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Quick NOOB Question about Commodity and Consumable in-game Functions

Author
Maximillian Bonaparte
Interstellar Booty Hunters
Abyssal Booty Hunters
#1 - 2011-12-02 15:29:07 UTC
First, a brief background. This noob comes from playing X-Universe heavily, and in that game commodities and consumables had a relevant in-game function that drove supply and demand. This is due to the dynamics of space-based factories;
a weapons factory may require meat-steak cahoonas, energy cells, and metal ore to produce useable weapons for example - and a meat-steak cahoona factory may require delaxian wheat, argnu beef, and energy cells (which are produced somewhere else) - etc you get the idea.

So far I am not really seeing that dynamic in eve online (other than ores, metals, minerals).

Is the supply and demand of trade goods just an arbitrary factor driven by the NPC stations and AI?

OllieNorth
Recidivists Incorporated
#2 - 2011-12-02 15:37:16 UTC
You are probably not seeing it because it is so pervasive. (Think "Forest for the trees.") When you say "ores, metals, and minerals" you pretty much sum up the whole thing. There are some other items, mainly produced through Planetary Interaction, but most everything is about the minerals. Very little in the economy is NPC-driven, and CCP has been gradually removing AI impact on the marketplace (aside from bots, but that's a whole different thread).
Kya Koshi
Doomheim
#3 - 2011-12-02 16:19:51 UTC
Maximillian Bonaparte wrote:

So far I am not really seeing that dynamic in eve online (other than ores, metals, minerals).

Is the supply and demand of trade goods just an arbitrary factor driven by the NPC stations and AI?



Are you talking about industry in general or actual Trade Goods (the NPC trading stuff like Garbage, Antibiotics, etc).

If you are talking about NPC Trade Goods, there isn't really much to do with them aside from hauling them from one station to another.

Industry (the actual manufacturing of stuff) is a whole different game. You need to find all the necessary resources, find a blueprint, and find an available manufacturing slot. Factor in the skills that reduce waste and time, and finding the right place to sell it so you walk away with a profit makes it quite complex. You can't just create 10,000 shuttles (for example) and expect to sell them at a profit, without the right skills you'll lose a lot of money trying to sell them.

Then there's stuff like T2 and Invention which adds another layer of complexity onto it.
Lauren Hellfury
Super Happy Awesome Fun Times
#4 - 2011-12-02 16:39:17 UTC
Definitely can't see the forest for the trees. Let me take a quick stab at how it fits together.


Asteroids -> ore -> minerals -> ships and modules.

Gas clouds -> gas stuffs --> boosters

WH gas clouds -> gas stuffs +minerals --> used in t3 ships

Planets -> PI stuffs -> nanite paste, POS structures, used in t2 ships and capitals.

Moons (require POS structures)-> moon goo -> t2 production stuffs -> used in all t2 production (ships & modules)

Ships & Modules -> minerals (reprocessing) -> ships and modules.

Ship wrecks -> salvage -> rigs.



I think that covers it/is mostly accurate.

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Florestan Bronstein
Ministry of War
Amarr Empire
#5 - 2011-12-02 17:29:55 UTC  |  Edited by: Florestan Bronstein
Maximillian Bonaparte wrote:
So far I am not really seeing that dynamic in eve online (other than ores, metals, minerals).

let's build something fun, e.g. an upgrade to give a station better industrial capabilities:

http://i.imgur.com/eSEQB.jpg

e.g.:
1,012 units of Robotics
are created from 3,374 units of Mechanical Parts and 3,374 units of Consumer Electronics
are created from 26,992 units of Reactive Metals and 26,992 units of Precious Metals and 26,992 units of Toxic Metals and 26,992 units of Chiral Structures
are created from 4,048,800 units of Base Metals and 4,048,800 units of Noble Metals and 4,048,800 units of Heavy Metals and 4,048,800 units of Non-CS Crystals


If you look at T1 items the production chains may look pretty simple Ore->Minerals->Item.

Look at T2 items, capital ships, structures, ... and things become much more complex.
Radelix Cisko
JUMP DRIVE ACTIVE
#6 - 2011-12-02 20:07:07 UTC
1 unit of Janitor

lol

Despite my posting prowess I really am terrible at this game

Maximillian Bonaparte
Interstellar Booty Hunters
Abyssal Booty Hunters
#7 - 2011-12-02 21:44:27 UTC
Wow I can certainly see it then!

