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EVE New Citizens Q&A

 
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Industry production trade side

First post
Author
wayrow11
Imperial Academy
Amarr Empire
#1 - 2016-05-27 12:03:37 UTC
since coming from dust 5 weeks ago I have decided to start a career path in the industrialist side . I would appreciate if anyone could post links for me in this sector I'm not real tech savvy and don't really know where to start looking .So if anyone can help this 63yrs young dust veteran it would be much appreciated lol. Down the track wayrow11 wants to be a major player
Memphis Baas
#2 - 2016-05-27 15:33:03 UTC
Ok, so, briefly, Industry in EVE is more complex than the crafting you'd see in other MMO games.

Players manufacture all the ships, and all the Tech 1 and Tech 2 modules (guns, shields, afterburners, etc.) that the ships use. The "meta" modules that are slightly better than T1 but worse than T2, and the "officer" modules that are better than T2, drop from loot, and are used quite a bit less than player-manufactured modules, because they're more rare and thus often more expensive.

So as an industrialist, you are looking to gather a number of blueprints, and possibly improve their materials and time requirements (it's called researching the blueprint), to reduce your costs. You're also looking to arrange cheap sources of minerals and other raw materials, because if you buy straight from the market, your costs are going to be high. And then, you're manufacturing the stuff from your blueprints, and either selling it for profit, or giving it to your corporation or alliance to support their war efforts.

Here's an Industry Guide from EVE University that talks about the interface and how to use it.

The industrialist profession is, by necessity, also one of trading, because you only make profits if you trade your stuff correctly. You're also possibly looking to train some of the transport ships (industrial, transport T2, freighter), along with sufficient support skills (armor, shields, navigation, targeting, engineering, electronics, etc.) to ensure the survival of your ships, should you get attacked by the many, many PVP'ers out there.

Each character is limited to 10 production runs and 10 research runs, so you may have to create multiple characters if you get into heavy production.

The blueprints for Tech 1 ships and items are on the Market, sold by NPCs, and so you can buy them directly. Tech 2 production is much more involved, because you must first get a hold of Tech 2 blueprint copies, either from Contracts (from other players) or from the invention process. The materials required for T2 production come not just from mining, but also from salvage (from mission-runners), moon resources, planetary industry, etc., so it's quite a bit more involved.

And, ultimately, EVE doesn't have any sort of brand recognition. The battleship that you make is exactly the same as the battleship made by your competitors, which is why you need to be a shrewd trader, and also know the game and know where things sell and where things are in demand (near war areas, or in the trade hubs).

Do Little
Bluenose Trading
#3 - 2016-05-27 19:11:36 UTC
The term "industry" in Eve usually refers to the entire creative side of the game - the whole value chain from harvesting raw material to selling finished goods on the market. There are miners, various intermediate levels of processing, research, invention, manufacturing, hauling and trade. Some people specialize, others, including myself find vertical integration more enjoyable.

As Memphis pointed out - Eve is a true commodity market. At each link in the value chain you are using the same materials and processes as your competition. Differentiators are the skill of your character and your knowledge as a player. As in the destructive side of the game, player knowledge makes a much bigger difference than character skill.

Right now CCP are making significant structural changes to the sandbox and these will result in new paradigms. It's a good time to be starting in industry - those of us who have been playing for a while will need to climb out of our comfortable ruts and learn new ways to do things as well.

In the meantime, I think you should narrow your focus and pick 1 aspect of industry to start. Most have tutorial videos available in the flight academy. There are currently about 50 videos in the series that can be watched in game (click the help icon "?" and the tutorial video tab) or on YouTube https://www.youtube.com/channel/UCczUeYqoS7d40bkeWmJHXGw
Roenok Baalnorn
Baalnorn Heavy Industries
#4 - 2016-05-27 23:05:27 UTC
I agree with what has been said so far. I would add that as far as blueprints i would start with common ammo. You dont make much off of ammo( unless you sell it in null) but the blueprints are cheap, production is cheap and fast.

Production for me( i didnt get big into it , i just dabble) went : Ammo> drones> frigates> cruiser> battlecruisers> Battleships> Capital ship parts. Thats how i kind of progressed in it. Anything above a cruiser i used blue print copies for as originals are expensive and i wasnt planning on making a big career out of production.

