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Survey - HS POS T2 Manufacturing, Does anyone bother ?

Author
Styth spiting
Brutor Tribe
Minmatar Republic
#21 - 2013-03-27 03:03:14 UTC
Ave Kathrina wrote:
Hi All,

So I've got 70 manufactuing slots open to me (Soon to be 80).

I'm just wondering if there are many high sec manufacturers that actually use POS manufacturing for anything more than just ammo.

My current bottleneck isin't copying or manufacturing slots - its the delays for the manufacturing slots to start building due to the queue times that I myself cause.

Solutions
1 - Rent another bloody office in a station with less slot congestion even further from my trade hub.
2 - Build at a POS

I'm wondering, do many indy pilots actually bother building at your POS or do you just resign yourself to more costs in renting offices to give your pilots access to public slots ?


1 - You will need to not only move minerals, PI mats, T2 BPCs, T1 variations of items, etc etc around for manufacturing if you used this option. You'll basically be doing the same exact thing as you would be with a POS, the only difference is you will have unlimited slots in a POS (well limited to how many arrays you setup) and will have the costs of fuel (and 1 time cost of POS items).

2 - Not only do you get an increase in invention speed, but in manufacturing speed.
Here is an example.

Using your 80 slots you currently have and manufacturing a T2 10 run module BPC that takes 30 hours to manufacture and a profit of 200,000 isk each unit (1m isk for all 10).

At 720 hours in a month each slot can manufacture 24 runs. At 80 slots that is 1,920 total runs of 10 units, or a total of 19,200 modules. With a 30% increase in manufacturing at a POS this means you will manufacture 5,760 units more per month, or 1,152,000,000 isk / month profit. After POS fuel costs that is roughly 700M isk / month profit manufacturing in a POS.
Postitute
Center for Advanced Studies
Gallente Federation
#22 - 2013-03-27 04:39:16 UTC
I do bulk manufacturing of t2 modules. The local stations frequently have only a few manufacturing slots open so the POS is where I do everything. Time bonus is also very nice as other have pointed out.
Echo Mande
#23 - 2013-03-27 15:39:08 UTC  |  Edited by: Echo Mande
Ave Kathrina wrote:
Hi All,

So I've got 70 manufactuing slots open to me (Soon to be 80).

I'm just wondering if there are many high sec manufacturers that actually use POS manufacturing for anything more than just ammo.

My current bottleneck isin't copying or manufacturing slots - its the delays for the manufacturing slots to start building due to the queue times that I myself cause.

Solutions
1 - Rent another bloody office in a station with less slot congestion even further from my trade hub.
2 - Build at a POS

I'm wondering, do many indy pilots actually bother building at your POS or do you just resign yourself to more costs in renting offices to give your pilots access to public slots ?


I build modules and T2 components at a POS. Having a private supply of manufacturing slots will also allow you to do more precise production planning. No more watching a production cycle get staggered over several days because of waiting times.

A large Caldari tower will allow you to fit 4 mobile labs (basically for 20 invention jobs at a time; also for ME/PE research), 6 advanced labs (mostly for the 18 copy slots), a hangar array and 11 manufacturing arrays of any type. Having the manufacturing arrays set up as 3 component arrays and 8 module manufacturing arrays is probably right. This will allow you to have 40 T2 manufacturing jobs running while having the other slots do things like T1 module, RAM or T2 component building. With some juggling you should even be able to run T2 module building cycles while simultaneously building T2 ships (the shipbuilding gets done in a station, components and RAM at the POS) or capitals (at a remote lowsec office). You probably will not be able to keep the factories fed 24/7 until you have about 120 job slots. Expect to run 300 or more invention jobs per week, possibly over 500.

A medium POS will allow you to mount about half of each module type listed above. 70 manufacturing slots should allow you to keep the factories ticking over 24/7. Getting enough BPCs and running through enough inventions to keep everything ticking may become a headache and don't expect to run a capital copy shop on the side.

Having a freighter to keep the factories fed is pretty much mandatory though moving out T2 end products can generally be done with a blockade runner. Keeping a spare toon (a copy slave) at the POS to shift materials between arrays makes things a lot easier than having someone fly out from your office station. Always assume you'll be buying all materials (datacores, minerals, advanced materials, PI goods) from the market. Build your own fuel blocks from market or homebrew PI materials. Figuring out how to get materials for capitals into lowsec is left as an exercise for the reader.
Steve Ronuken
Fuzzwork Enterprises
Vote Steve Ronuken for CSM
#24 - 2013-03-27 16:16:32 UTC
The biggest annoyance, for manufacturing from a POS, is the materials in each array.

