These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
 

How Practical is my Career Plan?

Author
Radimir Dvornikov
Radikov Astrometrics and Trade
#1 - 2015-01-07 00:20:29 UTC
Hello everyone on Eve. I am new on this game, first logging into New Eden on Jan 1st of 2015. Most of my time so far has been diving all around the Eve Forums, which lead me to the E-Uni wiki, and the Evelopedia. After finishing the starter career agents and moving onto Sister Alitura missions, I came up with the same issue that a lot of people do, "What do I want to do in Eve?"

This has been on my mind for quite a long time, the majority of time in this year in fact. I could see myself piloting tackler ships moving at crazy speeds and being a crazy pilot who has no concern for my clone's well being. Or a cartographer mapping out wormhole space for corp members to harvest the materials and shoot down sleeper drones. Being a stealth bomber remaining hidden and providing intel from inside enemy space. Or a Scientist spending my time researching data cores and constantly inventing T2 blueprints.

When considering everything that I want do, combat would be fun but the ships that catch my eye the most as, 'ships I would enjoy flying' are the space trucks, industrial ships. However these ships are mostly used for hauling and industrialist work. While I can daydream about getting cargo into and out of nullsec space, I'm very aware that I would likely be training myself to fly a Jump Freighter.

-My first question is: how useful are the T1 and T2 Industrialist ships and Jump Freighters for corporation operations?

But in between the movement of stuff, I imagine that there would be a lot of time before I would be doing anything. To take advantage of this time, I also want to have a secondary specialization. But one where I would be more involved with fleets.

-My second question is: Would focusing on both Manufacturing and Logistics ships as well as Industrial ships spread specialization out too far?
Eldwinn
Deep Core Mining Inc.
Caldari State
#2 - 2015-01-07 01:17:56 UTC
Radimir Dvornikov wrote:

-My first question is: how useful are the T1 and T2 Industrialist ships and Jump Freighters for corporation operations?


Very useful.

Radimir Dvornikov wrote:

-My second question is: Would focusing on both Manufacturing and Logistics ships as well as Industrial ships spread specialization out too far?


Considering your SP it is probably best to get a second alt account and have that one do the manufacturing. In the later game of EVE you tend to just inject whatever skill and train it to 5.
Celine Sophia Maricadie
Tal-Cel Industry and Salvage LLC
#3 - 2015-01-07 01:34:57 UTC  |  Edited by: Celine Sophia Maricadie
First, welcome to Eve Online.

For your first question, hauling services can be very useful for corps and group operations. Many corps will have their haulers on alts in NPC corps so that the hauler is at least immune to wardecs.

There would be a definite need in many corps for the more specialized hauling roles in Blockade Runners/Deep Space Transports, and Jump Freighters. For JFs many will have a cyno alt to assist in the movement of the JF.

As far as your second question you don't really get spread out too far. Once you've trained skills you have those skills trained and they don't interfere with you having any other skills. Your only limitations are ISK (to pay for skillbooks) and time to train up those skills. Currently, it would take something like 24 years to train all available skills to V, so not even the oldest active characters in the game have all the skills trained up to the maximum.

At some point you're going to want to get more of a focus on what you're training for simply due to the time factor involved.

It wouldn't take all that long to be a decent tackler for PvP and again it wouldn't take all that long to be a basic, well skilled explorer able to scan down sites in wormholes and provide bookmarks for your corp mates to use. It would take a bit more time to become decent at being able to handle Sleepers as you'd need to be at least be able to fly and fit cruisers (as part of a small fleet of friends/corp mates) to begin to handle Sleepers effectively. There are those that can solo some sites in the lower grade wormholes in T2 Heavy Assault Cruisers (properly fit). Many soloists will start in Battlecruisers, again, properly fit, and with decent support skills.

Getting into Industry and Invention is a fairly science skill intensive commitment to get to the data core researching and T2 blueprint invention. You'll also need standings and that will mean running missions to get your standings up.

My advice is to start with those things that are easily attainable. Many skills once trained up will serve you in many areas no matter what you end up doing.

Find and get into a player corp that can either help you learn, share the same interests, or ideally both. I recommend looking at the Educational organizations and because you do want to learn some things and you have some diverse interests I'd recommend you take a look at Eve Uni. They cover a lot of different areas to learn in and you'll find no shortage of fellow pilots to experience New Eden in.

