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Alliance & Corporation Recruitment Center

 
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0.0 Industrial Corporation WANTS YOU!!!

Author
MrWheeler
Fighters of the Rising Sun
#1 - 2011-11-15 23:41:36 UTC
we are currently looking for industrial orientated pilots to be part of our ranks.

What attributes should a HARM candidate have?

- Hulk skilled (pre req)
- Willing to work for the common goal of the corp
- Team player
- Tech II crystals (ABCM), low-ends crystals are also important.
- EU/US/AU TZ

What can we offer you?

- Corp mining ops
- Non mandatory CTA`s
- Operate in 0.0
- A system to call home
- Thick Blue Ice in system
- Full access to stations within region
- All suggestions are listened to and considered
- Friendly environment
- Skilled pilots with long experience of industry
- TS3
- System is one capital jump from lowsec

What will it cost to me be part of HARM?

- ZERO fee per character/month.


You will be required to submit your Full API key !

This is an alliance requirement and we use it to minimize the chance of spies infiltrating our organization. We will only use the data to make background check of your mains and alts.

We as a corp don't gain anything in miss using this and cause you any harm (no pun intended).


For more infor or if you want to talk to us please log on to our ingame channel called

HARM Recruitment

Check us out online at Hard Rock Mining Co.

MrWheeler
HARM CEO
MrWheeler
Fighters of the Rising Sun
#2 - 2011-11-16 14:30:55 UTC
Mining Tip of the Day:

Flying to an asteroid belt


  • Right mouse click on the space view after you have exited the station or arrived in the system from a space gate.
  • Select Asteroid Belts.
  • Select any of the asteroid belts listed.
  • Select Warp To and the distance from the asteroid belt you want to stop at.
  • [*] The distance depends on what security level space you are in and how well equipped your ship is, but don't forget that there might be NPC pirates patrolling the asteroid belt and if you warp too close to them, they might attack your ship. Select 60 km to begin with and work your way down. No need to take too much risk. Bear in mind that in any system having a security system status of 0.9 or 1.0, you will never encounter NPC pirates.
MrWheeler
Fighters of the Rising Sun
#3 - 2011-11-18 19:55:09 UTC
A tall, elegant man stands in a dark room. The numerous computer displays and gauges cast blue shadows upon his serious face, his eyes piercing the darkness, overseeing the work of his engineers.

One of the workers runs into the room, approaching the officer. "Commander, one of our strip miners is malfunctioning! We are getting abnormal readings from the buffer. The transport stream isn't compensating."

"Deactivate the system and replace the crystal, mister Dupuis" the tall man says with a sly grin.

Commander Velour wasn't fond of this recent technology. He had been an engineer for 35 years, and he always preferred the earlier years when mechanical grips were still the cutting edge technology. Now they had bidirectional laser stream transport technology, advanced crystal enhancements, drones and more. Despite his annoyance with his ship's occasional hiccups, he always retained the most immense patience and understanding toward his workers. His very nature commanded respect from his crew members. He preferred to be in the engineering room rather than on the bridge. He preferred to be with his crew, to let them know he was there for them. He knew the job was hard - long hours, little rest and tiring work shifts. Despite all of these struggles he was very proud to command such a capable fleet of men and women.

His nano transponder emitted a sharp beep. "Commander, the fleet has reached its harvesting objective, and is awaiting your orders, sir."

"Very well, lieutenant. Inform the Yamato to open a jump portal to Isenan, and have the fleet enter hyperspace formation." The Commander smiled; he was pleased with the results of this last trip.

"Very well, sir, right away." came the response.

Through the window, the Commander saw a huge, beautiful Nyx supercarrier recall its fighters. A gigantic ball of blue light erupted from its prow and a gush of lightning illuminated the vastness of space.

"Lieutenant, inform the Yamato to close the jump portal once my ship is through, and to then meet the fleet at the rendezvous coordinates. Begin the jump, Mister Delair."

