These forums have been archived and are now read-only.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

Need some tips/advice before I start building.

Author
Gunnar Kos
Sebiestor Tribe
Minmatar Republic
#1 - 2016-03-17 02:40:09 UTC
Hey, I am looking into investing in a few blueprints and start making ships.

I live in nullsec with access to mercoxit, spodumain, crokite, and etc.

Any skillbooks I should buy/train before I start reprocessing/building stuff?
I am thinking something like Procurers, Vexors, Caracals, or even t2 exhumers if thats not too complicated.

We are constantly getting hi-sec wardecked so I thought Id make my own ships instead of getting Jita gate camped again..

o7
Zhilia Mann
Tide Way Out Productions
#2 - 2016-03-17 03:14:28 UTC
Well. For T1 ships, just make sure you crank ME up to 10 or you'll almost certainly be building at a loss. For T2 ships you're not really going to be able to avoid Jita altogether; unless you manage to source all the moon mats you need you're going to have to import quite a bit to null.

In general, train those reprocessing skills up, train basic industry skills, and in the meantime do the math.
Gunnar Kos
Sebiestor Tribe
Minmatar Republic
#3 - 2016-03-17 03:20:54 UTC
Zhilia Mann wrote:
Well. For T1 ships, just make sure you crank ME up to 10 or you'll almost certainly be building at a loss. For T2 ships you're not really going to be able to avoid Jita altogether; unless you manage to source all the moon mats you need you're going to have to import quite a bit to null.

In general, train those reprocessing skills up, train basic industry skills, and in the meantime do the math.

Thanks! We use freight services so no worries. But I need a shopping list to send so thats why Im asking.

And ME? 10? What is that? :P

o7
Wombat65Au Egdald
R I S E
#4 - 2016-03-17 04:11:39 UTC  |  Edited by: Wombat65Au Egdald
Gunnar Kos wrote:
Zhilia Mann wrote:
Well. For T1 ships, just make sure you crank ME up to 10 or you'll almost certainly be building at a loss. For T2 ships you're not really going to be able to avoid Jita altogether; unless you manage to source all the moon mats you need you're going to have to import quite a bit to null.

In general, train those reprocessing skills up, train basic industry skills, and in the meantime do the math.

Thanks! We use freight services so no worries. But I need a shopping list to send so thats why Im asking.

And ME? 10? What is that? :P

o7


I'm not sure if you're joking about ME. Your character is fairly new so maybe you're not joking, but it could be an alt.
I'll assume you're new.

A blueprint has two stats which allow you to make the item faster (Time Efficiency, TE) and to make it with less materials (Material Efficiency, ME). By default, blueprints have their TE and ME at zero, so the items made from that blueprint take longer to make and need more materials to make. Take a blueprint to a station with a Research lab and you can improve it's TE and ME.

You can only improve the TE and ME of a blueprint original (BPO). Blueprint copies (BPC's) inherit the TE and ME of the BPO they were copied from. BPC's cannot be put into a research lab to improve their TE or ME.

Open the "show info" window for a blueprint and it will show you what TE and ME that blueprint has. Click on the "industry" tab in the show info window and you can see what materials are needed to make one of that item, and how much of each material you need. Multiply all those numbers by how many you want to build and that's your "shopping list". If you want to build 10 ships, multiply all the numbers in the blueprint's Industry tab by 10.

You don't have to buy a blueprint to see this, just look for the blueprint in the market window and show info/Industry to see the materials required. A blueprint original sold on the general market will be from an NPC corp and will have zero TE and ME. Blueprints that are sold by players after they have improved the TE and ME will be sold in contracts.

T2 BPC's always have less than perfect TE and ME. It's programmed into the game so that when a T2 BPC is created, it loses some TE and ME compared to the T1 BPC it was created from. There are things players can do to reduce the loss of TE and ME when creating T2 BPC's, but it cannot be avoided completely.
Scotsman Howard
S0utherN Comfort
#5 - 2016-03-17 14:11:13 UTC
Gunnar Kos wrote:
Hey, I am looking into investing in a few blueprints and start making ships.

I live in nullsec with access to mercoxit, spodumain, crokite, and etc.

Any skillbooks I should buy/train before I start reprocessing/building stuff?
I am thinking something like Procurers, Vexors, Caracals, or even t2 exhumers if thats not too complicated.

We are constantly getting hi-sec wardecked so I thought Id make my own ships instead of getting Jita gate camped again..

o7


Based on your responses and age, I am going to assume you have not spent a lot of time researching this or manufacturing in general.

It can be a complicated beast in Eve to understand. Case in point: Look at all the steps need to just built 1 t2 destroyer (Sabre)

https://i.imgur.com/v22DvMx.png

Now, the trick is to find the spot in that chain where you can make the most money for the least effort. Again, that is just an example (and a T2 one at that).

If you really want to start with something, I would normally advise ammo, but since you are in null, I do not know how that would work.

