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Combat and Industry - Oil and Water?

Author
f Austrene
Doomheim
#1 - 2011-12-11 01:23:20 UTC
I've come to the point recently where my character is seriously running low on combat skills to train. I'm a pretty casual player who runs missions, roams wormholes from time to time, and generally doesn't have time or effort to expend on capital ships. My first thought was giving a bit of love to my trading skills and maybe even dabbling some in manufacturing. When I bounced this idea off some good friend in my corp, they were horror stricken. "NEVER TRAIN INDY SKILLS ON THAT CHARACTER," they said. It was as though I had brought up some age-old taboo that nobody ever spoke about, but was understood to be evil.

I inquired as to why this would be so wrong and I got mixed answers. Most of them claimed that having an independent industrial character was simply better for me, but I have never been one to play alts. I had two accounts at one time, but I let it lapse after a few months simply because I couldn't be bothered to pay attention to one or the other.

So I pose the question to the community at large: How bad is it to train some nominally "industrial," type skills (not mining skills, I have absolutely no desire for them) on an otherwise combat focused character, such as trade skills, manufacturing, PI, research, etc?
I likegirls
The Terrifying League Of Dog Fort
Deepwater Hooligans
#2 - 2011-12-11 01:48:57 UTC
Just train them on a second character on your main account instead.

When selling characters people are normally only seeking focused characters for what fits their needs.
Clones are cheaper with less sp's on your main.
Your industry character can be in a completely different region than your main for doing any hauling or market trading.
Father Touchee
Doomheim
#3 - 2011-12-11 06:18:26 UTC
If you're going to sell the char at some point, definitely a good idea to heed their advice. If not, who cares?

Honestly though, I can't imagine playing this game with one account.
Whiteknight03
Trilon Industries and Exploration
#4 - 2011-12-11 06:39:32 UTC
I play the same way, one character, no alts. My industry and trade skills are rather decent (Enough for T2, cap building, remote trade, and margin buy orders) and provide a nice source of extra income. The only reason you wouldn't want to train these skills on your main is if you want to station trade at a trade hub as your main industrial activity, or you will want to sell the character.
Mashie Saldana
V0LTA
WE FORM V0LTA
#5 - 2011-12-11 10:21:02 UTC
The only reason I trained gas mining on this character was becuase of a multi-billion ISK opportunity in the early days of wormholes. It makes me feel dirty.
The Renner
Canadian Operations
#6 - 2011-12-12 00:30:40 UTC
f Austrene wrote:


So I pose the question to the community at large: How bad is it to train some nominally "industrial," type skills (not mining skills, I have absolutely no desire for them) on an otherwise combat focused character, such as trade skills, manufacturing, PI, research, etc?


Honestly the only real negative of adding some indy sp would be increased clone costs. Realistically though, that would probably be offset by the income from something like datacore farming which is 99% passive income. You could always just train that on an alt, although that would mean grinding standings for the agents (ugh). Other indy skills wouldn't likely require standingsto use but most other activities would require you to log on much more often, if you like using just one character than that might be a hassle.
Tippia
Sunshine and Lollipops
#7 - 2011-12-12 11:39:24 UTC
The only negative for the character itself is that it increases your clone costs.

For you, there might be the added negative that with one character, you won't be always free to be where you need to be to pursue both the industry and the combat part at the same time. Simply parking an industry character in a station (with the occasional jaunt to transport materials) is often a bit more convenient than having to travel back and forth with your combat character.

…and as for the skills, your combat character will want Graviton Physics V anyway, so just build from there. P
Major Trant
Brutor Tribe
Minmatar Republic
#8 - 2011-12-12 15:08:39 UTC  |  Edited by: Major Trant
I know people have said it already, but they haven't really emphasised it properly.

The big no-no for putting industry skills on a combat character is all to do with the Clone costs. They start ramping up from above 42,200,000 SP which is the area that decent skilled (non capital ship) combat pilots occupy.

