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July patch, what does it mean for WH manufacturing?

First post
Author
Auron Black
Doomheim
#1 - 2014-06-16 14:45:49 UTC
I've read through the patch notes and I can't seem to locate any changes that will give a WH industry pos any advantage over a high sec industry pos? Am I missing something or did my corp make a huge mistake investing in a industry pos for our wh?
RudinV
Sons Of Mother's Friend
Can i bring my Drake...
#2 - 2014-06-16 15:22:55 UTC
Auron Black wrote:
I've read through the patch notes and I can't seem to locate any changes that will give a WH industry pos any advantage over a high sec industry pos? Am I missing something or did my corp make a huge mistake investing in a industry pos for our wh?
just watched future through my magic orb. it says u gonna have rough times. many ways leads to darkness, wrong investments has been done...
send me 5b for full report about your future or ill curse u.
Meytal
Doomheim
#3 - 2014-06-16 15:43:29 UTC
If you're going to live in a WH anyway, industry is a secondary thing for you. PI is better and you can run polymer reactions, unless they're removing the 0.4 restriction on it. You also have W-space content. The only thing I'm not clear about is how they will apply costs to W-space research and production lines, if at all. It sounds like in K-space, even POSes might have a cost which is making me wonder about W-space, though I could be mis-reading that. I need to throw up a tower in W-space on SiSi and look for myself.

As supplementary income, T2 industry is probably still going to be the best option in W-space, sadly enough, along with PI.

If you only care about Industry, and your location only matters in whether it'll be safe and profitable, W-space probably shouldn't be where you are located anyway.
RudinV
Sons Of Mother's Friend
Can i bring my Drake...
#4 - 2014-06-16 16:06:20 UTC  |  Edited by: RudinV
Meytal wrote:
If you're going to live in a WH anyway, industry is a secondary thing for you. PI is better and you can run polymer reactions, unless they're removing the 0.4 restriction on it. You also have W-space content. The only thing I'm not clear about is how they will apply costs to W-space research and production lines, if at all. It sounds like in K-space, even POSes might have a cost which is making me wonder about W-space, though I could be mis-reading that. I need to throw up a tower in W-space on SiSi and look for myself.

As supplementary income, T2 industry is probably still going to be the best option in W-space, sadly enough, along with PI.

If you only care about Industry, and your location only matters in whether it'll be safe and profitable, W-space probably shouldn't be where you are located anyway.

latest idea was about "industrial teams".
better check it prior any forecasts^^
Adoris Nolen
Sama Guild
#5 - 2014-06-17 01:43:51 UTC
For actually manufacturing stuff, not much really. A few % changes here & there. Mostly quality of life issues.
For miners, the instant compression & reprocessing arrays are a huge buff.
RcTamiya Leontis
Magister Mortalis.
#6 - 2014-06-17 06:44:31 UTC
Adoris Nolen wrote:
For actually manufacturing stuff, not much really. A few % changes here & there. Mostly quality of life issues.
For miners, the instant compression & reprocessing arrays are a huge buff.



RIP Rorqual
Gully Alex Foyle
The Scope
Gallente Federation
#7 - 2014-06-17 10:07:13 UTC
Meytal wrote:
PI is better and you can run polymer reactions, unless they're removing the 0.4 restriction on it.
I'm pretty sure they have or are going to remove all restrictions to 0.4 space, but I'm too lazy to confirm it. Big smile Maybe try Sugar Kyle's blog? if it's important to you.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Rek Seven
University of Caille
Gallente Federation
#8 - 2014-06-17 10:29:32 UTC
I think we will be able to dictate what "teams" are used in our systems for any manufacturing jobs. In highsec the construction "teams" are deciding on using a vote system.
Meytal
Doomheim
#9 - 2014-06-17 13:42:30 UTC
Rek Seven wrote:
I think we will be able to dictate what "teams" are used in our systems for any manufacturing jobs. In highsec the construction "teams" are deciding on using a vote system.

If we have to "hire" people to come into the hole and work, what happens in the situations where you shoot everything that enters?

"Why are my jobs never starting?" :)
Angrod Losshelin
modro
The Initiative.
#10 - 2014-06-17 15:26:08 UTC
But I agree, my alliance is heavy into industry and the only major buff that isn't being applied to us is the Thukkers arrays.

Check out my Podcast! My Blog!

chris elliot
Lazerhawks
L A Z E R H A W K S
#11 - 2014-06-17 17:34:40 UTC
Angrod Losshelin wrote:
But I agree, my alliance is heavy into industry and the only major buff that isn't being applied to us is the Thukkers arrays.



Incoming wardec?
The Feuror
The Scope
Gallente Federation
#12 - 2014-06-17 18:07:50 UTC
chris elliot wrote:
Angrod Losshelin wrote:
But I agree, my alliance is heavy into industry and the only major buff that isn't being applied to us is the Thukkers arrays.



Incoming wardec?


Perma wardec.

Awoxing alts are applying now.



Do you offer ore buyback programs..

