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EVE New Citizens Q&A

 
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Ship Blueprints

Author
Iso Tectic
Imperial Academy
Amarr Empire
#1 - 2012-12-14 11:18:53 UTC
ive been using a few web based browser that were highly recommended , in search for profitable blueprints, heres the problem, ship blueprints have something called "extra materials" for instance
Retriever BPO ME=0 PE=0
materials as shown ingame
iso= 34713
mega= 263
mex= 52109
nocx= 3557
pyer=515428
trit= 1751288
zydr= 890
NOW, EVERY SINGLE calculator i have seen online (that ive found or heard about) shows this
Retriever BPO ME=0 PE=0
iso= 9627
mega= 105
mex= 14976
nocx= 2125
pyer= 73277
trit= 692393
zydr= 545
this is driving my logical mind insane, why would blueprint calculators online neglect to factor these in, no amount of me research could get rid of an extra million tritanium and ive told the calculators zero me, please someone explain this to me, AND the calculators are not out of date this is not the reason for them not factoring in extra materials

any illumination on this subject would be miraculous, thanks
Elena Thiesant
The Scope
Gallente Federation
#2 - 2012-12-14 11:23:54 UTC  |  Edited by: Elena Thiesant
Not sure which calcs you're using. This one shows normal materials (affected by ME) and extra materials (not affected by ME, not returned by reprocessing) separately. I think many of them do, so make sure you're looking at both the normal materials and the extra materials.

http://www.fuzzwork.co.uk/blueprints/

For the retriever ME0, that site shows

Tritanium 564,172
Pyerite 59,707
Mexallon 12,202
Isogen 7,844
Nocxium 1,731
Zydrine 444
Megacyte 86

Extra materials:
Tritanium 1,187,116
Pyerite 455,721
Mexallon 39,907
Isogen 26,869
Nocxium 1,826
Zydrine 446
Megacyte 177
Iso Tectic
Imperial Academy
Amarr Empire
#3 - 2012-12-14 11:32:58 UTC
i just found that one a few minutes ago, thing is, why do they separate them from each other ? you're gonna have to use those materials no matter what be they extra or not, so why the difference ?
Jack Mayhem
Kaer Industries
#4 - 2012-12-14 11:39:21 UTC
Most of the calculators are outdated. Fuzzwork one as quoted above is right.

Some BPOs have base materials and extra materials. The reasons for extra materials are two: 1) to nerf items that are especially good for mineral compression, 2) to avoid mineral speculation with recent pathes. Retriever falls in second category (together with almost all cruiser BPOs).

You see, CCP buffed mining barges significantly in summer patch as well as increased the required minerals to build them. To avoid situations when someone would build bazillion of barges pre-patch and reprocess them right after to receive free minerals, CCP made all those additional minerals as "extra" - i.e. unrecoverable if you reprocess the item. The side effect is also that extra materials are not affected by ME research.

Hope that helps.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#5 - 2012-12-14 11:48:47 UTC
Hi,

Extra materials, in this case, were used so people couldn't use the changes in materials to create minerals from nothing. Because when you reprocess something, you don't get any of the 'extra materials' back.

Some of us saw the changes coming and put hundreds (if not thousands) of ships into production at the lower initial cost.If they'd just adjusted the base materials, we'd have made absolute fortunes in no time at all. As is, some made small fortunes, with a larger fortune waiting till the prices recover.

Anyway, extra materials:
1: aren't recovered when reprocessing happens.
2: aren't affected by ME waste
3: are only affected by production efficiency waste if they're also in the base materials

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Iso Tectic
Imperial Academy
Amarr Empire
#6 - 2012-12-14 12:03:40 UTC
thanks guys, i understand now, much appreciated, its just hard to manufacture any ships at a profit i guess
Jack Mayhem
Kaer Industries
#7 - 2012-12-14 12:13:54 UTC
Iso Tectic wrote:
thanks guys, i understand now, much appreciated, its just hard to manufacture any ships at a profit i guess


Currently it's impossible to manufacture all the ships that were recently changed at a profit. That's mining barges and most of the cruisers.

