Marcus Rushe's Journal

The Dangers of Deep Space
Dumnomii
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Re: Marcus Rushe's Journal

Post by Dumnomii » Wed Aug 20, 2014 9:18 pm

I have 3 slots coming free in 2 days which you are welcome to
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Re: Marcus Rushe's Journal

Post by Balthelion » Thu Aug 21, 2014 12:14 pm

Dumnomii wrote:I have 3 slots coming free in 2 days which you are welcome to
Where would you need the BPOs shipped to?

I'll probably give you a trio of Component BPOs (Req. Metallurgy 5)
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Re: Marcus Rushe's Journal

Post by Balthelion » Wed Sep 03, 2014 5:32 pm

Skill Training

It's been fairly quiet of late, as I've been committing to a 16 day training project, which is now on the verge of completion and about to open up a whole new world of possibilities.

Metallurgy 5 - +5% Material Efficiency research speed per level
This training project has been over 16 days in the making, but is finally due to complete tonight. While the bonus it offers does have practical applications for me, its main benefit is what it will allow me to train next. If my calculations are correct, then for every day (24 hours) spent researching material efficiency, this final rank will save 72 minutes off of that day's research. With a lot of the larger research projects taking 20-30 days or longer, it does add up to a sizable reduction. Still, I wouldn't have valued it as being a worthwhile train on its own merit unless it was no longer than 4 days training time max.

Maxing this skill opens up (at least) 2 new avenues of training, both of which I'll be getting underway tonight.

Firstly, I will now be able to train Scrapmetal Processing, which will improve my refining efficiency for all sorts of items and junk in the refinery. This should substantially increase my refining yield from such items after a few ranks, and since I tend to amass a large sum of junk from mission running, these resources will help to fund future construction efforts, since they are in-effect "free minerals", of which I'll now obtain more. Of course, since the Crius changes modified refining yield, this skill has recently become more important, as it can now make much more or an impact.

Secondly, maxing this skill now means that I can perform Material & Time research on T2 Component BPOs, Something I've been really keen to get started on for a long time, and my main reason for finally committing to maxing Metallurgy (or really training it in the first place for that matter)

T2 construction gets very expensive, very fast, due to the expensive cost of most components. Obviously, it's basic math that requiring less components in the first place, will save a lot of money - Hence I'm producing T2 BPCs through invention with as much Material Efficiency as possible, to minimise requirements. Building T2 Small ships at my POS also further drives down costs for the final manufacturing job, due to it providing a passive reduction in material requirements.

The next biggest way to drive down costs, is to make the components that I do need to make, be cheaper to make in terms of their own ingredients. This is where researching the T2 Component BPOs come in. The price and rarity of ingredients can vary, depending on the BPO. But regardless, less required means more money and/or time saved in acquiring them.

Since I'm most likely going to be focusing on the production of one specific T2 Frigate to begin with, I will be focusing on maximising efficiency at all stages of the operation for this one ship. It'll probably be one of the Gallente Frigs (I think the Ishkur sold for the highest value, but it may need more components to make - I need to crunch the numbers).

I'll need to ensure I have all the required Component BPOs, research them all to maximum Material Efficiency (The last few ranks might be brutally long - I can't test it till tonight). Time efficiency, while nice, is less important - It'll only save me time, not money, and time is not an issue right now.

Finding ways to save every penny will be critical if I am to make this a viable profit-generating business.
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Dumnomii
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Re: Marcus Rushe's Journal

Post by Dumnomii » Wed Sep 03, 2014 6:42 pm

Sorry Bal, I have 8 slots free currently if needed as not been doing a lot in EVE

Based in Eygfe but I can shuttle across to collect if needed
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Re: Marcus Rushe's Journal

Post by Balthelion » Thu Sep 04, 2014 9:30 am

Dumnomii wrote:Sorry Bal, I have 8 slots free currently if needed as not been doing a lot in EVE

Based in Eygfe but I can shuttle across to collect if needed

Hmm. Metropolis...That's where Hek is right? Minnie space? I can shuttle some stuff over at least part of the way.

Component BPOs are proving insanely easy to max ME (1d 6h!), so with that in mind, would you be willing to let me use your slots for some longer term R&D (~20d-30d) projects? If so, let me know if that's OK, and how many of those 8 slots you're willing to let me occupy and I'll ship some of my ship BPOs over for some research.
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Re: Marcus Rushe's Journal

Post by Balthelion » Fri Sep 05, 2014 5:00 pm

So, hot on the heels of my last update, comes the story of how the world of possibilities has just opened up, and a Homer Simpson "DOH!" moment.

Skill Training

Frigate Construction 5 - Skill at constructing advanced small ships
"DOH!" - Well it turns out that I only had this skill at Lv4, which was good enough for many but not all small ships (Note: Despite the name, its responsible for Destroyers as well as frigates). So I've been forced to bump this unplanned training project to the top of the queue to prevent unnecessary delays. Thankfully its only a 2x multiplier, so it'll only take a little over 7 days to train, which although is fairly lengthy, appears a lot more palatable having just come off a 16 day project, as it feels shorter than a 7 day project normally would.