VVOOF is recruiting able pvpers for WH BLOPS operations

Trinkets friend
Sudden Buggery
Sending Thots And Players
#13 - 2014-06-18 00:42:11 UTC
* Looking forward to seeing POS's with 13 assembly arrays
* Everyone will compress now, so looking forward to a) the end of compressed ore scammers b) freighter lossmails with 30 billion of compressed arkonor aboard
* Easily Compressed ore will see flatter price curves and should see industry spread further than Jita (eg; to Derelik) as the barrier to industry is not so strictly going to be distance from Jita
* foresee a scramble for moons in Rens and other good 0.9 locations
* Expecting "teams" in my grav sites in our C2. I like team sports. Red team will be 12 Hulks, Blue Team (us) will be 12 proteus
Max Kolonko
Caldari Provisions
Caldari State
#14 - 2014-06-18 08:08:54 UTC
Cost will be applied like in any other system based on percentage of all jobs in that category in the game happening in that system. So wh manufacturing will have one of the lowest cost of production on top of mineral cost. Placing 13 or so manufacturing structures in this situation may be an overkill, but we will have to wait and see what the cost will actually looks like and if it is big enough to justify reducing it by 26% this way.

Also teams. This may be nice addition to dedicated t3 manufacturers. Reducing time or materials by few percent but increasing production cost by unknown value may be what actually make those 13 structures setups valid.
The Feuror
The Scope
Gallente Federation
#15 - 2014-06-18 11:12:38 UTC
Max Kolonko wrote:
Cost will be applied like in any other system based on percentage of all jobs in that category in the game happening in that system. So wh manufacturing will have one of the lowest cost of production on top of mineral cost. Placing 13 or so manufacturing structures in this situation may be an overkill, but we will have to wait and see what the cost will actually looks like and if it is big enough to justify reducing it by 26% this way.

Also teams. This may be nice addition to dedicated t3 manufacturers. Reducing time or materials by few percent but increasing production cost by unknown value may be what actually make those 13 structures setups valid.


The main cost of manufacturing complete t3's is reverse engineering the subsystems its like 12.5% odds that you'll land the sub that you want. Until your actually able to pick what sub you want to RE I dont see t3 dropping all that much.

VVOOF is recruiting able pvpers for WH BLOPS operations

Max Kolonko
Caldari Provisions
Caldari State
#16 - 2014-06-18 14:31:49 UTC
The Feuror wrote:
Max Kolonko wrote:
Cost will be applied like in any other system based on percentage of all jobs in that category in the game happening in that system. So wh manufacturing will have one of the lowest cost of production on top of mineral cost. Placing 13 or so manufacturing structures in this situation may be an overkill, but we will have to wait and see what the cost will actually looks like and if it is big enough to justify reducing it by 26% this way.

Also teams. This may be nice addition to dedicated t3 manufacturers. Reducing time or materials by few percent but increasing production cost by unknown value may be what actually make those 13 structures setups valid.


The main cost of manufacturing complete t3's is reverse engineering the subsystems its like 12.5% odds that you'll land the sub that you want. Until your actually able to pick what sub you want to RE I dont see t3 dropping all that much.


I am not saying the price will drop. Only that wormholes will be one of the best places to build them (or any other system where no one but you is doing manufacturing)

Someone doing this in huge indystry hub on station without right team can have who knows - maybe 20% work cost on top of the build cost. Even though cost of reverse (that will go up due to another cost of research - which is also gona be potentially cheaper in wh) will still be large factor you will have to start to worry on reducing work cost. Using system where no one is doing industry/research but yku or your corp. Placing multiple structures in pos to get that 26% reduction in work cost. Getting right team to reduce material need. It will all come down to maximizing margin. Even if after the change cost of t3 stuff would not chamge much there will be people that have high margin and the one that barely make profit from it. We finally have a real choice system where where you build and how you build affect the outcome.
Borsek
KarmaFleet
Goonswarm Federation
#17 - 2014-06-18 15:15:33 UTC
pos life will be easier, it might actually be useful to build caps in wormholes, as well as mining

looking forward to the hulk kills, finally I won't always be the one baiting in mining crap
scorchlikeshiswhiskey
Totally Abstract
O X I D E
#18 - 2014-06-18 20:17:35 UTC  |  Edited by: scorchlikeshiswhiskey
Borsek wrote:
pos life will be easier, it might actually be useful to build caps in wormholes, as well as mining

looking forward to the hulk kills, finally I won't always be the one baiting in mining crap

I don't do production stuff, so can you briefly explain why it would be useful to build caps in wormholes after the indy patch?
Edit: Specifically, what will the patch be doing that will the patch be doing to effect capital indy enough for you to single it out?
Adriana Nolen
Sama Guild
#19 - 2014-06-21 02:06:02 UTC
You won't want to actually build caps in w-space. It's would be better to mine the high ends, compress to high sec, buy/refine your actual needs, & use that thukker array for the 10% ME bonus.
Jill Chastot
WE FORM BL0B Inc.
Goonswarm Federation
#20 - 2014-06-21 04:53:52 UTC
The Feuror wrote:
chris elliot wrote:
Angrod Losshelin wrote:
But I agree, my alliance is heavy into industry and the only major buff that isn't being applied to us is the Thukkers arrays.



Incoming wardec?


Perma wardec.

Awoxing alts are applying now.



Do you offer ore buyback programs..


Can they kill us before we get ourselves killed?

https://forums.eveonline.com/default.aspx?g=posts&t=298596&find=unread OATHS wants you. Come to the WH "Safety in eve is the greatest fallacy you will ever encounter. Once you accept this you will truely enjoy this game."

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