A long chain of Hulks and Occators entered the artifical wormhole, disappearing in the event horizon of the portal. The Admiral would be very pleased; they had mined enough ore to complete the Erebus. The Rorqual was the last ship to enter the portal, and the Yamato jumped away in a gush of bright white light leaving behind an emptiness of space which was once full of valuable resources: the true testament of hard work and labour.
MrWheeler
Fighters of the Rising Sun
#4 - 2011-11-19 21:36:54 UTC
TIP OF DAY

Industry-Related Implants


Implants are an important portion of any character's gear. They stay with a particular clone of a character until that clone is pod-killed, or until that pilot pod-jumps into another body via the Infomorph Psychology skill. The bonuses associated with implants are often combat oriented, but there exists series of more industry-oriented implants. This guide deals with the 'Beancounter' implants, which deal with manufacturing and research.

Why Use Beancounters

Unless you go PvPing with all of your implants in, you are tremendously unlikely to lose any industry-related implants that you have. Because of this, it is quite safe to invest in a more expensive implant from which you can expect to reap long-term profit increases. Certain implants may be more profitable than others, of course.

Beancounter Overview

The following is a list of each beancounter type, and its associated bonus. It is my hope that this summarized list will prove more useful to industrialists than the full list, below.

I Series (Slot 6): Reduced research time when adding production efficiency to blueprint originals.
J Series (Slot 7): Reduced research time when adding material efficiency to blueprint originals.
F Series (Slot 8): Reduced manufacturing time.
H Series (Slot 8): Reduced refinery waste. No reduction in taxes, though.
K Series (Slot 8): Reduced blueprint copying time.
MrWheeler
Fighters of the Rising Sun
#5 - 2011-11-20 18:25:12 UTC
Industrial Careers


Industrialists are people that specialize in making things, and moving them around, and earning ISK for their labors:


  • Miner/Refiner

  • Perhaps the easiest and lowest risk way to make an honest wage in EVE, mining is simply extracting and selling ore or refined minerals. To be a miner, you only need some basic ship piloting skills, mining skills, refining skills, a suitable ship, and some mining lasers. Travel to one of the many asteroid belts in a system, point your lasers at a 'roid, gather ore, bring it to a station, refine it, sell it - then repeat.
  • The upside to mining is that it produces a fairly predictable income stream, with little (but not zero) risk, especially in high security (0.5 and above) space.
  • The main disadvantage is that mining can be highly repetitive and boring, as asteroids generally do not fight back! You also have to be on guard for can flippers and gankers - players that prey on miners, especially those that have gone "AFK" (away from keyboard).
  • The career path for a mining specialist is long - highly advanced miners using Tech 2 ships can easily generate 5-10 million in ISK with an hour or two of effort (depending on market prices and what is being mined). Well organized mining teams, with Orca support - http://wiki.eveonline.com/wiki/Orca - and skilled mining foremen - http://wiki.eveonline.com/wiki/Mining_Foreman - can produce even higher returns.
  • Two absolutely essential guides for miners are Halada's Mining Guide - http://www.eveonline.com/iNgameboard.asp?a=topic&threadID=434899 - and the EVE University Co-Operative Mining manual - http://dl.eve-files.com/media/0704/Eve_Uni_Co-Op_Mining_Guide.pdf


    • Hauler

  • Also a relatively low-risk way to earn ISK, haulers buy low in one location, and sell high in another. To become a hauler, you only need an industrial ship and suitable command skills.
  • Moving goods around in high security space is fairly safe, but hauling in low sec or 0.0 can be extremely risky - and also extremely rewarding. Beware of common piracy havens: Haulers can also execute player courier contracts on the open market.
  • A low-risk hauler moving non-player corporation goods can earn about 3-5 million in ISK per hour - Using EVE-Central to haul profitably - executing courier contracts or moving goods in low-sec or null sec are potentially an order of magnitude more lucrative, if you don't lose your ship.
  • The career for a hauler can be fairly long, starting with simple industrial ships, then eventually moving to blockade runners and huge freighters. A useful introductory guide for aspiring haulers can be found here - Hauling 101.
  • By the way, a miner/hauler combination can be an extremely powerful duo, and as a result, it's one of the most common main/alt character combos for players who can afford multiple in-game accounts.