Now - if/when i do an alt ( <--- this one is too gung-ho for industry and would rather stick his nose where it shouldn't be)
I will just have to figure out whether I should concentrate on industry skills or trade, or both!

I can see turning a profit for player-use materials rather quickly - especially if ways can be worked out to go between high and null or low sec - question is whether I should build most of the items myself (it takes time and research to gather materials) or simply trade what others have already built.

Thank u.
Maximillian Bonaparte
Interstellar Booty Hunters
Abyssal Booty Hunters
#8 - 2011-12-02 21:46:24 UTC
Radelix Cisko wrote:
1 unit of Janitor

lol


Where can Roger Wilco be found?? :)
FastJack316
Federal Navy Academy
Gallente Federation
#9 - 2011-12-02 21:58:51 UTC
The vast majority of stations in nullsec are player owned and have docking rights only for friendly corps, so you won't be able to get access to those markets to take advantage of the arbitrage between Jita and most nullsec markets. (our own market specialists, of course, make enormous amounts of bank doing that)

Some stations in nullsec are NPC stations, but are still within the sphere of influence of a 0.0 power that is going to kill you for trespass. It would be possible to fly out there and make a profit off arbitrage but you'd need to learn how to fly safely through gatecamps and generally PVP just to pull it off, and probably train into a blockade runner to have a chance at doing it reliably enough for any profit.

There's room for small margin arbitrage and production in Empire, but you're going to be at a marked disadvantage to everyone who has their skills and standings trained to maximum already. Because of the trade taxes if you want to make any money at all you'll have to grind standings and train up the market skills to reduce taxes to the minimum, because the gap between that and the base tax is where arbitrage profits come from with Empire trading.

This might seem counter intuitive but if you honestly want to make money moving things around or with production on a low-skilled character your best bet is actually to join a nullsec alliance and take advantage of the market access and improved resources that provides. Making your fortune in the Empire market is a lot harder.
Maximillian Bonaparte
Interstellar Booty Hunters
Abyssal Booty Hunters
#10 - 2011-12-02 22:52:43 UTC
FastJack316 wrote:


Some stations in nullsec are NPC stations, but are still within the sphere of influence of a 0.0 power that is going to kill you for trespass. It would be possible to fly out there and make a profit off arbitrage but you'd need to learn how to fly safely through gatecamps and generally PVP just to pull it off, and probably train into a blockade runner to have a chance at doing it reliably enough for any profit.


It peaked my interest when I read that blockade runners can equip a covert ops cloaking device. As I understand it covert ops cloaks can stay active while warping.

:-) That is all I have to say for now...
Jarnis McPieksu
Aliastra
Gallente Federation
#11 - 2011-12-03 15:43:52 UTC  |  Edited by: Jarnis McPieksu
Maximillian Bonaparte wrote:
FastJack316 wrote:


Some stations in nullsec are NPC stations, but are still within the sphere of influence of a 0.0 power that is going to kill you for trespass. It would be possible to fly out there and make a profit off arbitrage but you'd need to learn how to fly safely through gatecamps and generally PVP just to pull it off, and probably train into a blockade runner to have a chance at doing it reliably enough for any profit.


It peaked my interest when I read that blockade runners can equip a covert ops cloaking device. As I understand it covert ops cloaks can stay active while warping.

:-) That is all I have to say for now...


Indeed. There is still a small window to tackle you after you jump to a system and warp to next gate - between the time you hit "warp" and the time you hit "cloak". However, unless they know you are coming and have instalocking tacklers, it is highly unlikely you get caught (plus there is the fact that in low sec gate guns tend to pop anything small and fast enough to tackle you).

in 0.0 there is another little problem; warp disruption bubbles. You may be cloaked almost immediately after jump but if you are cloaked inside a bubble, you have to fly out of it before you can warp and do so before some other ship gets too close and uncloaks you (and you get WTFPWNED).

Blockade runners are extremely useful for low sec small time operations but in 0.0, all logistics pretty much go by Jump Freighters... and that is big time stuff; ship alone is 6-7 bil ISK and it takes quite a while to train to one.
OllieNorth
Recidivists Incorporated
#12 - 2011-12-03 15:48:47 UTC
A good rule of thumb is that any character can do anything, but if you want to do something well, it's better to focus on one thing at a time. Eventually you can be fully skilled to trade AND do industry, but you would probably be better served with two accounts training in parallel, so that you don't have to wait as long.

The nice thing about a trade alt though is that you can max your trade skills relatively quickly, then use that same alt to run missions and such to grind standing.