You will have to wait until the stocks will be sold out. That might take a long time for some.
Merouk Baas
#8 - 2012-12-14 12:24:08 UTC
Even after that, it's hard. Veteran manufacturers are using:

- maximum production efficiency skills
- researched blueprints (material efficiency)
- cheaper sources of minerals than the orders on the market
- factories in stations where they have high standings
- maximized trading skills for less taxes when selling
- stockpiles of product that they made long ago

In addition, for Tech 1 items you're also competing with all the mission people, who like to dump their loot on the market for cheap. Your Small Shield Extender I can't be more expensive than the slightly better Azeotropic version.

You won't be able to compete by selling at a trade hub. You may be able to compete by selling your ships at an entrance from 0.0 to lowsec empire, as things are sold for a higher markup there, but the volume will be lower.
Jack Mayhem
Kaer Industries
#9 - 2012-12-14 12:41:50 UTC
Merouk Baas wrote:
Even after that, it's hard. Veteran manufacturers are using:

- maximum production efficiency skills
- researched blueprints (material efficiency)
- cheaper sources of minerals than the orders on the market
- factories in stations where they have high standings
- maximized trading skills for less taxes when selling
- stockpiles of product that they made long ago

In addition, for Tech 1 items you're also competing with all the mission people, who like to dump their loot on the market for cheap. Your Small Shield Extender I can't be more expensive than the slightly better Azeotropic version.

You won't be able to compete by selling at a trade hub. You may be able to compete by selling your ships at an entrance from 0.0 to lowsec empire, as things are sold for a higher markup there, but the volume will be lower.


Most of what you wrote is wrong.

- You don't need to be "Veteran" to have maximum production efficiency skills, it takes couple weeks to train and is a must if you want to be a producer.
- Researched blueprint are also cheap (cruisers, not mining barges).
- "Cheaper sources of minerals"? Really? Most of the serious manufacturers buy in Jita.
- Factories and standings - what?
- Standings for taxes I agree.
- Stockpiles - not that much, with exception to pre-patch speculations, if mineral prices drop you can as well lose money, so stockpiles don't help much.

To prove it - manufacture cost of only cruiser hull that doesn't have extra materials, Maller, is 11.9 mISK (ME 10). Sell price at Jita is 13.0 mISK. That's substantial profit even with full taxes ;)
Tau Cabalander
Retirement Retreat
Working Stiffs
#10 - 2012-12-14 13:01:33 UTC  |  Edited by: Tau Cabalander
I know ships seem cool to manufacture, but if your grandmother played EVE she'd also want to make ships. There is a lot of competition.

Manufacturing ships also requires a bigger ISK and skill point investment.

i.e. ship manufacturing is a very bad place to start.

Try items that EVERYBODY uses: ammo, scripts, rigs, modules (salvager, tractor beam, survey scanner, probes, probe launchers, mining lasers, etc.)

Basic Industry Skills
Jack Mayhem
Kaer Industries
#11 - 2012-12-14 13:12:55 UTC
Tau Cabalander wrote:
I know ships seem cool to manufacture, but if your grandmother played EVE she'd also want to make ships.

Manufacturing ships also requires a bigger ISK and skill point investment.

i.e. ship manufacturing is a very bad place to start.

Try items that EVERYBODY uses: ammo, scripts, rigs, modules (salvager, tractor beam, survey scanner, etc.)


This is the same quality advice as advising to fly Rifter if you want to start PVPing. Rifter is ****, all the other T1 frigates are better.

Same with ammo or modules, they are bad. It's much better to track ship profitabilities, buy BPCs from contracts and produce battlecruisers/battleships than make abysmall profits from ammo. Ships are very well profitable, the problem is that they fluctuate a lot. You can make as much profit from selling one hull as you would from all day producing ammo. And no one in sane mind uses T1 modules when meta are usually cheaper ;)
Ruvin
Amarr Empire
#12 - 2012-12-14 13:47:53 UTC
Jack Mayhem wrote:
Tau Cabalander wrote:
I know ships seem cool to manufacture, but if your grandmother played EVE she'd also want to make ships.

Manufacturing ships also requires a bigger ISK and skill point investment.

i.e. ship manufacturing is a very bad place to start.

Try items that EVERYBODY uses: ammo, scripts, rigs, modules (salvager, tractor beam, survey scanner, etc.)


This is the same quality advice as advising to fly Rifter if you want to start PVPing. Rifter is ****, all the other T1 frigates are better.

