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Science & Industry

 
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Indy / Trader alt

Author
Zhen Arzi
Imperial Academy
Amarr Empire
#1 - 2011-12-17 21:24:16 UTC
Does anyone have a basic skill layout for an indy alt?

I want to reprocess all the crap mods I get from missions to build better mods and ships. I know I will need an industrial ship in order to haul the completed products but other than the manufacturing skills and refining I dont know what else to train for.

Any help / suggestions would be awesome.

Emma Royd
Maddled Gommerils
#2 - 2011-12-17 21:57:36 UTC
Zhen Arzi wrote:
Does anyone have a basic skill layout for an indy alt?

I want to reprocess all the crap mods I get from missions to build better mods and ships. I know I will need an industrial ship in order to haul the completed products but other than the manufacturing skills and refining I dont know what else to train for.

Any help / suggestions would be awesome.



Good start is:
Industry V
Mass Production V
Advanced Mass Production IV
Production Efficiency V
Refining V
Refinery Efficiency V
Science IV
Metallurgy V
Scrapmetal Processing IV


And don't forget the basic tanking skills for your ship, and navigation skills so you can move around space faster.


As for the industrial, it's up to you, Gallente have the largest T1 Industrial with the Iteron V, but Caldari have the largest freighter, but if you want a smaller caldari industrial then you're looking at the Bustard.

Once you've got the basics done, you can have a play with PI, don't forget the Trade Skills to sell the stuff, and the standing so you cut down on tax, so skills like Connections V come in useful, and look at R&D agents, it means a lot of mission whoring, but once it's done, you've got a nice little stream of passive income.

Most of the alts I've created have been on new accounts, which is a bad habit since it leads to more pc's, higher electricity bills, and fortunately I've got an understanding wife :), the alt I created for a hauler has now got Amarr Carrier V, Amarr Dread V, can fly and use rorquals for compression, and has got more skillpoints than me :s so the idea of a fixed alt can end up being totally different.

See where you end up with it, do the basics that you need first, and then see what you fancy.


Zhen Arzi
Imperial Academy
Amarr Empire
#3 - 2011-12-17 22:13:32 UTC
Wow thanks. That was pretty much what I was looking for.
RubyPorto
RubysRhymes
#4 - 2011-12-17 23:39:13 UTC  |  Edited by: RubyPorto
Theres a limit to how useful an alt on the same account can be. It's pretty much only for things you'll need intermittantly/can operate logged off/ or require you to be somewhere your main will not be.

If you live in hisec, a hauler alt on the same account isn't very useful since you can move around easily.

I use same acct alts for things like cynos (intermittant need, need to be where main isn't), my hauling alt (nearly to JFs) will have some industry alts (can operate logged off, need to be in hisec corp).


And yeah, once you start going down the alt path it balloons. I've kept myself down to 3 accts so far, but adding another is just so tempting.

EDIT:
As for what to train for, consider going into invention and T2 production. Doesn't quite mesh with mission running, but it legitimately benefits from being an alt to use due to POSes and such, unlike hauling.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Xuzi
Pator Tech School
Minmatar Republic
#5 - 2011-12-18 00:51:29 UTC
Zhen Arzi wrote:
Does anyone have a basic skill layout for an indy alt?

I want to reprocess all the crap mods I get from missions to build better mods and ships. I know I will need an industrial ship in order to haul the completed products but other than the manufacturing skills and refining I dont know what else to train for.

Any help / suggestions would be awesome.

Lets break down exactly what you want to do. First you say you want to reprocess your loot. To do this, ideally you would have Scrapmetal Processing, but if you don't mind a small amount of waste, you can get most of the minerals with Refinery Efficiency IV. There are also implants that can help. Otherwise you're looking at a long slog of training to get to Scrapmetal. Don't forget you also need 6.67 standings with the NPC corp that owns the station where you want to reprocess at. Also make sure that station has a 50% refinery and not one of the crappy 30% refineries.

The next step you mention is to take those minerals from your loot and build stuff out of them. There are some factors you should consider here.

Firstly, your loot will likely produce a fair amount of minerals, but probably not enough to feed 10 manufacturing lines 24/7, so you likely won't need more than a few levels in Mass Production unless you decide to go fully into manufacturing. You might just start out with your single line and see if it meets your needs. On a side note, Mass Production IV is nice as it unlocks Supply Chain Management which would allow you to start jobs remotely and/or start jobs at POS manufacturing arrays.

Production Efficiency V is pretty much a must for any manufacturing involving minerals.

