These forums have been archived and are now read-only.

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

Science & Industry

 
  • Topic is locked indefinitely.
 

Industrial char development after 2 years.

Author
Strrog
School of Applied Knowledge
Caldari State
#1 - 2012-07-03 07:10:09 UTC
Hello :)

I have industry char with 37 mill SP,that can operate JF, Orca, Rorq, hulk (V), refining skills to 4, production efficiency @ 95%, 130 market orders, t2 drones and level IV for ship and t2 modules and t1guns for level 4 missions, 4 planet PI system. My current plan will finish in like a month where the char will have mining director V and project management to 4 ( to do 4 agents for data cores).

At this point char is specced intel/mem. Seems like most of industry needs are met.

Should I concentrate on invention or just call the char done? How are things with inventing t2 BPCs?

thank you for advice
Victoria Sin
Doomheim
#2 - 2012-07-03 07:53:13 UTC
Strrog wrote:
Hello :)

I have industry char with 37 mill SP,that can operate JF, Orca, Rorq, hulk (V), refining skills to 4, production efficiency @ 95%, 130 market orders, t2 drones and level IV for ship and t2 modules and t1guns for level 4 missions, 4 planet PI system. My current plan will finish in like a month where the char will have mining director V and project management to 4 ( to do 4 agents for data cores).

At this point char is specced intel/mem. Seems like most of industry needs are met.

Should I concentrate on invention or just call the char done? How are things with inventing t2 BPCs?

thank you for advice


Have you got warfare link V? The other leadership skills are useful too, especially in null if you're a mining leader and want to buff shield/armor on your gang.
Strrog
School of Applied Knowledge
Caldari State
#3 - 2012-07-03 07:58:18 UTC
Victoria Sin wrote:
Strrog wrote:
Hello :)

I have industry char with 37 mill SP,that can operate JF, Orca, Rorq, hulk (V), refining skills to 4, production efficiency @ 95%, 130 market orders, t2 drones and level IV for ship and t2 modules and t1guns for level 4 missions, 4 planet PI system. My current plan will finish in like a month where the char will have mining director V and project management to 4 ( to do 4 agents for data cores).

At this point char is specced intel/mem. Seems like most of industry needs are met.

Should I concentrate on invention or just call the char done? How are things with inventing t2 BPCs?

thank you for advice


Have you got warfare link V? The other leadership skills are useful too, especially in null if you're a mining leader and want to buff shield/armor on your gang.


The indy char stays in high sec as trade/pi is near hub, the goal for the toon to make passive, semi-actice isk stream to supply future PVP habbits, maksing out booster skill seems alright but my question was more about industry related development

thank you for tip :)
Victoria Sin
Doomheim
#4 - 2012-07-03 11:05:49 UTC
Strrog wrote:
Victoria Sin wrote:
Strrog wrote:
Hello :)

I have industry char with 37 mill SP,that can operate JF, Orca, Rorq, hulk (V), refining skills to 4, production efficiency @ 95%, 130 market orders, t2 drones and level IV for ship and t2 modules and t1guns for level 4 missions, 4 planet PI system. My current plan will finish in like a month where the char will have mining director V and project management to 4 ( to do 4 agents for data cores).

At this point char is specced intel/mem. Seems like most of industry needs are met.

Should I concentrate on invention or just call the char done? How are things with inventing t2 BPCs?

thank you for advice


Have you got warfare link V? The other leadership skills are useful too, especially in null if you're a mining leader and want to buff shield/armor on your gang.


The indy char stays in high sec as trade/pi is near hub, the goal for the toon to make passive, semi-actice isk stream to supply future PVP habbits, maksing out booster skill seems alright but my question was more about industry related development

thank you for tip :)


Well, I ask because you're training Mining Director V. Seems pointless if you aren't going to be doing any mining!
Styth spiting
Brutor Tribe
Minmatar Republic
#5 - 2012-07-03 17:42:51 UTC
Advanced lab ops III so you can have 9 research slots active at any one time. Even if you don't have a POS or use any of the BPO's you research you can always sell them.

Invention is good if you don't have a lot of isk (T1 manufacturing is best for ships/rigs). So decide between buying expensive bpo's (ships) or cheap bpo's and do invention.
Strrog
School of Applied Knowledge
Caldari State
#6 - 2012-07-03 21:16:59 UTC
Victoria Sin wrote:
Strrog wrote:
Victoria Sin wrote:
Strrog wrote:
Hello :)

I have industry char with 37 mill SP,that can operate JF, Orca, Rorq, hulk (V), refining skills to 4, production efficiency @ 95%, 130 market orders, t2 drones and level IV for ship and t2 modules and t1guns for level 4 missions, 4 planet PI system. My current plan will finish in like a month where the char will have mining director V and project management to 4 ( to do 4 agents for data cores).

At this point char is specced intel/mem. Seems like most of industry needs are met.

Should I concentrate on invention or just call the char done? How are things with inventing t2 BPCs?

thank you for advice


Have you got warfare link V? The other leadership skills are useful too, especially in null if you're a mining leader and want to buff shield/armor on your gang.


The indy char stays in high sec as trade/pi is near hub, the goal for the toon to make passive, semi-actice isk stream to supply future PVP habbits, maksing out booster skill seems alright but my question was more about industry related development

thank you for tip :)


Well, I ask because you're training Mining Director V. Seems pointless if you aren't going to be doing any mining!


Well can still mine in high sec :P, the low/null activity is so up in the air unfortunately.
Strrog
School of Applied Knowledge
Caldari State
#7 - 2012-07-03 21:18:21 UTC
Styth spiting wrote:
Advanced lab ops III so you can have 9 research slots active at any one time. Even if you don't have a POS or use any of the BPO's you research you can always sell them.