Same with ammo or modules, they are bad. It's much better to track ship profitabilities, buy BPCs from contracts and produce battlecruisers/battleships than make abysmall profits from ammo. Ships are very well profitable, the problem is that they fluctuate a lot. You can make as much profit from selling one hull as you would from all day producing ammo. And no one in sane mind uses T1 modules when meta are usually cheaper ;)



and how a newbie who started manufacturing should move his BC BS ? learn to fly them ? Thats a lot of SP which wont benefit directly the business .
Have them hauled ? Thats a big cut from the profit for a new player , also they cost a lot !

I really cant imagine someone with right skills doing bs on 10 lines non stop ... Thats a big capital , big money involved really come on ...

Making ammo isnt only about profit is about learning how it works , once he can handle it , he will already know whats best to build .

Opportunities multiply as they are seized.

Jack Mayhem
Kaer Industries
#13 - 2012-12-14 13:55:21 UTC
Ruvin wrote:
and how a newbie who started manufacturing should move his BC BS ? learn to fly them ? Thats a lot of SP which wont benefit directly the business .
Have them hauled ? Thats a big cut from the profit for a new player , also they cost a lot !

I really cant imagine someone with right skills doing bs on 10 lines non stop ... Thats a big capital , big money involved really come on ...

Making ammo isnt only about profit is about learning how it works , once he can handle it , he will already know whats best to build .


Battlecruiser is 15,000 m3. It can fit in T1 hauler.

It's been a long time since I ran any T1 ammo profit calculations, but last time 1 line of BC-production made more profit than 10 lines of ammo. Choosing what to produce smartly, of course. Plus it helps the newbie to start actually thinking in choosing market opportunities rather than go with the flow of "T1 ammo".
Katran Luftschreck
Royal Ammatar Engineering Corps
#14 - 2012-12-14 13:59:51 UTC  |  Edited by: Katran Luftschreck
Merouk Baas wrote:
In addition, for Tech 1 items you're also competing with all the mission people, who like to dump their loot on the market for cheap. Your Small Shield Extender I can't be more expensive than the slightly better Azeotropic version.

You won't be able to compete by selling at a trade hub. You may be able to compete by selling your ships at an entrance from 0.0 to lowsec empire, as things are sold for a higher markup there, but the volume will be lower.


Actually that's not entirely right. The thing to remember is that unless you've got tons of people doing missions and salvaging all the all the time then you'll rarely see big stacks of meta gear for sale. Usually it's never more than two or three of any particular meta item in any area other than a major hub. Plus the casual mission runner is rarely thinking too much about the real value of an item, so they'll either underprice it too much (and it vanishes in an instant) or they overprice it too much (and it sits there collecting dust forever). So basically, meta loots drops aren't really anything to be feared.

An industrialist, on the other hand, doesn't even consider making stacks of less than a hundred of anything. They ram their BPOs to the max runs limit every time and then shove up hundred or thousands of items into market orders with a three months expiration date on every one. It's the opposite philosophy of the loot seller: The loot seller usually just wants instant gratification ISK, while the industrialist wants to see that steady stream of ISK coming in every day & every hour as her 50+ orders for five hundred of this and sixty thousand of that are slowly but surely being bought up.

Plus the industrialist will, by their nature, be paying closer attention to rival market prices and trying to build up a regular customer base. Trust me, when people know that they will always be able to buy all-you-can-eat quantities of their favorite ammo at the same place every day and at a fixed price... oh yeah, they become regular customers all right. And then they tell their friends. Now you've got more regular customers. And so on.

Only the most dedicated mission running groups that can actually scrape up literally hundreds of identical meta items per week pose any real threat to your profit margins. Because to be honest, when you've got a ship that fits eight turrets and there are only three of that awesome meta 4 gun to be found, and then you look and see several hundred of the plain old T1s for sale right over there... most people will just grab eight of the generic T1s rather than have to work with some weird imbalanced gun configuration.

Though you are absolutely correct about trade hubs. I don't see the logic in moving goods 10% faster if you can only get 50% of their actual value out of them. Quantity has power, but it takes time for that strategy to pay off. I suspect most trade hubs are fueled by pure impatience. I'm probably wrong but whatever.

http://youtu.be/t0q2F8NsYQ0