What I would advise is to find an easy t1 ship to build that is fairly common (I am thinking T1 logi), buy a blueprint copy from contracts, and build that to just get your feet wet. Don't put a lot into it till you know somewhat what is going on.
Gunnar Kos
Sebiestor Tribe
Minmatar Republic
#6 - 2016-03-17 15:12:33 UTC
Wombat65Au Egdald wrote:
Gunnar Kos wrote:
Zhilia Mann wrote:
Well. For T1 ships, just make sure you crank ME up to 10 or you'll almost certainly be building at a loss. For T2 ships you're not really going to be able to avoid Jita altogether; unless you manage to source all the moon mats you need you're going to have to import quite a bit to null.

In general, train those reprocessing skills up, train basic industry skills, and in the meantime do the math.

Thanks! We use freight services so no worries. But I need a shopping list to send so thats why Im asking.

And ME? 10? What is that? :P

o7


I'm not sure if you're joking about ME. Your character is fairly new so maybe you're not joking, but it could be an alt.
I'll assume you're new.

A blueprint has two stats which allow you to make the item faster (Time Efficiency, TE) and to make it with less materials (Material Efficiency, ME). By default, blueprints have their TE and ME at zero, so the items made from that blueprint take longer to make and need more materials to make. Take a blueprint to a station with a Research lab and you can improve it's TE and ME.

You can only improve the TE and ME of a blueprint original (BPO). Blueprint copies (BPC's) inherit the TE and ME of the BPO they were copied from. BPC's cannot be put into a research lab to improve their TE or ME.

Open the "show info" window for a blueprint and it will show you what TE and ME that blueprint has. Click on the "industry" tab in the show info window and you can see what materials are needed to make one of that item, and how much of each material you need. Multiply all those numbers by how many you want to build and that's your "shopping list". If you want to build 10 ships, multiply all the numbers in the blueprint's Industry tab by 10.

You don't have to buy a blueprint to see this, just look for the blueprint in the market window and show info/Industry to see the materials required. A blueprint original sold on the general market will be from an NPC corp and will have zero TE and ME. Blueprints that are sold by players after they have improved the TE and ME will be sold in contracts.

T2 BPC's always have less than perfect TE and ME. It's programmed into the game so that when a T2 BPC is created, it loses some TE and ME compared to the T1 BPC it was created from. There are things players can do to reduce the loss of TE and ME when creating T2 BPC's, but it cannot be avoided completely.

Yes Im new. Thanks for the explanation!
Do Little
Bluenose Trading
#7 - 2016-03-17 15:24:59 UTC
If you are new and live in null, you should be looking into T1 doctrine hulls for your corporation. Odds are they have the blueprints and will give you (or let you make) copies. You should also be able to find a mentor in your corporation who can provide help and advice. There are lots of nullsec corporations with an industry focus - or at least an industry division.
Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2016-03-17 19:00:40 UTC  |  Edited by: Tau Cabalander
Nearly all T2 & T3 stuff is imported because of the wide variety of material requirements.

T1 stuff can easily be manufactured on-the-spot anywhere.

Look into:
* T1 doctrine ships
* Other T1ships
* Newbro equipment (T1 frigates, T1 destroyers, T1 modules, T1 small ammo)
* bombs (horrible to import)
* capacitor charges (horrible to import)
* T1 XL ammo (horrible to import)
* T1 capital modules (horrible to import)
* Fighters & bombers (both horrible to import)
* Containers (horrible to import, especially horrible to import: secure, station, warehouses)
* Sov structures: ihub, tcu (ihub are _extremely_ horrible to import, but also very niche)
* scripts
* T1 rigs (all sizes)
* T1 mining stuff: mining frigates, mining barges, mining drones, mining lasers, mining crystals, survey scanner
* faction & navy ships and modules (from imported BPC)
* common T1 modules: smartbombs, salvagers, tractorbeams, ship scanners, cyno generators, etc..
* Deployable Structures: bubbles, tractor units, mobile depo, scan blocker, cnyo blocker, mobile MJD, siphons
* Starbase structures (will still be popular for a while even with citadels)
* Entosis links
* T1 drones & sentries (they are used a lot in fleets)
* Combat probes, scan probes, and probe launchers
* Moon probes (niche, semi-horrible to import) & launchers
* T1 prototype cloaking device
* T1 Warp Disruption Field Generator (used by HICs - T2 module requires Graviton 5 which not everyone has)
* Warp Disruption Probes (used by DICs)
* Micro Jump Drives
* T1 Warfare Links (not everyone has level 5 skills) & Command Processors
* Bastion Modules (very niche: only used by marauders)
* T1 Analyzers (not everyone has level 5 skill)
* T1 local hull reppers (niche, not everyone has level 5 skill)
* T1 remote reppers: armor, shield, hull (meta 4 more popular, but T1 still handy)

I purposely left out capital ships, as the start-up cost for BPOs is huge, that those are also T1.

... by now everyone should realize there is a _LOT_ of stuff that everybody uses that isn't T2 or T3!