It's fairly normal to feel a bit lost at this stage. What ever has your interest the most at this point that is easily attainable to get doing and going in is probably the best thing for you to get going in. Keep in mind that everything does take some time and skill to get proficient at it, those factors just grow the more high-end you are looking at.
Rawketsled
Generic Corp Name
#4 - 2015-01-07 01:49:10 UTC
Hero Tackler: Easy to do, fun, everyone in your fleet loves you, everyone not in your fleet hates you. Buy spare ships in advance.
Cartographer: Lowsec and W-Space corps will love you. Requires some training.
Cloaky Watchmen: Cartographers double-up on this. You won't do a lot of killing, but you'll be instrumental in making sure nobody comes to screw you up the bum.
T2 Inventor: Requires lots of SP. Requires a really good understanding of the market at every point in time. You'll be docked in station a lot of the time.

T1 Logistics Cruisers are easy to get into. You'll be an important part of the fleet, but you'll not make money from it.

Manufacturing is hit-and-miss. Some things will make you lots of ISK, some things will lose you ISK. Find an alliance, or a large corp, look at what ships they fly, what modules they fit, and what ammo they use. Manufacture things and sell them in the stations they live in. You make money, they have the toys they want. Everyone is happy.

If you're feeling adventurous, do this for an enemy alliance at a very high price. Then blow up the ships they bought from you.
Sabriz Adoudel
Move along there is nothing here
#5 - 2015-01-07 01:59:58 UTC
Jump freighters are an extremely useful tool. As the skills required to fly one well have significant crossover with combat capital ships (such as Carriers and Dreadnaughts), some players train both of those ship classes on one character.

Just be aware that you are risking a *lot* of capital every time you fly a JF, often for quite minimal rewards.


As for manufacturing - I have about five million SP devoted to production (invention, manufacturing) and that's enough (you can get by with less). Piloting logisitics ships generally requires about ten million dedicated SP, a good deal of which will overlap with flying your racial T2 cruisers which are very good combat ships. You can fly the useful tech 1 logi cruisers with much less.

I support the New Order and CODE. alliance. www.minerbumping.com

Mr Epeen
It's All About Me
#6 - 2015-01-07 02:03:55 UTC
Quote:
How Practical is my Career Plan?


Not very.

But it is ambitious and will keep you busy for a year or so. I say **** practicality. Just do what you want and have fun.

Mr Epeen Cool
Memphis Baas
#7 - 2015-01-07 03:48:38 UTC  |  Edited by: Memphis Baas
This is NOT a game where you can say the equivalent of "I'm a healer, looking for a guild" and expect to be invited. Because in theory everyone can train any ship, recruitment is more about trust and personality than about what ships you can fly that the corp can benefit from. Some corps are exceptions, of course.

But my recommendation would be to find a group of people (corp) that you enjoy playing the game with, and then figure out a "career plan" based, in part, on what they need.

Specifically about transports and freighters, if you spend half a year to train that freighter and THEN join a corp, nobody's gonna trust you enough to give you the valuables in the corp hangars, even if they do need transporting. Corp theft is a problem, so trust is low.
Sabriz Adoudel
Move along there is nothing here
#8 - 2015-01-07 04:29:37 UTC
Memphis Baas wrote:


Specifically about transports and freighters, if you spend half a year to train that freighter and THEN join a corp, nobody's gonna trust you enough to give you the valuables in the corp hangars, even if they do need transporting. Corp theft is a problem, so trust is low.



This last is very true.

However, if you train into jump freighters and build up some trust, you will be *exceptionally* well placed to steal a LOT if you are willing to burn bridges with the corporation you are a member of.

When the TEST alliance went into failscade (failure cascade, it's an EVE metagame term for 'downward spiral'), one very cunning JF pilot that had been a long term loyal member of the alliance decided to make the best of a bad situation, and stole everything not nailed down. He got away with a quarter trillion ISK or so before the alliance realised that its JF service was compromised.

I support the New Order and CODE. alliance. www.minerbumping.com

DeMichael Crimson
Republic University
Minmatar Republic
#9 - 2015-01-07 08:15:24 UTC
Hello Radimir Dvornikov,

Welcome to Eve, may you have a long and rewarding career here.

As for your plans - dream until your dreams come true, never surrender and above all else, have fun.



DMC

Chal0ner
Hideaway Hunters
The Hideaway.
#10 - 2015-01-07 09:18:46 UTC
Eldwinn wrote:
Radimir Dvornikov wrote:

-My first question is: how useful are the T1 and T2 Industrialist ships and Jump Freighters for corporation operations?


Very useful.

Radimir Dvornikov wrote:

-My second question is: Would focusing on both Manufacturing and Logistics ships as well as Industrial ships spread specialization out too far?