    • Manufacturer

  • Almost everything in the EVE universe - ships, modules, ammo, etc. - is created by players, for their own use, or more frequently, for sale to other players. Building items and charging for the value-add can be a very lucrative way to generate ISK.
  • Unfortunately, this career option is one of the hardest to generate large amounts of ISK from, as it is extremely competitive. In addition, many miner/manufacturers undercharge because they do not include the value of the minerals they collected - they tend to think of ore they mined as "free" - so, many common items have very low profit margins, if any at all.
  • However, for those who develop a high degree of manufacturing skills, and who can amass sufficient capital to purchase blueprint originals (BPOs) for high-demand and Tech 2 items, this can be a lucrative second career - Manufacturing.
  • The recent introduction of "planetary interaction" in EVE provides yet another way to create items of value for sale. The investment in skills and in ISK needed for planetary interaction is as great at high-level manufacturing, but the potential rewards are likewise more limited - Planetary Interaction.


    • Researcher/Inventor

  • All advanced items in EVE, of the Tech 2 variety, are made possible by the efforts of players who conduct invention - Invention - on lower-tech items. The capabilities of Tech 2 items keep them in high demand, so invention can be a rewarding source of ISK.
  • Through research, players can also improve the efficiency of blueprints. Because they improve production time and reduce manufacturing time, blueprints with higher efficiency are valuable to manufacturers - and therefore are another potential source of income - Research.
  • Players can also work with dedicated research agents to "farm" valuable datacores, used in invention - a form of passive income that can produce a reasonable stream of ISK over time - as much as 100M ISK per month or more - Datacore Farming.
  • [*] To become a scientist/researcher/inventor, players must invest in science and related skills, and have access to a research facility.
    MrWheeler
    Fighters of the Rising Sun
    #6 - 2011-11-22 17:17:44 UTC
    Small Asteroid Cluster


    The small asteroid cluster is your first real foothold into the world of industry development. Up until this point you had to mine lots of small time asteroids that typically evaporated seconds into your cycle, leading to vast inefficiency, annoyance, and the need to move within range of new asteroids. The small asteroid cluster contains the single largest asteroid in the game, The Spod! The Spod is a whopping 4,000,000m3, at 250,000 units. It takes 24+ man-hours to mine this guy out, and doing so is enough to push a fresh level 1 system up into level 2. The entire belt is centered around The Spod.

    The small belt is dispersed just enough to make you move 3-4 times if you’re mining it out completely. The combined total wealth contained in the small belt is 938mil, at 7.66mil m3, and takes 47 man-hours to mine. If you mine the small belt to completion you’ll be halfway through level 2.

    Average income in this belt is 20.2mil/hr per perfect miner. Cherry picking (mining ABCM – arkonor, bistot, crokite, mercoxit) potential in this belt is 266mil, taking 6.3 man-hours at an average profit of 42.1mil/hr.
    MrWheeler
    Fighters of the Rising Sun
    #7 - 2012-01-04 00:31:11 UTC
    Recruitment is still open!
    MrWheeler
    Fighters of the Rising Sun
    #8 - 2012-01-04 00:51:03 UTC
    Guide – Manufacturing

    Tier One Manufacturing, Building T1 and other commonly used items


    Industry Skill
    This skill is the number one must have skill for all forms of manufacturing. This skill not only gives you the ability to build but for each level, it also reduces the amount of time it takes for items to go from minerals to finished product. While you can begin building at level 1, it is highly recommended that budding industrialists wait until level 4 before starting. Level 5 is optimum and should be a top priority in the skill training schedule.

    Mass Production Skill
    For each level this skill is trained, you are allowed +1 factory. At Level 5, you can operate 6 factories simultaneously, and thus should be one of your top skill training priorities, especially when you consider that most T1 ships take 3+ hours to build.