All Manufacturing requires a blueprint. If you intend to only manufacture a few odds and ends here and there for personal consumption, you'll probably want to just grab some pre-researched Blueprint Copies (BPC) off of contracts. On the other hand, if you should decide you want to mass produce something, you'll probably want to invest in a Blueprint Original (BPO) and either research it yourself, or buy one that has already been researched off contracts.

As for hauling, you can either do it yourself or even contract it out using a courier contract. It really depends on what you manufacture and how bulky it is. Hauling takes time, and if you can make more in that time doing missions, paying someone else to do it might not be a bad idea.

If you intend to sell your products on the market and you have someone else haul, you'll probably want to get both Marketing and Daytrading so that you can set up sell orders and modify them remotely.

If you get more involved in manufacturing and/or trading, you can build out from there. There is good potential for semi-passive income from both. Personally, I'd suggest getting into trading first, before getting heavily into manufacturing. The knowledge you pick up will help you figure out what to manufacture. Buying up modules to melt down might be a good place to start.

Lastly, if spreadsheets scare you, you may not want to get heavily involved in manufacturing. Always do the math first and always give materials a value even if you acquired them for "free".
Tau Cabalander
Retirement Retreat
Working Stiffs
#6 - 2011-12-18 01:20:04 UTC
Hauling Basics
* Amarr Frigate 3
* Amarr Industrial 1 (higher is optional, but read below)
* Hull Upgrades 2 (or higher if possible)
* Rigging 3
* Astronautics Rigging 1
* Navigation 5 (optional but strongly recommended, or as high as possible)
* Evasive Maneuvering 5 (optional but strongly recommended, or as high as possible)
* Spaceship Command 5 (optional but strongly recommended, or as high as possible)
* Mechanic 5 (optional but strongly recommended, or as high as possible as haulers are mostly structure)
* Shield Management 5 (optional but strongly recommended, or as high as possible)
Amarr Bestower is the largest low-skill industrial, Minmatar Mammoth at level 4, Gallante Iteron V at level 5. After the Bestower, train for whatever racial industrials you want. Freighters, blockade runners, deep space transports, and jump freighters should be considered before training racial Industrial level 5, as they are all a bit different.

Manufacturing Basics
* Production Efficiency 5
* Industry 5
* Mass Production 5
* Advanced Mass Production 4
* Supply Chain Management 1 (typically no more than 4)
BPO/BPC may require additional Science category and/or Mechanics category skills.

Research Basics
* Science 5
* Research 5
* Metallurgy 5
* Laboratory Operation 5
* Advanced Laboratory Operation 4
* Scientific Networking 1 (typically no more than 4)
BPO/BPC may require additional Science category and/or Mechanics category skills.

Trade Basics
* Accounting 5 (save on taxes! At least 4 strongly recommended)
* Broker Relations 5 (save on broker fees! At least 4 strongly recommended)
* Margin Trading 4 (level 5 recommended)
* Day Trading 1 (typically no more than 4)
* Marketing 1 (typically no more than 4)
* Procurement 1 (typically no more than 4)
Then train for as many orders and contracts as needed.

POS Management Basics
* Anchoring 3 (everyone should have this)
* Starbase Defense 4 (recommended, but requires Anchoring 5)
Skorpynekomimi
#7 - 2011-12-18 08:16:15 UTC
For reprocessing crap, flying haulers, and basic T1 manufacturing, you won't need an alt. Just train the skills up on your main. Ditto for trading, since I'm assuming you just want to set up buy/sell orders, and not constantly milk the markets for ISK.

Economic PVP

Anya Ohaya
School of Applied Knowledge
Caldari State
#8 - 2011-12-19 08:37:15 UTC
Get production efficiency V and some good blueprints. Otherwise just sell the minerals.
Mnengli Noiliffe
Doomheim
#9 - 2011-12-22 07:50:48 UTC  |  Edited by: Mnengli Noiliffe
mechanic 5, engineering 5, science 5, electronics 5, all science skills 4 so you can invent and build stuff, pe5, adv. lab ops 4, adv. mass production 4, scientific networking 4, supply chain management 4, hacking 3, 4 encryption methods 4, other stuff i forgot to mention.

also i disagree that you absolutely need pe5, t2 manufacturing profits far outweight 5% mineral waste, maybe you need it for t1 production but there is so little profit and so much work to do its not worth bothering with anyway
Mnengli Noiliffe
Doomheim
#10 - 2011-12-22 07:51:07 UTC
sorry delete this