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Highsec t2- "Quickie Primer"

Author
Xrock
#1 - 2013-12-26 00:14:04 UTC
Welcome to the Quickstart Guide for Highsec t2 manufacturing. The purpose of the guide is to offer concise main points, consolidated, to aid you in getting yourself into this facet of industry.
1. Highsec Tower, basic
- Realities of Security
- Faction Necessary to Anchor
- Prohibitive Costs
-Scale of Scheme
2. Invention Realities
- Character Science Skilling...ugh
- You Need a Friend, Your Alt
- Blueprints? I don't need no stinkin Blueprints
- Datacore mything
3. Supply Supply Supply
- Cloakie Hauler, Your New Home

1. Caldari Medium Control tower

2 x Assembly Array - Component
1 x Assembly Array - Drone
4 x Assembly Array - Equipment
2 x Mobile Laboratory
2 x Mobile Laboratory - Advanced

~500 Caldari Fuel Blocks a day, or ~8.5m isk/day (2500m^3)

1) This is not an anchoring guide, its simple enough but timely. I fumbled thru it well enough w/ help from the internet. The exception is: make all of your labs close enough to be accessed by 1 shuttle, and make all of your item production lines close enough to be accessed by 1 indy (2.5 km to click the storage bays) I used an L-shape on one plane for the 4 Equipment Arrays [do the same w/ the labs], and then a smaller V-shape ~1km beneath on a parallel plane to anchor in the component and drone arrays. You'll be shuffling materials in and out of your industrial as well as often between arrays so not having to putt around helps a lot.

a) There is cpu to online 1x Em Shield and 1x Explosive Hardener if you're paranoid, which you ought not be unless you've made some very powerful and pissed-off enemies, or are trying to park a station near Jita. Personally I laced my POS w/ Warp Batteries, ECM, and additional Hardeners that I could online upon any Wardec.

b) You're gonna have to run Arc starter missions until your eyes bleed for the faction of Highsec your tower will be built in. Theres a few of these hubs for each faction (and they all offer the same missions) so redundancy will be your friend until you break the faction standing necessary to anchor (.5 system = 5.0 w/ Gallente Federation For Everyshore,eg. .6 system Everyshore= 6.0 standing)[before skill standing bonuses]. COSMOS missions are also necessary for the fasttrack to anchoring unless you've the standings already. Additionally there are tag turn-ins that will help. Search the internet and a forewarning that the COSMOS missions must be treaded carefully as they are one-time only and if failed you're out of luck. Do additional research, please.

c) The tower stuctures alone will cost in excess of 500million isk, let alone materials to get the lines running (and keep them running), and POS fuels to ensure you're not busy w/ this hauling task [instead of out makin bank]. Then there are t1 BPO's which for myself summed out to be around 50million at the start. It can easily be more if you choose to diversify your copy slate BPO moreso in order to follow profit margin trends. If you are wondering why you need t1 BPO's it is because you will be amassing t1 bpc's in your mobile labs (via copy slots) to risk datacores to invent t2 bpc's to produce from. I'll go into this more later.

d) There are 10,000 ways to maximize profit. Will it be thru a focus of fantastic buy order volume for mats, hauling methods, sell order dispersions amongst mission/trade hubs. Will it be through creating your own t2 components that have costly BPO requirements [that later go into the t2 module production]. Will you mine your own ore during downtime? Would you create own t1 baseline items for the t2 bpc [would you use an NPC station or your POS slots for t1, alts or no alts] or procuring them on the market. Datacore farming off of RnD agents to help foot the Datacore costs? These are serious and severe questions that will all play a role in your margins. I advice you do a good deal of diligent research on.


2) Invention Suuuuucks. Roll the dice and win big...or not.

a) Skilling -If you've ever looked at the science skill pane in the Market Window you'll know, diversified invention is a significant isk investment. Infact it can catch you offguarde. Each specialized Science skillbook is 10million isk and for any one t1 BPC to invent off of, you need two skills. This can be avoided by sticking to one or two types of modules early on in your tower, such as exclusively shield boosters/hardeners and proj turrents [instead of armor mods, gyros, drones, missile launchers all at the same frame of time]. It can be 100mil isk before you've even turn out your first t2 bpc if you're not careful.

b) Alts - If you do not already have an RnD science/indy alt, it's time to get yours up and running. There is no way to make use of the slots offered with only your main character. POS fuel, among other factors, will chew your efficiency a new one.

c) Blueprints - t2 BPC's can only be invented off of a lot of t1 BPC's. So one must always be copying T1 BPOs, making max-run copies off of the t1 BPO's. Additionally there are the t2 components (shield emitters, triggers, processors) that have BPO's available for you to research and create your own components off of. These are moderately cost prohibitive however as each costs around 3m isk and BPC-ing off of these said t2 component BPO is very inefficient.

d) Datacores - know them well. They are the blood of invention [and therefore t2 manufacturing] and you'll be hauling around a lot of them. You can offset some of their cost (very little of it infact) w/ RnD agents. If you don't have these agents yet it's best to forget I mentioned them for now. The market buy orders and just straight up purchasing from sell orders is your only chance to keep pace w/ the manufacture slots.

3). Cloakie Hauler, nuff said

a) You will be zipping around w/ very isk-condensed goods, be they t2 moon minerals for components, the t2 components themselves, datacores, or your endproduct t2 modules.

I hope this helps. Tips welcome :]
Ave Kathrina
My Ass Is On Fire
#2 - 2013-12-28 00:55:36 UTC
Not a bad post.

Now stop bringing in more competition to the t2 market.
I've done some really stupid shit in this game.
Styth spiting
Brutor Tribe
Minmatar Republic
#3 - 2013-12-28 05:52:02 UTC
It should also be noted that anchored structures do not consume CPU or power until they have been onlined.