    Advanced Mass Production Skill
    Introduced with the release of RMR, this skill picks up where Mass Production leaves off giving you +1 factory per level. At level 5, this skill combined with Mass Production 5 will allow you to operate 11 factories simultaneously.

    Production Efficiency Skill
    Also known as PE, this skill reduces the amount of minerals it takes to build items. If you look on a blueprint original or copy, you will see under Bill of Materials a list of minerals needed to build each single run of the item. If you have any PE skill level under 5, you will also see how many minerals it will take for you to build according to your PE level. BPO vs BPC
    Blueprint Originals (aka BPO) are those that have no limit to the number of production runs and can also be researched for Mineral Efficiency (ME) and Production Efficiency (PE). Right of the market BPO have 0 research done on them. To increase ME and PE, one would have to invest time in training Lab Operations Skill and Science Skill or hire someone with those skills to do the research for you. The general rule of thumb is the higher the ME the less minerals required and the higher the PE the less time it takes to build. BPC (aka blueprint copies) are limited in the number of production runs can be made before the bpc is destroyed. BPC are copies made from a BPO and thus cannot be researched. The advantages of having a BPO are you never have to worry about running out of production build blueprints and you can ME and PE research them to your preference. The disadvantage is that they vary in price range from a few thousand isk to some such as battleships costing a few billion. The disadvantage of BPC are that they are limited in how many you can build before you need to purchase a new one. How you approach purchasing BPO and BPC is up to you and your wallet.

    RMR Factories in a Nutshell
    RMR brought a huge change to how factories are operated. When you bring up the factory screen, choose MANUFACTURING from the drop down menu. Then in the location box, choose the station you wish to build at. On the bottom half of the screen you will then see a list of factories in that station along with those that are ready (NOW) for build orders. After selecting a factory, at the bottom right hand corner of the screen you will find the install button, choose that and a small ingame popup screen will appear, where you then choose the blueprint to install, the hanger where your materials are located (input) and the hanger where you want them to be delivered (output). Special Note * when you go to choose your blueprint to install, it will show you every single blueprint that is loose in your hanger or corps hanger if you have corp hanger access. So it is best if you keep all that you are not building with at the moment stored in cargo or station cans kept in your hanger. This will save you a ton of headaches. After you have chosen your input/output, you will then choose how many runs you wish to build followed by pressing the OK button. You will then be greeted with the material and build costs quote screen where you can review how much material is needed for the build as well as how much the factory job fees with be. Fees are based on the factory job rental plus time needed and vary from job to job. After reviewing the quote screen, choose INSTALL and your build begins. Unfortunately, the factory installation screens are slow right now and sometimes appear to hang. CCP is aware of this issue and are looking into it so for now if this happens just press the button a second time and wait 30 seconds as that usually clears up the installation lag. Build status is located in the JOBS tab on the factory screen. Just choose your search and hit go and it will bring up your chosen search string. The green READY status means it is ready for pickup. Simply highlight the ready build by clicking on it in the JOBS window and in the lower right corner the DELLIEVER button will appear, choose that and your build pops out in the output hanger you specified when starting the job.

    With the right skills and knowledge of basic factory operation, you will be well on your way to becoming a T1 building master. And don’t forget to train those skills to level 5, because you cannot begin T2 builds without them.

    See you in the factories!
    MrWheeler
    Fighters of the Rising Sun
    #9 - 2012-01-05 00:20:32 UTC
    Guide – Tech III Production



    There are several steps to Tech III production but before we go into those a quick word about the only available Tech III ships from the Apocrypha expansion.

    Strategic Cruisers are currently the only available Tech III ships. Each ship is comprised of a hull and 5 subsystems, you MUST have the subsystems fitted to the ship to be able to fly it, the hull alone is about as much use as a car without wheels.
    So with that in mind the follow sections have been split into several major parts, the manufacturing of the hull and the subsystem manufacturing.