Would be nice to be able to use a hangar array to supply them. Smile

The biggest annoyance for T2 invention is the sheer volume of clicking.

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Grigori Annunaki
#25 - 2013-03-27 17:27:57 UTC
A PI-like setup would be ideal. No storage on the labs/arrays themselves, but you can set them to pull their materials from a central hangar and send the results somewhere. I know the reaction setup is godawful, but when it's rewritten, you could reuse that code for this, as well.

In general, I think the game could use more automatic routing of local stuff. Having to babysit labs and assembly arrays adds nothing to the game other than a time sink. If I could spend less time on shuffling things around my POS, I'd have more time to do the fun stuff like working my market orders or blowing things up.

And, yes, for the love of all that is holy, please reduce the face-smashing clickfest that is Invention. Let us kick off multiple invention or manufacturing jobs at once!
Ginger Barbarella
#26 - 2013-03-27 18:06:31 UTC  |  Edited by: Ginger Barbarella
I build everything short of T2 ships and ships larger than frigates/dessies at my various POSes. Ammo, drones, modules, components, scripts... you name it. I don't do reactions, but just about everything else.

"Blow it all on Quafe and strippers." --- Sorlac

Ave Kathrina
My Ass Is On Fire
#27 - 2013-03-27 19:10:07 UTC
Echo Mande wrote:
[quote=Ave Kathrina]Hi All,

Figuring out how to get materials for capitals into lowsec is left as an exercise for the reader.



425mm rail gun I's and a blockade runner works pretty well for me
I've done some really stupid shit in this game.
Elizabeth Naerth
Tactical Feed.
Pandemic Horde
#28 - 2013-03-27 21:32:07 UTC
i put up 2-3 arrays (at 8 lines each)... I run 3 acounts and keep them cranking 24/7 producting a net profit of 5m per slot per hour.... 24*5 = 120m/hr.

Jobs complete fast, so i can make runs more regularly to market.
Ave Kathrina
My Ass Is On Fire
#29 - 2013-03-28 01:47:58 UTC
Gratitude to all the people who responded

I've come to the following opinion - if I could be bothered to partake even more in the revolting click-fest orgy that is Eve invention and manufacturing, a 'build' capability at a POS is probably worth it with enough volume.

In the past, I've been the gun mining mission runner, and the anomoly running nullbear. I've sat in barges and munched rocks, couriered and traded and honestly its more boring that a wet weekend holiday with Germans. Indy is no more exciting but it seems to be the only thing keeping me from unsubbing 6 accounts.

CCP need to do something to make the click fest suck less.
I've done some really stupid shit in this game.
Velicitia
XS Tech
#30 - 2013-03-28 11:27:00 UTC  |  Edited by: Velicitia
Elizabeth Naerth wrote:
i put up 2-3 arrays (at 8 lines each)... I run 3 acounts and keep them cranking 24/7 producting a net profit of 5m per slot per hour.... 24*5 = 120m/hr.

Jobs complete fast, so i can make runs more regularly to market.


edit -- hurrr misread it as 2-3 arrays totaling 8 lines. Roll

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Felsusguy
Panopticon Engineering
#31 - 2013-04-05 06:04:32 UTC
They manufacture in 3/4s the time, as some have already pointed out. Time is money, and your production will increase by 33% by using them. If that outweighs your fuel cost, good for you. Keep in mind, however, that the fuel costs do decrease the profit margin. In the end, this works out for slower-to-manufacture items, as they generally have wider profit margins. A small POS will cost about 3 million a day, a medium one 6 million, and a large one 12 million. If you manufacture ten products at once, each with a profit of 100,000 ISK per hour in a normal station, you will make about 7.2 million ISK more per day in a POS than in a station, which would make up for the fuel costs of a small or medium POS, but not a large one. Of course, the larger the POS the less inclined people are to wardec it and the more you can get out of it. If you want research slots, there is always that as well. Tech 2 manufacturing generally produces more ISK per hour but requires lab slots, in which case there is no alternative to a POS.

The Caldari put business before pleasure. The Gallente put business in pleasure.

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