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Returning Player with some basic questions

Author
ScanAlt
Doomheim
#1 - 2016-12-14 20:05:59 UTC
Good evening, forum dwellers! I looked through a few of the different sections of the forums and dev blogs, but I didn't quite find what I was looking for. Essentially, I've been gone for about two years, and while some things never change, many things apparently do! Some of this questions may be very obvious to those of you who have lived through it, and some may be easily answered by linking me to more information (which I would greatly appreciate!), but at the moment I'm still trying to get up to speed.

The big one first, obviously: Citadels! Or these "Structures", it appears that there are many flavors of them. I don't have much experience with Outposts, but these to me appear to be a type of station replacement with services and minor bonuses dependent on the variant of Structure, with more possible bonuses available via what are essentially rigs for the Structures. Is that about right? Is there an easy way to see which types of Structures have which bonuses, based on which "rigs" they have installed? I know you can see the base structures bonuses via market/etc, but I'm struggling to get all the numbers in one place to do a proper comparison. Any information or resources you can provide would be greatly appreciated.

What fees are associated with using someone else's structure? I know they're not letting me use it out of the kindness of their heart, so I'm assuming they can set some tax rate or fee for use of services. Is that about right? Where can I check what these values are for a given structure? Is there any danger of getting locked out of a Structure and my assets made irretrievable?

Also, it appears some POS structures have some modest (2%) material efficiency bonuses that I don't recall them having before. In light of the fact that jobs don't have slots/lines/queues/whatever anymore, and both POS and Citadel setups can offer at least modest bonuses, is there any real reason to manufacture or research anything in NPC stations anymore? The only advantage I can see at a glance is that your jobs in stations can't be interrupted or cancelled by wars (which isn't anything to scoff at, but is nothing from a pure efficiency standpoint).

And finally, a bit of an oddball question that I don't think I can test at the moment. I used to be a small-time T2 producer, rigs and modules, that sort of thing. As best I can tell Invention is more or less the same as it was before: BPC and datacore goes in, T2 BPC comes out, runs on T2 dependent on type of item, decrypter, and runs on the T1 BPC (max runs on T1 required for max runs on T2). Apparently, while I was out, the max runs for some sorts of items changed: it looks like I have a handful of T1 BPC with 300 runs while the new max is 40 runs. Am I correct in assuming that these will be considered as 40-run BPCs for the purposes of Invention?

I'm out of questions for the moment, but thank you for reading! Please feel free to point me at the relevant resources that I'm certain I overlooked, or even just give your thoughts on how things have changed.
Lady Ayeipsia
BlueWaffe
#2 - 2016-12-14 20:18:58 UTC
invention changed little. It use to be you would use a max copy for mods to ensure you received a T2 with max runs. Now... One run of a copy is used each invention attempt and the max runs is only determined by the decrypter.

Read up here:

http://wiki.eveuniversity.org/Invention
ScanAlt
Doomheim
#3 - 2016-12-14 20:25:21 UTC
Lady Ayeipsia wrote:
invention changed little. It use to be you would use a max copy for mods to ensure you received a T2 with max runs. Now... One run of a copy is used each invention attempt and the max runs is only determined by the decrypter.

Read up here:

http://wiki.eveuniversity.org/Invention

An interesting change, thank you! Did Copy times change as well? I was looking at how long some of them were and was wondering how on earth I was going to keep enough BPCs in stock to keep the invention lines running. Since they only take 1 run per attempt now, it's a whole lot easier!
Lady Ayeipsia
BlueWaffe
#4 - 2016-12-14 21:24:17 UTC
Look up the Crius expansion. It was a major Indy update and changed a lot. Here are the patch notes. Read from the bottom to the top as the first patch is listed at the bottom:

https://community.eveonline.com/news/patch-notes/patch-notes-for-crius
Haffsol
#5 - 2016-12-14 22:52:03 UTC
I don't think there is a single aspect of industry that hasn't been revamped or at least tweaked in the past 2 years. From belt and ore composition, ice anomalies, refining, outpost bonuses, invention, mining barges, mining boosting..... and finally these citadels and EC which I don't believe made shake anyone of us within our own bones since they're more of an isk sink rather than a real life changer for the industrialist. Unless you mean with life changer something that makes it worse in every aspect, then they are that.