Considering your SP it is probably best to get a second alt account and have that one do the manufacturing. In the later game of EVE you tend to just inject whatever skill and train it to 5.


Both jump freighter and logistics (as in repairing combat ships in fleets) are very very appreciated. While jump freighter services are not something usually done daily, almost no fleet would go out without logistics. You will be the forever hero.

IMO you wouldn't need a second account with this plan - the basic industrial skills are quite fast to train, and while you do pvp you can run your industrial projects just fine. It will take a bit more time to get expert JF and/or Logi skills but you will be useful before that if you train Logistics up to 4 first and then go for JF. Then add Logi 5.

Good luck in your future EVE career.
Ka'Narlist
Dreddit
Test Alliance Please Ignore
#11 - 2015-01-07 13:27:36 UTC
Chal0ner wrote:
While jump freighter services are not something usually done daily

They are not? In bigger groups they are because there are allways people who want some stuff moved from null to high or high to null.
Solecist Project
#12 - 2015-01-07 13:44:10 UTC
Mr Epeen wrote:
Quote:
How Practical is my Career Plan?


Not very.

But it is ambitious and will keep you busy for a year or so. I say **** practicality. Just do what you want and have fun.

Mr Epeen Cool

Listen to the half naked man!

He speaks the truth!!


What matters is what you do, not how practical it is!

You can be constantly broke and it doesn't matter,
as long as you enjoy it!

Like me! I'm just a poor girl with a poor family!
I live my life in space, surrounded by monsters who all only have
the goal of catching me and praising the glory of the hypnoboobs!

And trust me these aren't practical at all!!

(but soooo much fun! ;)

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Primary Suspect
Viziam
Amarr Empire
#13 - 2015-01-07 14:44:38 UTC
You're better off specializing in something and becoming good at one thing. Early on it's easy to get your skill points all over the place and get frustrated after a while that u can't do anything well. Although, u need to actually try different things to figure out if u like doing them in the first place. So it's a little bit of a catch 22.

Invention is gonna be a nice passive income for you though, IF you're ready to put the time in to do market research and constantly keep doing it to make sure u're inventing something that u can make a profit on. Everything is gonna be easier if you find a corp though. Yes, they're gonna have their own agenda, but more often than not u're gonna have an easier time having the advice of veterans at your disposal and using their resources to help you out and guide you, so you don't have to invent the wheel. That'll also probably limit the chances of you screwing up in a big way.
Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#14 - 2015-01-07 18:58:48 UTC
there's no practical as a new player

dive in the deep end and see where you end up, practical career plans are for alts.
ergherhdfgh
Imperial Academy
Amarr Empire
#15 - 2015-01-07 20:17:05 UTC
Outside of the haulers everything else you mentioned was frigate based which is a very solid plan especially for a new player but honestly for anyone. I recommend that you focus on flying frigates well for now until you get a better feel for the game.

Yes haulers and Jump freighters are very useful but I think most people have alts to do that. I doubt having it be your only skills will lead to full time fun game play. Also anything that you would use haulers for personally require a bit more knowledge of not only game mechanics but in game market trends which a new player just does not have. Also anything that you would want hauled around it is easy enough to hire someone like Red Frog for now.

In summary focus on small ships for now as they train fast and are lots of fun. Play around with different aspects of the game and specialize once you figure out what you like.

Want to talk? Join Cara's channel in game: House Forelli

ergherhdfgh
Imperial Academy
Amarr Empire
#16 - 2015-01-07 20:21:17 UTC
Primary Suspect wrote:
You're better off specializing in something and becoming good at one thing. Early on it's easy to get your skill points all over the place and get frustrated after a while that u can't do anything well. Although, u need to actually try different things to figure out if u like doing them in the first place. So it's a little bit of a catch 22.

Invention is gonna be a nice passive income for you though, IF you're ready to put the time in to do market research and constantly keep doing it to make sure u're inventing something that u can make a profit on. Everything is gonna be easier if you find a corp though. Yes, they're gonna have their own agenda, but more often than not u're gonna have an easier time having the advice of veterans at your disposal and using their resources to help you out and guide you, so you don't have to invent the wheel. That'll also probably limit the chances of you screwing up in a big way.

all of this and more is why you should probably avoid most industrial stuff for your first 6 months to a year IMHO. Minning is probably the only industrial activity that I would recommend to new players and then only if you are into that kind of thing.

Want to talk? Join Cara's channel in game: House Forelli

Sabriz Adoudel
Move along there is nothing here
#17 - 2015-01-07 21:26:04 UTC
ergherhdfgh wrote:
Primary Suspect wrote:
You're better off specializing in something and becoming good at one thing. Early on it's easy to get your skill points all over the place and get frustrated after a while that u can't do anything well. Although, u need to actually try different things to figure out if u like doing them in the first place. So it's a little bit of a catch 22.