You may also want to learn to do planetary interaction. It is good passive income at worse and at best you will need the stuff you produce for industry.
wayrow11
Imperial Academy
Amarr Empire
#5 - 2016-05-27 23:32:24 UTC
thank you all for your time and help there is a lot to digest here lol. From day 1 have been skilling into armour shield turret modules etc dust side has helped me there also been skilling into RORQUAL since onset. Let the schooling begin
Memphis Baas
#6 - 2016-05-27 23:46:36 UTC  |  Edited by: Memphis Baas
Rorqual is an advanced ship, don't expect to be able to fly it solo: it's a capital ship, which means it's expensive and requires cyno alts and friends to be able to move around, it can't enter high-sec, and it has specific purposes (you bring it out to support a fleet of miners, otherwise you keep it as safe as you can, docked or logged off).

EDIT: To clarify, it may be harder finding a trustworthy group of people to be your fleet that you "support," than training the skills and gathering the ISK for the ship.

EVE is odd in that anyone can train the skills for pretty much any ship that may be needed by a group, so when it comes to joining that group, or recruiting your own, it's all about personality, fame, and trust; what skills you have and what ships you can provide are an after-thought. This is very different from other games where, if they heed healers they can recruit healers and not worry about theft, espionage, or enemies infiltrating to kill them.

There are corporate industry positions, where you use the corp's materials to make ships or items for the corp, but you'll have to prove trust (sometimes for years) before they'll give you access to the materials and the blueprints.
Solonius Rex
Federal Navy Academy
Gallente Federation
#7 - 2016-05-28 05:27:12 UTC
wayrow11 wrote:
thank you all for your time and help there is a lot to digest here lol. From day 1 have been skilling into armour shield turret modules etc dust side has helped me there also been skilling into RORQUAL since onset. Let the schooling begin


You cannot fly a rorqual in hisec, only low and nullsec. Meaning that every time you take it out, there is a very real risk of losing it. So you will need to join a good corp or alliance with a good infastructure and the ability to protect you and utilize it to its fullest in order to fly it safley.

You also cannot fly the Rorqual alone and expect to make any isk. The Rorqual is like the Orca, it is a SUPPORT unit. You fly it to help support your mining FLEET. They say it takes ATLEAST 3 mining barges to make it worth flying an orca out(As opposed to flying a mining barge yourself), so keep that in mind.

All in all, i would not recommend going the rorqual route. If you join a corp that already has a good infastructure, chances are they already have a rorqual/orca and dont really need a second pilot. If you truly want to go into industry, there are a lot of skills you need to get, so wasting time on trying to fly a rorqual should be at the bottom of your list.
Do Little
Bluenose Trading
#8 - 2016-05-28 08:53:32 UTC
Currently people don't actually "fly" Rorquals. They hide safely behind POS shields and are piloted by booster ALTs. This will soon change - the Rorqual will be getting a balance pass this summer and boosting ships will need to be "on-grid" though CCP haven't committed to a date for that change.

Unless there is a defensive fleet available to rescue it, an on-grid Rorqual is a dead Rorqual. I'm not sure how this will play out but recommend you focus your training on subcaps. For industry - the Orca is useful as a hauler as well as mining boosts http://wiki.eveuniversity.org/Orca_Guide

Also look at training Transports - Blockade Runner and Deep Space Transport.
wayrow11
Imperial Academy
Amarr Empire
#9 - 2016-05-28 11:24:56 UTC
the one living brain cell left is rattling SEX DRUGS N ROCKNROLL who said that its over abuse would come back to haunt you LOL. I'm taking all this great info seriously, throwing out the anchor and slowing down heading to all these great links and do some serious study, coming from ceo dust side to I want everything now eve side is an adjustment. One has to crawl before one walks lol. Thanks again all for your time and support have a lot of food for thought here.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#10 - 2016-05-28 16:31:56 UTC
If you're planning on making things https://www.fuzzwork.co.uk/blueprint/ may be of interest.

No-one can tell you that X is worth making, and that it will always be worth making. The market shifts for two primary reasons. First, what people fly changes. Second, what people make changes, which leads to over production, which leads to prices dropping in particular areas.

However, some quick guidelines:

  • New stuff tends to have an initial high margin, which then falls to something more reasonable.
  • Stuff that explodes tends to make money. (as it creates a demand)
  • If it's 'obvious', it's probably not going to make a lot. (ships, for example)
  • If you need more skills to make it, it's probably worth more to make.
  • Vertical integration tends to save money. (i.e., if X requires Y, making Y is often a good idea).
  • _always_ check the math. T1 production for T2 production is often not worth it. (which denies part of the guideline above)
  • Watch the politics. If there's a war on in Null, it'll probably drive up Moon Goo prices.
  • Watch the devblogs. Changes in mechanics lead to changes in the market.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter