on the combat side of things although a reasonable argument can be made to put it on the industrial side so that's a preference thing.
Mike Krieger
#16 - 2012-12-04 05:34:36 UTC
Fractal Muse wrote:

My reasoning: the character who would be selling / buying stuff would also be the one moving stuff. So why separate that into two characters? One character was good.

-snip-

All that to say: put your hauler and market character together. I would also have that same character do the industrial aspect in terms of building stuff / research or whatever you may do on that side of the game.


There were a couple of reasons why I decided I should have the Market alt and Hauler alt be separate. The first one was because I've been reading that the best way to do a market alt is to park them in Jita and NEVER LEAVE. The second one kind of coincides with the first one, in that I thought it would be useful to have a hauler alt on a second account that could follow me around in certain circumstance, or to make a quick buck hauling someone else's goods around. The third reason is that I can log onto the game for a few minutes every so often while I'm at work to check buy/sell orders, but the computer I use is far from top of the line, so actually moving around would be a pain, so I'd hate to have to try to get back to Jita to do stuff, 'cause I don't think the thing could handle anything more than the basic market UI (yay run-on sentences!!!).

Thinking about it, though, I guess it would make sense to have both be the same character. If I'm actively hauling stuff around on a second account while I'm on my main, I'm not exactly logging off every few moments to check orders. Wouldn't be too terribly hard to just dock in Jita before logging off for the night. I have a 50 day training plan for my Market Alt (training as much as I can related to marketing within the 21+30 days buddy pass+plex thing), so it'd actually probably be cheaper to just plex that market alt up for another 30 days and train him in hauling as well, rather than making another account entirely, then transferring the hauler alt. The plan I had for an Iteron Mark V/Obelisk hauler was 26 days long (without remaps or implants), so that would top off the whole 81 day span quite nicely.

The Science/Industrial alt I wanted to keep separate 'cause it seems to be quite skillpoint intensive, so I wanted to start the character off on the right foot. I don't know how far 81 days of training on something unrelated would put me back, but it didn't particularly seem worthwhile, especially since I have the extra alt space (especially if I combine the Market/Hauler alt).

Then again, I'm still new to the game and don't 100% know what building, research, PI, and all that jazz really entails in the long run. I could just use those 81 days to train up the market and hauling side while I figure out how everything works. However, wouldn't it make more sense to train the Science/Industrial character in something like Mining in the interim, since that at least trains up the Industry skill, which I'll probably need?
lollerwaffle
Tribal Liberation Force
Minmatar Republic
#17 - 2012-12-04 07:34:48 UTC  |  Edited by: lollerwaffle
To expand on my earlier post, this is my current status w.r.t. main/alts (not the best I know)

Main Account 1:
1. Combat main (able to fly all subcap roles for 3 races, including logistics etc.)
2. Shopping alt (parked in Jita, just need to buy stuff occasionally to be shipped to where I live), minimal skills (took 1 day of my main's training to get some needed skills)
3. Basic hauler alt (again, minimal skills needed to fly Bestowers, at Min indy level 3 and rigged can haul up to 1 battlecruiser + fittings).

Alt Account 2:
1. Industrial main (Has market skills for trading, science skills for exploration/hacking/probing and research, manufacturing, processing skills etc., and advanced hauling skills inc. covops)
2. BECAUSE OF FALCON ALT (nuff said, also training up for combat boosting)
3. Spare slot/recycled slot (for general purposes)

Why the shopping and basic hauler alt on the same account? It's for when I used to have a bit of downtime, and didn't have the other account active, or was actively checking buy orders and needed to move some stuff to my main (flashy red can't get into highsec). Plus, back in the day, CCP gave you certain skills depending on the race and bloodline, and additional training for a bestower which could haul battlecruisers only took a few hours.

The second account, when active, was used for trading PVP, as well as general industrial purposes. Falcon/ewar/booster alt on the second account for obvious reasons, i.e. used in conjunction with combat main when required. The spare slot was used to recycle alts for various purposes (i.e. normally shady purposes or trolling etc.)

Another thing you might want to consider is generally useful stuff on your alts, such as the ability to fly a cloaky ship (cloaky haulers/cov ops etc.) and the ability to light a cyno (extremely useful if you have batphone and don't wanna waste your combat main).

I alternate training on the second account between the alts as required, but pretty much never stopped training the combat character (apart from a few hours here and there).

Hope this helps.
Mike Krieger
#18 - 2012-12-04 21:43:20 UTC
Heya! Thanks for the replies. I think I might've been getting ahead of myself. I've spent the last couple of days reading up on different professions, what they entail, and what kind of time investment I'd be getting myself into for them, and I discovered that a lot of the stuff that I was planning alts for really didn't interest me all that much after I actually looked into what they did.

So, I think I'm going to stick with:

Ewar/Logistics/Scanning/Whatever else interest me after that: Main
Market/Hauler: Alt

Big guns pew pew lazor (the new bounty system interests me): Alternate Main
Planetary Interaction: Alt

I'm interested in PI mostly 'cause I'll be playing Dust.541 as well (the beta actually led me to Eve Online), so it's supposedly going to play a role of some sort that I want to get into.

I was looking at Mining Alts (had a plan for a dual Hulk+Orca mining team at one point), Research Blue Print Copiers, Production Alts, and Inventor alts (at one point I had a plan for a full blown Science Research team on one account that could stream blue print copies), but then I realized that the only real reason to get into those fields was for ISK making and I decided that I didn't want to spend the majority of my time online just hoarding ISK.

Eventually, later on in my career, I'll probably end up making or buying other alternate characters for things I haven't gotten around to exploring yet, but I think starting small and building up to a ridiculous alt army is probably the best way to go for now.

Anywho, any advice for a new character looking to get into those fields (I don't have a plan for the 'bounty hunter' and the PI yet) would be appreciated!

Thanks!
Merouk Baas
#19 - 2012-12-04 21:57:46 UTC
Regarding T2 ships (interceptors, cov-ops, logistics ships, etc), keep in mind 2 things:

1. Because they aren't exactly equivalent between the races, currently certain ships ARE favorites. You can take a look and compare each class across races, and kinda figure it out, but for example only certain ships can boost shields, or have increased range for the critical Warp Disruptor tackling module, etc. This is why old characters train up all the races; when it comes to T2 ships, the "best" are spread across all races, kinda forcing you to train all.

2. CCP is very likely going to balance T2 ships as soon as they finish with T1 ships. Once they do that, they may equalize the abilities of all the T2 classes, so that you don't have train all of them to get "the best." This is why, if you check the character bazaar, you see a lot of characters for sale that can "fly all ships" or multitrained; people are selling them expecting the upcoming T2 rebalance. In any case, by the time you get to the point where you're training for T2 ships, they may be rebalanced already, so you only have to train a single race.