It all started with Crius, or was it Odissey? Here's a bunch of devblogs. In the last one there is the link to all the other relevant ones right at the top. You're supposed to read them all.

Crius patch notes

EVE Industry

Invention

More stuff
Do Little
Bluenose Trading
#6 - 2016-12-14 22:58:58 UTC
When slot limits were removed, CCP added a "system cost index" which is applied as a percentage to the base item cost of whatever you are building (or researching) to calculate the job cost. This is higher in busy system to encourage industry to spread out. A tax is charged on the job cost. This is a flat rate 10% at NPC stations, Owners of Citadels and Engineering Complexes can charge whatever they want.

Use the facilities tab in the industry tool to see what public facilities are available, what bonuses they have (if any), the tax rate ans system cost index.

The structure owner can lock you out or the structure can be destroyed. You can have your assets moved using the asset safety system. https://support.eveonline.com/hc/en-us/articles/208289365-Asset-Safety

ScanAlt
Doomheim
#7 - 2016-12-15 06:03:56 UTC
Thank you all, the links to those particular dev blogs was very helpful!

I think I know all that I need to know for now, but I'm not one to turn down good advice and information either if you've something else to contribute.
Miriam Beckstein
Science and Trade Institute
Caldari State
#8 - 2016-12-15 17:08:49 UTC
I've also returned after last playing pre-Crius. Have read through the links here, and a few others, and think I've got a basic understanding of how blueprints, copying, inventing, etc, work, and formulae to play with. Which makes me a happy maths geek, though I'm now fairly sure I got ripped off with some BPCs I bought earlier. I looked at the est cost of input vs output, but think I looked at the wrong thing on the input side and so misjudged the potential profit. One more learning experience to add to the collection.

What I am struggling to find, or at least struggling to find a basic page that doesn't have a bunch of assumed knowledge, is information about *where* I can do this stuff. Basically, I want to know about POS, citadels, engineering complex, what's the difference, is it feasible to have my own, join corp that has one, set up in someone else's, and so on. Or do I simply find myself an out of the way NPC station with a low index and pay the 10% tax on all my jobs there? I can find talk of engineering complexes and things, but they seem to assume I already know what I'm talking about. Which I don't. Does anyone have a link or some info they can point me at, please?
Antheria
VVV Enterprises
#9 - 2016-12-15 22:03:06 UTC
Miriam Beckstein wrote:
I've also returned after last playing pre-Crius. Have read through the links here, and a few others, and think I've got a basic understanding of how blueprints, copying, inventing, etc, work, and formulae to play with. Which makes me a happy maths geek, though I'm now fairly sure I got ripped off with some BPCs I bought earlier. I looked at the est cost of input vs output, but think I looked at the wrong thing on the input side and so misjudged the potential profit. One more learning experience to add to the collection.

What I am struggling to find, or at least struggling to find a basic page that doesn't have a bunch of assumed knowledge, is information about *where* I can do this stuff. Basically, I want to know about POS, citadels, engineering complex, what's the difference, is it feasible to have my own, join corp that has one, set up in someone else's, and so on. Or do I simply find myself an out of the way NPC station with a low index and pay the 10% tax on all my jobs there? I can find talk of engineering complexes and things, but they seem to assume I already know what I'm talking about. Which I don't. Does anyone have a link or some info they can point me at, please?


As I see it, we have 3 basic choices for indy stuff - NPC station, POS or citadel. Each choice has advantages & disadvantages.

NPC stations are "safe" but will cost you more & your production times will generally be slower.

POS will require you to have a corp owning the POS & that will make you vulnerable to war decs. If you are simply doing BPO copying/research you can get away with a small tower & simply take it down if war dec'd.

From an indy perspective an Engineering Complex (EC) would be your best bet with citadels. They are much more expensive to build & run compared to a POS & will require some degree of specialisation using rigs. Many people have already put these up & generally they allow public access. Fees to use these facilities are generally quite reasonable (you have to shop around), so all you need to do is find one that suits your needs at the right price, rent an office (you will need a corp to do that) & go for it. Asset safety is a plus. Citadel bonuses improve if you have it placed in lo-sec & even better in null-sec, with risks increasing accordingly.