This project will take me until at least Thursday of next week to complete, assuming no delays.


Component BPO R&D

Since Metallurgy 5 has now been completed, I have now begun the important task of researching my T2 Component BPOs, to ensure they are at optimal material efficiency. Time efficiency is also nice to have, but material efficiency is the primary objective here.

Imagine my surprise when I put the first job in and discovered that researching it all the way to level 10 would take only 1d 6h! Which puts it in a very rare club for BPOs which can be capped that fast (I'm pretty sure there is not any class of BPO which can be capped faster too)

So the bottom line here is that I will be able to cap all of them (*ALL* factions components) in Material Efficiency in no more than a week or so. A similar time frame should be required for time efficiency too. WIN!
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Re: Marcus Rushe's Journal

Post by Balthelion » Fri Sep 12, 2014 5:24 pm

Skill Training

Frigate Construction 5 - Skill at constructing T2 frigates & destroyers
So this 7d+ skill is finally finished now. The few remaining T2 small ships I couldn't build until now are now available for me to build.

At the very least, I'll probably end up crunching the math on producing some ships over the weekend if not beginning construction on my first ship. I now either have - or have the means to obtain - all the materials required to make the ships, so it's time to have some fun!

Interplanetary Consolidation 4 (WIP) - Ability to manage additional planetary colonies (+1/rank)
With Frigate Construction maxed, it took me a long time to decide where to go next. I didn't particularly need anything Industry related to begin my construction efforts, though there were still plenty of options for improving the process.

In the end, I decided on this skill as it would give me an extra colony to work with for Planetary Interaction. The colony can then be used to manufacture items used in T2 construction (are there any other PI items required besides lego bricks?), or failing that, for the originally intended purpose of gathering the PI materials needed to manufacture POS fuel. More on theorycrafting for that below.

Planetary Consolidation is due ti finish Sunday lunchtime.


POS Fuel / Planetary Interaction
Currently, I have to spend around 100 million ISK per month to purchase 28 days fuel supply for the POS. While it's not an excessive amount, it's not an ignorable sum either. Being able to manufacture my own would obviouslly save me anything up to the full value of the fuel.

I have a fully researched Gallente fuel BPO which I have yet to use. It has something like 8/9 ingredients, ranging from P1-P4 planetary materials. I should be able to make most of these ingredients with planetary colonies, but some of the more advanced ones I may find myself needing to buy at the market instead. Particularly thinking of (i beleive it is) robotics here, of which I need 1 per run, but due to beaing a top-tier P4 planetary comodity, is very hard to make.

In any event, producing as many of the ingredients myself as possible means I get a percentage of my fuel for free. I can simply purchase the remaining ingredients off the market instead of buying fuel blocks, which should be considerably cheaper. The facilities at my POS can then manufacture the fuel, and store the fuel until the POS itself needs it.


Future Training Possibilities
There are a few skills that I would like to gradually pick off, primariyl some of those still outstanding which will enable me to use certain T2 modules (so that I can reprocess/sell remaining T1 variants in my hangars). Generally though, I think I'll be trending towards Caldari Frigate and Missile weapon training.


Caldari Frigate 4 & 5
Two reasons for wanting this. Firstly, I love the new Condor design (the Condor being my original frigate of choice when starting the game). The same applies to its T2 variants - the Crow and the Raptor. Secondly, I have my eyes on the new Mordu's Legion frigate, the Garmur.

Both of these scale off of Caldari Frigate (and the T2 Condor variants require this skill maxed). All in all, its 9d+ for these two ranks to be trained.


Missile Skills
My ability to use missile weapons is pretty crappy right now, since apart from when I started the game flying the Condor and later the Corax destroyer, I've been using Hybrid Turrets ever since. I'm tempted to get the ball rolling on at least some of the lower hanging fruit in the missile skill tree to boost my missile skills from "crap" to at least "ok".


Planetary Interaction Skills
The PI skills category is a rather nice small set of skills that forms a closed loop. The 5 skills in it are independant from everything else, and are not too bad to train.

Interplanetary Consolidation will be Lv4 after the aforementioned training.

If I get Planetology to Lv4, I can train the advanced skill for it. I can then get it injected and trained a bit (both skills affecting scan accuracy when surveying planets, though in slightly different ways).

Remote Sensing is currently at Lv3, but unless i'm mistaken its only use is for identifying which planets are worth moon mining in low sec, so it's unquestionably the least useful in the category for me to train.

Command Center Upgrades on the other hand has a much more practical use, giving me more CPU and Powergrid to work with on each planet. That's particularly important for physically larger planets (where resources are more spread out, requiring longer pipe connections), and planets where I have a more complicated industrial operation going on.

