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Do material inputs for modules, rigs and ships ever change?

Author
Aurelius Oshidashi
Royal Amarr Institute
Amarr Empire
#1 - 2017-05-23 13:12:36 UTC
Hello fellow capsuleers,

I'm learning a bit about industry by having created my own xls that lists my fully ME researched BPO'S, their material inputs and the prices in a few trade hubs. And of course it has the prices for the materials.

I first created it to better determine what to build. It turned out to give me a better overall feeling about the depth of how things in eve are made.

I hope I can use the file for years to come and that there's no need to change anything but the sell prices. Therefore my question, does CCP ever change the amounts of materials or even type of materials that stuff is made of?

Ping PangWang
TEMPLAR.
The Initiative.
#2 - 2017-05-23 13:42:28 UTC
Unless CCP makes changes to the materials or the BPOs directly you should be good, and if they do make changes they announce them way ahead of time in Patch notes.

Cheers
Skorpynekomimi
#3 - 2017-05-23 16:30:28 UTC
Ping PangWang wrote:
Unless CCP makes changes to the materials or the BPOs directly you should be good, and if they do make changes they announce them way ahead of time in Patch notes.

Cheers


This does happen. For example, the ME/PE changing to ME/TE stuff and changing stuff on my blueprints.

Economic PVP

Do Little
Bluenose Trading
#4 - 2017-05-23 17:58:43 UTC
CCP does occasionally adjust the bill of material for a product. One I recall because I made a fair sum stockpiling ships before the change was an increase to the build requirements for T3 destroyers a couple of years ago.
Aurelius Oshidashi
Royal Amarr Institute
Amarr Empire
#5 - 2017-05-24 03:24:03 UTC
Thanks guys, really good news to hear that it's pretty stable.

Now to dig a little deeper out of interest, is there a certain logic behind the materials used for builds?


For example, does the mass of a ship determine the amount of materials required a bit? And are there other factors, like that an agile ship needs let's say more pyerite? Is there any system CCP uses to determine what the input materials of an item should be?

I'm also working on an xls file listing all ships and their characteristics, so in theory I should be able to do some calculations and get some.clues myself. At this point, I just noticed that some modules that are in the same group require exactly the same input materials, while others in the same group have slight differences. The differences for frigates and cruisers have really significant differences sometimes.
Do Little
Bluenose Trading
#6 - 2017-05-24 08:23:29 UTC
T1 ships and modules are built using minerals. In general, the larger the ship, the more minerals required.

T2 ships and modules are built using advanced components and PI - a T1 product is also required which represents the mineral content. Advanced components are player manufactured using reaction materials from moon mining.

T3 ships and subsystems are built from hybrid components which, in turn are made from polymer reactions and ancient salvage found in wormholes.

https://www.fuzzwork.co.uk/blueprint/ is a useful tool for determining bills of material and profitability.

Right now pirate ships are unreasonably cheap. The blueprints are dropped as PVE loot and the build cost is lower than a normal T1 ship in the same class. CCP hinted at Fanfest that they aren't happy about this so I wouldn't be surprised if we see an adjustment. Either a reduced drop rate for blueprints or increased material requirement to build in order to restore some semblance of price/performance balance.


Aurelius Oshidashi
Royal Amarr Institute
Amarr Empire
#7 - 2017-05-24 09:28:40 UTC
Thanks Dolittle, I didn't know about that pirate issue being discussed atm.

I assume you mean with 'the larger the ship, the more minerals required', not just the ship class, but actually the mass of a ship, right?

My curiosity isn't satisfied yet though. I don't think that the minerals for say an amarr frigate increase in a linear way for an amarr frigate with a larger mass. I'm wondering if there are other ship characteristics determining which and how many minerals are required to build it.

Some more advanced insights would be appreciated.
Do Little
Bluenose Trading
#8 - 2017-05-24 11:30:27 UTC
Agility is an important consideration in Eve. It determines how quickly a ship can align and warp which can mean the difference between life and death.

Agility is defined as mass X inertia modifier. CCP will tweak these to get the balance they want. Among the Amarr frigates, they are all a little over 1 million Kg except the Cruicifier. I suspect CCP simply wanted to reduce the agility of that ship for balance reasons.

The biggest examples of this are the Nestor battleship which had its mass reduced to 20 million Kg so it could fit in a C1 wormhole. It still requires the same minerals a other pirate battleships with mass 95-100 million Kg! The Gnosis battlecruiser has a mass of 10 million Kg and requires 1 unit of tritanium to build.

Remember it's a game. We willingly suspend disbelief when our ships travel faster than light or our consciousness transfers to another clone - don't expect the mass of ships to correlate to the materials required to build them !