Your actual question is far too general to be answered quickly. I suggest that you read up a bit more (Eve Uni is a good start) & try & be a bit more specific.
ScanAlt
Doomheim
#10 - 2016-12-15 23:10:58 UTC
Am I going nuts? I think I'm seeing POS towers anchored not next to moons, but either that can't be right or the grid distance went way up where I'm seeing them now where I couldn't before.
Miriam Beckstein
Science and Trade Institute
Caldari State
#11 - 2016-12-16 05:51:21 UTC  |  Edited by: Miriam Beckstein
Antheria wrote:

Your actual question is far too general to be answered quickly. I suggest that you read up a bit more (Eve Uni is a good start) & try & be a bit more specific.


Thanks. Wasn't after detailed advice, just a brief overview of how POS & citadels work, or link to same. Haven't really found one in the same way I have for other game concepts. But you've given me some of it, and which last night's research found a bit more of it.

Summary of my current knowledge & things I still need to resarch are:

NPC station: minimal hassle, guaranteed 10% tax. Seems ok place to start, can focus on working out which are better things to build, high volume low margin stuff won't be feasible due to tax.

POS: Viable to have my own, might need to take it down and lose in-progress jobs if I get wardecced, get 24hrs notice to get that done. Setup cost ? running cost ? Other benefits ? If things go badly wrong, everything in POS is lost. Will be phased out in next couple of years, citadels are the replacement.

My Astrahus: Also viable to have my own, maybe. But no practical way to defend it if wardecced? Setup cost is 1.1 bill for hull, plus ? for equipment. Running cost ? Other benefits (other players renting, tax on other jobs?). If things go badly wrong, all assets stored somewhere I can rescue them?

Someone else's Astrahus/Fortizar: Less tax, rate set by owners. Some rental cost, rate fixed or owner-set? Can I be banned from docking/have rental end? With how much notice? Can owner change the modules and get rid of the one letting me do research/invention/manufacture?

Once I get better idea, looks like biggest issue is monthly running costs vs monthly savings on tax, manufacturing time, etc. So the non-NPC options maybe not viable until skills are high enough to be running a lot of jobs, constantly. Or have extra people in small corp to spread cost.
Shayla Etherodyne
Delta Laroth Industries
#12 - 2016-12-16 07:08:53 UTC  |  Edited by: Shayla Etherodyne
ScanAlt wrote:
Am I going nuts? I think I'm seeing POS towers anchored not next to moons, but either that can't be right or the grid distance went way up where I'm seeing them now where I couldn't before.


Yes, the grid is way larger now, something like 25,000 Km (but I am not sure of the number, I have returned not so long ago and never cared learning the exact value).


@Miriam Beckstein: keep in mind that the engineering complexes are a recent addition and even the citadels were deployed not so long ago, so they are still subject to tweaks and adjustments.
Drilling platform were planned for the winter expansio, but they have been pushed back, maybe up to fall 2017.
ScanAlt
Doomheim
#13 - 2016-12-16 16:50:27 UTC
Thank you!

(And I'm amazed you could follow that post, there was more than a little vodka involved)
ScanAlt
Doomheim
#14 - 2016-12-17 06:57:30 UTC
Another question, if you'll indulge me.

Back when I played last, you could manufacture/research/whatever at a POS as long as the blueprint was in a corporate hangar in the same system (and thus safe even in event of war). Has this changed? I can't seem to get it work, and the information I find appears to be outdated.
Zhilia Mann
Tide Way Out Productions
#15 - 2016-12-17 07:26:21 UTC
ScanAlt wrote:
Another question, if you'll indulge me.

Back when I played last, you could manufacture/research/whatever at a POS as long as the blueprint was in a corporate hangar in the same system (and thus safe even in event of war). Has this changed? I can't seem to get it work, and the information I find appears to be outdated.


Yup. When slots went away, remote research also went away. Now you have to have the blueprint in the same location as the job. Obviously if it's a BPO that means there's more at risk, which was the intention.
ScanAlt
Doomheim
#16 - 2016-12-17 15:39:02 UTC
Makes perfect sense, I just couldn't find the announcement confirming it. Thank you!
Elena Thiesant
The Scope
Gallente Federation
#17 - 2016-12-17 16:47:27 UTC
One other change is that the two remote industry skills (Supply chain management and Scientific Networking) now work across region boundaries. Only the number of jumps count. You can sit in Jita managing jobs in a facility two jump from Amarr with level 3 in the skill.