    The Complete start to finish Tech III process
    1. Mine gas in WH space
    2. React the mined gas in a POS Polymer Reactor Array to create Hybrid Polymers
    3. Shoot Sleeper NPCs and salvage the wrecks
    4. Combine Hybrid Polymers + Sleeper salvage to make Tech III Components
    5. Get Ancient Relics, decryptors and datacores from Mag/Radar sites in WH space
    6. Using a POS experimental lab (or caldari outpost), reverse engineer the relics to get Tech III – 3 run BPCs of Hulls/Subsystems
    7. Make the Hulls/Subsystems in a Subsystem Assembly Array (or amarr outpost)

    Where to get what parts/materials/BPO/BPCs

    Short answer is Wormhole Space
    Long answer is below
    Polymers
    Polymers are made in the Polymer Reactor Array which can only be anchored using a POS in 0.3 and below. A polymer reaction requires gas from Ladar sites in Wormhole space and normal mineable minerals.
    Polymer reaction blueprints are seeded on the NPC market under Manufacture & Research / Reactions / Polymer Reactions
    Making Polymers is on this page.

    Components

    A Hull and subsystem component is made up of Hybrid polymers and salvaged sleeper wrecks.
    Component BPOs are available on the NPC market under Blueprints / Components / Hybrid Components.

    Hull and Subsystem BPC

    A Hull and Subsystem BPC is perhaps the hardest thing to get and make, the only way to get hold of hull/subsystem BPCs is to reverse engineer ancient relics found in WH space.
    The decryptors and datacores for the reverse engineering come from sites within WH space and are also possible to get from failed reverse engineering attempts.

    Ancient Relics

    Ancient relics are gathered from magnetometric sites (and in some Radar sites) in WH space. Ancient relics are reverse engineered to get Hull and Subsystem BPCs.

    Sleeper Loot

    The loot that sleepers drop are like the nnth Tier Overseer’s Personal Effects, in that they are tradeable to NPCs (Credron and Zainou are two) who will buy them.

    Making a Hybrid Polymer Reaction

    Lets take a Polymer reaction “Fulleroferrocene” as an example
    The reaction blueprint is as below

    To make this we require 1,000 units of Tritanium per cycle (per hour), 200 units of Fullerite-C50 gas per cycle and 100 units of Fullerite-C60 gas per cycle.
    Fullerite C50 and C60 gases are mined in gas cloud sites (Ladar sites) in Wormhole space.

    To make this reaction we require a POS/Starbase with at least the following equipment:
    * 1 Normal Silo (to hold the Tritanium)
    * 2 Biochemical Silos (to hold the Fullerite-C50 and C60 gases)
    * 1 Hybrid Polymer Silo (to hold the end product Fulleroferrocene)
    * 1 Polymer Reactor Array
    * 1 Large Control Tower (see below)

    The total CPU and power needed for the above reaction is 1500CPU 125,000MW (Reactor) 250CPU 50,000MW (Polymer Silo) 500CPU 100,000MW (2 Biochem Silos) and 500CPU 50,000 MW for normal silo which in total is 2,750CPU and 325,000MW.
    In conclusion you could do the above using a medium comtrol tower but will not have any room for defenses or other structures, so a large control tower is the recommendation.

    Setting Up

    * Anchor and online all structures.
    * Place the Fulleroferrocene reaction blueprint into the reactor
    * Set your normal silo to tritanium (via the control tower – manage screen)
    * Set one biochemical silo to Fullerite-C50
    * Set the other biochemical silo to Fullerite-C60
    * Set the output Hybrid Polymer Silo to Fulleroferrocene
    * Fill the normal and 2 biochemical silos with the appropriate materials
    * On the control tower – manage screen on the processes production tabs
    * drag the trit silo output box (right side) to the input of the reactor (left side)
    * drag the C50 silo output box (right side) to the input of the reactor (left side)
    * drag the C60 silo output box (right side) to the input side of the reactor (left side)
    * drag the hybrid silo input box (left side to the output side of the reactor (ride side)
    * CLICK APPLY

    To Be Continued
    MrWheeler
    Fighters of the Rising Sun
    #10 - 2012-01-11 23:37:38 UTC
    Recruiting is still in full swing. Think you have what it takes? Inquire now ingame channel HARM Recruitment