Invention is gonna be a nice passive income for you though, IF you're ready to put the time in to do market research and constantly keep doing it to make sure u're inventing something that u can make a profit on. Everything is gonna be easier if you find a corp though. Yes, they're gonna have their own agenda, but more often than not u're gonna have an easier time having the advice of veterans at your disposal and using their resources to help you out and guide you, so you don't have to invent the wheel. That'll also probably limit the chances of you screwing up in a big way.

all of this and more is why you should probably avoid most industrial stuff for your first 6 months to a year IMHO. Minning is probably the only industrial activity that I would recommend to new players and then only if you are into that kind of thing.



Mining is the worst activity you could consider.

You can start producing tech 2 modules with only twice the SP investment necessary to sit in a Retriever, and unlike mining, you aren't going to need to compete with thousands of bots.

I support the New Order and CODE. alliance. www.minerbumping.com

Radimir Dvornikov
Radikov Astrometrics and Trade
#18 - 2015-01-07 22:23:39 UTC
I'm quite amazed at how many replies there are. Thanks for the feeback!

Celine Sophia Maricadie wrote:
First, welcome to Eve Online.
At some point you're going to want to get more of a focus on what you're training for simply due to the time factor involved.


Primary Suspect wrote:
You're better off specializing in something and becoming good at one thing. Early on it's easy to get your skill points all over the place and get frustrated after a while that u can't do anything well.

The very thing I don't want to do is start training in a field and change my mind. Like you two said, I want to focus on one specific thing and do this one thing very well. At the moment, I am training Cybernetics and Infomorph Psychology to have many clones, and dedicate a training clone that will be permanently docked and jumped to for faster training times. Both of those will take a long time to finish.

ergherhdfgh wrote:
Outside of the haulers everything else you mentioned was frigate based which is a very solid plan especially for a new player but honestly for anyone.

Looking through ISIS, I recognize that the T1 frigates cover most of the roles of fleets: EWAR, Logistics, tacklers, drone boat, exploration, and a ship that has more power with small weapons. I understand that frigates won't tank well in fleet warfare, which is a bummer. Angular Velocity tanking doesn't exist....I don't think, or it is as epic as Hull tanking. T1 Frigates are cheap and don't take a lot of skills to pilot with the basic fittings to do what they need to do.

DeMichael Crimson wrote:
As for your plans - dream until your dreams come true, never surrender and above all else, have fun.

In MMOs, I tend to play exceptionally well as support roles because I am more inspired playing them. My motivation is that they tend to be roles that are seldom and benefit a large group. What I want to do, more than anything, is to be useful. ISK is not that important to me, huge killmails are also not. At the end of a fight or leaving W-Space, it would all be worth it to have people say, "Thanks for doing what you do."

Solecist Project wrote:
Like me! I'm just a poor girl with a poor family!
I live my life in space, surrounded by monsters who all only have
the goal of catching me and praising the glory of the hypnoboobs!

I think I see why. There appears to be a black hole between your boobs that a probe could fit in.



Once again thanks for the feedback. I'll experiment with the different frigates to get an idea of what I like, then focus on a single role that can be done well, is fun for me, and the most beneficial to corps.

Joining a corporation is near the end of my short term goals. Reading these comments and diving more into the mechanics, I'm leaning more towards cloaking ships or Logistics.

In a cloaking astrometric ship, there is: scouting, recon, exploration, cartography, pre-battle bookmarks, hacking, archaeology, gas site hunting.

In a Logistics ship there is: The best role in fleet combat.

That's a bit of tight decision.
Hasikan Miallok
Republic University
Minmatar Republic
#19 - 2015-01-07 23:36:51 UTC  |  Edited by: Hasikan Miallok
Here is one suggestion for a sideline:

As you are heading towards hauling anyway, early on you could train PI to get some planets and also Gallente Industrial and some basic cloaking and get yourself some out of the way losec planets and run them with an Epithal, eventually upgrading to a Viator Blockade Runner when you have T2 skills. Meanwhile you could train up covops frigates and get some losec experience.
J'Poll
School of Applied Knowledge
Caldari State
#20 - 2015-01-07 23:51:18 UTC
Simple:



Does your career plan makes you have fun playing?


Yes > It is practical and continue as you are.


No > It isn't practical and change it so that the above answer applies.




EVE isn't about being practical or max efficient. It is about having fun playing the time you have.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club