42,200,000 SP = 4.7M Isk
54,600,000 SP = 7.8M Isk
71,000,000 SP = 13M Isk
92,500,000 SP = 20M Isk
120,000,000 SP = 30M Isk

By definition a Combat pilot is likely to get podded often. Let's say your combat pilot is sitting with 88M SP, your choice is to put another 5M SP in industry on him or train another character on the same account. If you put it on your combat pilot, your clone costs are going to jump by 10M Isk per podding. Part of your training plan for a combat pilot should be factored around minimising the clone upgrade costs.

Of course if your definition of Combat pilot is a mission runner or high sec ganking of noobs or miners where you almost never get podded. Then it doesn't matter.
Kyt Thrace
Lightspeed Enterprises
Goonswarm Federation
#9 - 2011-12-12 17:04:25 UTC
This is a sandbox game, so play it how you want to play it.

If you want to dabble into other fields instead of combat only, do it.

Remember, This is you game, play it how you want too.

R.I.P. Vile Rat

Baneken
Arctic Light Inc.
Arctic Light
#10 - 2011-12-12 22:30:42 UTC
Any decent industry pilot needs around 20mil SP and that's without mining skills which easily take another 20mils SP, unless you already have an exact plan of what sort of industry you're about to do.
Hence an alt is usually more preferable for an industry type character if you have your main as a pvp character.
2nd account also makes it possible to train some extra cyno alts if your main ever happens to get interested on flying capitals.
Tau Cabalander
Retirement Retreat
Working Stiffs
#11 - 2011-12-12 23:42:45 UTC  |  Edited by: Tau Cabalander
Many of my industry alts are combat pilots *shrug*

They are very specialized combat pilots though, and will likely not pilot many different ships.

Examples:
* Character A is really a Hulk pilot, but is primarily an Onyx pilot after that, but is also a Tengu pilot, and heading for a Basilisk.
* Character B is really a trade, research, and manufacturing character, but also a Basilisk, Falcon, Tengu and Manticore pilot.

Science is all int > mem, and industry is all mem > int, with clashes somewhat with a combat pilot attribute mapping of per > wil.

Character A is mapped generically. Character B is mapped int > mem, and currently training a per > wil skill, so that is gonna take a while longer, but I really don't care as the character trains so few combat and ship skills.

I'm a bit of everything.
Jeyson Vicious
The Scope
Gallente Federation
#12 - 2011-12-14 04:02:48 UTC
What about Leadership skills?

I think being able to really fly a command ship with purpose would be fantastic. Especially that black eagle looking Amarr one.



I always carry one janitor and two exotic dancers on board. If you blow me up, please salvage them.
mxzf
Shovel Bros
#13 - 2011-12-14 16:46:25 UTC
It comes down to the fact that it's not 'wrong' at all to train any skill you feel like on a character, but the fact that it will increase clone costs is something to keep in mind.

If you are rich enough, or die rarely enough, the extra 5-10M cost when you get podded might be less annoying than the hassle of changing between characters to manage industrial stuff. It all depends on how important clone costs vs the annoyance of changing chars is to you.

Anything beyond the clone cost, such as people saying that it's just wrong to train Indy skills on a combat char, is simply people trying to force you to follow their own preferences about what a char 'should' look like.

(And if you're planning to sell the char, then it's a completely different story, since many people want purely minmaxed chars if they're buying them)
Shoogie
Serious Pixels
#14 - 2011-12-15 21:32:22 UTC
I am a combat character with production skills, and I am going to disagree with most everyone else in this thread.

The increased clone costs is trivial.

The real problem with putting both industry and combat skills on the same character is that you cannot be in two places at once.

If you really get into production, you will have a bunch of blueprints, probably a POS, freighterloads of minerals and finished goods. These things chain you to your home system. You will set industry and research jobs, set and monitor buy and sell orders, wait for your jobs to finish, fly to your trade hub and back, and set more jobs. If you leave home to go fight, then your trade orders and industry jobs will be neglected. Inefficient! Or will you become so good at industry that your corp will ask you to stay behind and feed the POSes while they go off to war? Not fun!