Invention is good if you don't have a lot of isk (T1 manufacturing is best for ships/rigs). So decide between buying expensive bpo's (ships) or cheap bpo's and do invention.



cool ty will add to the plan.

Could anyone give me a quick reference in expense and profit with invention just to have a better idea?
Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2012-07-04 01:24:32 UTC
Dersk
Perkone
Caldari State
#9 - 2012-07-04 02:18:47 UTC  |  Edited by: Dersk
Strrog wrote:
Could anyone give me a quick reference in expense and profit with invention just to have a better idea?


EM ward amplifier II
Material cost: 200,000 isk
Invention cost (accounting for expected failure rate): 60,000
Jita buy orders: 1,000,000 isk
Jita sell orders: 1,200,000 isk

One manufacturing slot will handle 10 runs per day without much fuss, giving an approximate profit per week of 60 million isk using some heavy rounding. 10x manufacturing slots (one character) would require about 200 million isk worth of datacores and production materials and yield 600 million isk in profit (give or take a few) per week. There are several modules that get close to that cost/profit area... it doesn't all have to be the same thing.

The problem with t2 modules is the invention process is infuriatingly repetitive. You'll also probably need a control tower to provide enough copies for that much production, which involves more startup cost and overhead with the fuel. Invention slots are fairly easy to come by, but I'd suggest moving them to a control tower if you go that route.

Ships aren't quite as frustrating, but require more materials for consistent manufacturing, and come at a much larger risk when invention fails.

EDIT: invention cost is for datacores. Costs for BPCs are not included, as that depends on the method they're acquired, as hinted further down.
Strrog
School of Applied Knowledge
Caldari State
#10 - 2012-07-04 06:05:16 UTC
Dersk wrote:
Strrog wrote:
Could anyone give me a quick reference in expense and profit with invention just to have a better idea?


EM ward amplifier II
Material cost: 200,000 isk
Invention cost (accounting for expected failure rate): 60,000
Jita buy orders: 1,000,000 isk
Jita sell orders: 1,200,000 isk

One manufacturing slot will handle 10 runs per day without much fuss, giving an approximate profit per week of 60 million isk using some heavy rounding. 10x manufacturing slots (one character) would require about 200 million isk worth of datacores and production materials and yield 600 million isk in profit (give or take a few) per week. There are several modules that get close to that cost/profit area... it doesn't all have to be the same thing.

The problem with t2 modules is the invention process is infuriatingly repetitive. You'll also probably need a control tower to provide enough copies for that much production, which involves more startup cost and overhead with the fuel. Invention slots are fairly easy to come by, but I'd suggest moving them to a control tower if you go that route.

Ships aren't quite as frustrating, but require more materials for consistent manufacturing, and come at a much larger risk when invention fails.



So you do not need data cores for this process?
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#11 - 2012-07-04 07:41:04 UTC
Datacores are in the invention cost.

http://www.fuzzwork.co.uk/blueprints/2553/-4/5/0/5

If you look at the bottom of it, you'll see a bit about invention.

You do need some BPCs for it though, which aren't included. and line costs. so it's a /little/ more complex.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Victoria Sin
Doomheim
#12 - 2012-07-04 08:18:54 UTC
Good one guys. Don't let the OP find out for himself what to invent and what not to, just tell him!
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#13 - 2012-07-04 08:48:34 UTC
Any pilot of any ship needs to work on survival if you are going to fly. Go back and flesh out your tanking active and passive.. shield and armour..also finish up ALL your nav skills for speed and agility. Other than that I like the gang link suggestion.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Princess Strawberry
#14 - 2012-07-04 11:32:26 UTC
Strrog wrote:

Could anyone give me a quick reference in expense and profit with invention just to have a better idea?


There are links to various spreadsheets and other tools where you can see the profitability of different tech II modules in the Evelopedia page, such as Eve MEEP, Eve Isk Per Hour and Akita T's Master Spreadsheet. Fuzzworks has lots of useful info as well.

Not all are profitable - less than half I believe.

You can also gain some useful info from my blog, such as this post on Cap Recharge IIs.

As Dersk indicated, your biggest set-up cost is going to be a POS, because without one you just aren't going to get the copy slots to do anything of real scale. You need lots and lots of BPCs... unless you're doing ships, but you still need copies for that and they take quite a long time to produce (you can get some ship BPCs on contracts but that's an quite expensive way to go about things).

It's also quite a slow process - research a BPO, make copies, make tech I items, do inventon, make tech II items... but once you have your processes set up, and if you put a bit of effort in to sort your logistics out (you need a lot of different components, some of which you can save isk on by creating yourself, such as R.A.M. and PI ingredients) then it can tick away almost in the background while you do other stuff. Time spent for me now is a couple of log ins per day to set jobs off and adjust sell orders where I'm selling the items, a weekly mining op and a weekly shopping trip to Jita, but don't expect to be able to do that little until you sort out your own supply chain.

http://eveonomics.blogspot.co.uk/

Strrog
School of Applied Knowledge
Caldari State
#15 - 2012-07-07 02:45:23 UTC
thank you for great replies =)
Tau Cabalander
Retirement Retreat
Working Stiffs
#16 - 2012-07-07 07:35:32 UTC  |  Edited by: Tau Cabalander
Victoria Sin wrote:
Good one guys. Don't let the OP find out for himself what to invent and what not to, just tell him!

On that note...

An example of evaluating T2 profitability: Invention topic -Medium Polycarbon Engine Housing II

Just an example.