This is why it is generally a good idea to anchor 4 of each hardeners and several types of guns (mediums if you're in highsec/wh tend to be best) to your POS but keep them offline. If you do get a wardec you simply offline your labs (offline lab jobs pause but are not canceled) and then online your hardeners and guns. Not only does this save you time of having to go though the process of buying, anchoring and onlining these modules during a wardec, it also may deter players from wardecing you simply because they see an undefended POS that they hope will be an easy target.
Elena Thiesant
The Scope
Gallente Federation
#4 - 2013-12-28 09:28:50 UTC
Xrock wrote:

1) This is not an anchoring guide, its simple enough but timely. I fumbled thru it well enough w/ help from the internet. The exception is: make all of your labs close enough to be accessed by 1 shuttle, and make all of your item production lines close enough to be accessed by 1 indy (2.5 km to click the storage bays)


This is not needed any longer. Since Odyssey the storage can be accessed from anywhere inside the forcefield.
snake03
#5 - 2014-01-04 07:53:50 UTC
Faction war LP stores hand out Datacores like hotcakes.

I'm just a modern day caveman in search of a bigger club.

Busje Komt Zo
UK Corp
Goonswarm Federation
#6 - 2014-01-05 10:36:56 UTC
There are a couple of issues with this primer.

1) No need for assembly arrays in high-sec. Do manufacturing in a NPC station, preferably in a station close to a trade hub (that also still has plenty of factory slots left... maybe hard near Jita, but other places not so much)

2) I'm not sure if it's implied or not, but there is no need for BPO's in a POS. Put up your POS in a system with a station and use the Scientific Networking skill to launch jobs in the POS while keeping the BPO's safely in a NPC station. The only thing you need to go to the POS for (in addition to refueling it) is to pick up T1 BPCs (or put datacores in the POS and pick up T2 BPCs, but as invention in a POS is kind of annoying you might be better off doing that in a station as well).

3) Outsource moving stuff (esp. expensive things) to guys like Red Frog. A freighter is a bit harder to gank than a T1 industrial, and setting up a contract is a lot easier than training for a cloaky hauler.

4) Note that for T2 production you don't actually need to do ME research on the BPOs. ME/PE on the T1 BPCs you create using the copying process doesn't matter and has zero influence on T2 BPCs. So you could just buy T1 components off the market for use in manufacturing and skip ME/PE research altogether... in theory (in practice, having researched BPOs may allow you to produce T1's more cheaply in some cases). Not having to do ME/PE means you could feasibly work without a POS by doing copy jobs in low-sec systems with smaller queues.

5) You can start out with a medium POS, but a small Caldari POS will also hold 3 labs (ie: 2x advanced & 1x normal), which is already enough to keep a few characters busy and consumes less fuel (=less overhead costs).
Louis Catcher
The Scope
Gallente Federation
#7 - 2014-01-06 15:25:41 UTC
First of all great work on this post my friend!

Busje Komt Zo wrote:
There are a couple of issues with this primer.

1) No need for assembly arrays in high-sec. Do manufacturing in a NPC station, preferably in a station close to a trade hub (that also still has plenty of factory slots left... maybe hard near Jita, but other places not so much)


Comments like this makes me boil, any sane manufacturer in eve should have a POS with assembly arrays in it to manufacture AT THE POS. Why you ask? Simply because it goes 25% fricking faster then at a station, not to mention you never need to worry about travelling between 5 different stations to get slots for you and your alts.

All in all 25% is a huge increase for your wallet and isk per hour and lets you invest 25% more money at the end of the day and there fore make an extra 25% profit. 25% of 10bill/month is a big sum and that pays for my PoS fuel and other costs by far.
Batelle
Federal Navy Academy
#8 - 2014-01-08 21:51:04 UTC
Louis Catcher wrote:
First of all great work on this post my friend!

Busje Komt Zo wrote:
There are a couple of issues with this primer.

1) No need for assembly arrays in high-sec. Do manufacturing in a NPC station, preferably in a station close to a trade hub (that also still has plenty of factory slots left... maybe hard near Jita, but other places not so much)


Comments like this makes me boil, any sane manufacturer in eve should have a POS with assembly arrays in it to manufacture AT THE POS. Why you ask? Simply because it goes 25% fricking faster then at a station, not to mention you never need to worry about travelling between 5 different stations to get slots for you and your alts.

All in all 25% is a huge increase for your wallet and isk per hour and lets you invest 25% more money at the end of the day and there fore make an extra 25% profit. 25% of 10bill/month is a big sum and that pays for my PoS fuel and other costs by far.


Its also a tremendous oversimplification that is only true if the producer is limited by manufacturing slots/speed. That's a pretty big IF for someone using this guide or doing invention in general.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Busje Komt Zo
UK Corp
Goonswarm Federation
#9 - 2014-01-09 00:52:14 UTC
While I guess assembly arrays might be useful if you are indeed doing a lot of manufacturing and simply need to have slots available at all times and need the speed boost.

But I doubt people reading this primer will be in that position... in that case it is easier to stick with NPC factory slots until the time comes you grow out of them.
Louis Catcher
The Scope
Gallente Federation
#10 - 2014-01-10 16:40:02 UTC
Busje Komt Zo wrote:
While I guess assembly arrays might be useful if you are indeed doing a lot of manufacturing and simply need to have slots available at all times and need the speed boost.

But I doubt people reading this primer will be in that position... in that case it is easier to stick with NPC factory slots until the time comes you grow out of them.


The first part of this primer is to set up a POS if I am not mistaken? But yes you are right in one thing, a POS is not necessary if you don't need many and many slots running 24/7.