I chose inefficient over not fun. I made an alt and had him train up for industry, trade and hauling. When my main combat pilot comes home, he can use his production slots to help out a little, but 98% of the time they are just wasted skills.
Hamatitio
State War Academy
Caldari State
#15 - 2011-12-15 23:22:37 UTC
The big reason is, the attribute layout.

If you are a combat focused character, you are most likely specced perc/willpower.

So if you want to train industry skills (memory / intelligence) then you will be gaining less SP / hour. So generally, it is more efficient to train it on a dedicated character with memory/intel attributes.

This ensures that you can spend the max possible time training combat skills.
Nathaniel Schereau
Elis Smexy Squad
#16 - 2011-12-16 17:29:26 UTC
Kyt Thrace wrote:
This is a sandbox game, so play it how you want to play it.

If you want to dabble into other fields instead of combat only, do it.

Remember, This is you game, play it how you want too.


This. Not much else to say if you are a "Casual Player" as you stated earlier. Unless you want to get into really cut-throat ISK making, theres nothing wong with leveling up whatever skills you find useful/fun.

They call me Nate, Handsome Nate.

Kha'Vorn
Aliastra
Gallente Federation
#17 - 2011-12-26 23:50:59 UTC
meh. Do whatever you feel like.

Most of mySP are in combat skills, but I can also mine, build, good trade skills and some PI. It was needed back in 0.0, where we where more or less self sufficiant. And I like to log in, and do what ever.

If you want to dabble in production or whatever, do it. Its Your sandbox. Different people **** in it, but its yours. Do whatever you feel like and sod everyone else.

I'm somewhat tied to my home system with market orders, but thats never stopped me from going up to Amarr or anywhere else for days on end. After all, the market orders, productions will still be there when you get back.
Caliph Muhammed
Perkone
Caldari State
#18 - 2011-12-27 02:18:37 UTC
Nothing wrong with industry on a combat toon. If you transport stuff your combat skills particularly shields or ewar can give you opportunites pure industrials wont have. Missions will cover the clone costs and if not bounties from rats. Add some passive PI , datacores and trading and you'll have so much wealth the clone cost won't matter anyway. Plus unless you are going to take your defenseless alt out to nullsec you will as a combat pilot be able to participate in ctas and such while exploiting natural resources that are available.
Kha'Vorn
Aliastra
Gallente Federation
#19 - 2011-12-27 19:54:02 UTC
Caliph Muhammed wrote:
Nothing wrong with industry on a combat toon. If you transport stuff your combat skills particularly shields or ewar can give you opportunites pure industrials wont have. Missions will cover the clone costs and if not bounties from rats. Add some passive PI , datacores and trading and you'll have so much wealth the clone cost won't matter anyway. Plus unless you are going to take your defenseless alt out to nullsec you will as a combat pilot be able to participate in ctas and such while exploiting natural resources that are available.


True dat, True
Mona X
Caldari Provisions
Caldari State
#20 - 2011-12-27 22:06:28 UTC
Major Trant wrote:
I know people have said it already, but they haven't really emphasised it properly.

The big no-no for putting industry skills on a combat character is all to do with the Clone costs. They start ramping up from above 42,200,000 SP which is the area that decent skilled (non capital ship) combat pilots occupy.

42,200,000 SP = 4.7M Isk
54,600,000 SP = 7.8M Isk
71,000,000 SP = 13M Isk
92,500,000 SP = 20M Isk
120,000,000 SP = 30M Isk

By definition a Combat pilot is likely to get podded often. Let's say your combat pilot is sitting with 88M SP, your choice is to put another 5M SP in industry on him or train another character on the same account. If you put it on your combat pilot, your clone costs are going to jump by 10M Isk per podding. Part of your training plan for a combat pilot should be factored around minimising the clone upgrade costs.


I can confirm, that's real problem, when you have 500m to 3B in implants.

I need new signature.

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