All in all, it shouldn't be too painful to bounce these all to Lv4 (with the possible exception for Advanced Planetology)


Battleship Training
The Damocles (Hyperion Aliastra) is a pretty mean monster these days, with 650+ DPS and a strong tank. There are still plenty of skills which can buff it though, and other ships in my fleet in the process. There are still quite a few gunnery skills which i need to train the final rank for, but these all require at least 7 days to train, which is putting me off. There are also a small number of universal ship skills (like warp drive, capacitor skills etc) which I still need to train too, and the Damocles will benefit from this. Additional Cap supply and/or regen would certainly be useful for my flagship for prolonging its ability to fight.


Cruiser Skills
Cruiser tier is currently my weakest ship tier right now. I don't currently have much reason to fly a cruiser, and the only time I did recently was when doing the COSMOS missions for the reputation required to anchor my POS. Back then I was using my Vigilant, which is an absolute beast.

Although I still don't really have much of a reason to fly cruisers, I'd love to work towards getting a T3 Strategic Cruiser, since they are pretty cool with how their appearance changes based on how you configure each of their 5 subsystems. I already have all the subsystems trained, I just need to cap out Gallente Cruiser, which is in the region of a whopping 20-30d training project.
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Re: Marcus Rushe's Journal

Post by Balthelion » Thu Sep 18, 2014 5:30 pm

Skill Training


Interplanetary Consolidation 4 - Ability to manage planetary colonies, +1 per rank
This finished training on Sunday, meaning I can now manage 5 planetary colonies. I have 4 planets set up for producing the materials I need for POS Fuel ingredients (While technically possible, I couldn't achieve it with 3). The last of these planets however does still need to be set up, but it's a simple enough operation.

The fifth planet is my classic Lego Brick factory, which is mass producing Lego Bricks for T2 ship construction.


Exhumers 3 - Skill at Flying Exhumers (Exhumer-specific bonuses per rank)
I've been doing a lot of Ice Mining lately, so with no immediately clear direction for skill training, I decided to up this skill for now, since it was under a day's work.


Ice Harvesting 4 - Efficiency at Ice Mining: 5% reduction in Ice Harvester cycle time per rank
Again, keeping with the Ice Mining theme, I trained this one since it was pretty quick, and helps my immediate activities in-game right now.


Mining Foreman 4 - Skill at managing fleet mining operations - 2% mining yield boost per rank
With still no clear direction for skill training I had initially decided to chip away at the 16d project that was Minmatar Industrial 5 (for unlocking T2 transports). However I decided to switch that in favour of this skill, to work towards unlocking the Orca. I built myself an Orca what must have been a full year ago now, but still haven't dedicated the 9 or so remaining days to flying it :P

Admittedly, its somewhat pointless as Marcus still won't be flying it for reasons which will come clear in the next section. But it's some long overdue training. Also worth a note that The yield bonus is only applicable to asteroid mining, since Ice mining does not work on yield bonuses (and therefore receives no benefit from this skill)


Mining Foreman 5
This is currently the actively training skill, and the last requirement for the Orca (not count a token Lv1 skill train after its finished). Will probably bump a couple of short skills ahead of it while it gets shipped away at over the next 7-8 days.



OH GOD, WHAT HAVE I DONE?!
So, I finally bit the bullet and did something I've previously been reluctant to do. I subbed a second account :P. As bad as having two current sub feels (for no logical reason I might add), It's still only another £10/month. So fuck it, why not :P

So the second account just has one character on it - Abigail Rushe (sister to Marcus) - and Arwa already has his eyes on her (She wouldn't marry an Amari, she has standards). The plan is that she will primarily be a supporting character. So things like Orca piloting, hauling, transport, etc.

I spammed the training of every skill she could immediately buy/train to level 1 (which meant that I hit the 50 skills maximum to be queued at any one time quite often :P). The plan now is to train her to Cybernetics 4 (due to complete Thursday evening) in order to be able to fit Lv4 Implants for further training projects. Her first immediate goal will then be Orca Piloting, followed by any other fleet mining boosting abilities.


Ice Mining
So, this weekend I finally had a decent stab at Ice Mining, due to the recent focus on having a good go at manufacturing my own POS fuel. I've been doing this in and around Aydoteaux (sp?) in Everyshore, because this system has two permanent Ice Belts (provided they havent been mined dry, and aren't waiting for the 4h respawn). The neighbouring Tolle system also has a fairly regular single belt spawn too.

Ice Mining, for those who don't know, is different to asteroid mining. Asteroid mining revolves around m3 yield per fixed time, where skills, items and abilities will increase this yield. Ice mining on the other hand, has a fixed yield - 1 ice block of 1,000m3 per cycle. Naturally, this also prohibits the use of mining drones. Instead, Ice Mining focuses on reducing the cycle time of your ice miner. Normally this is 300s (5 minutes!).

I started off with my old Retriever (which has effectively been retired since the Mackinaw came into play). I've since now bought a 2nd Mackinaw which is specced as an Ice Miner. The cycle time on that is currently reduced to an incredible 114s (1m 54s), which as you can appreciate is a huge reduction.

I even got Abigail in on the action, by buying her a Miasmos (Gallente Industrial) which has a specialised Ore Bay (Holding an incredible 48,000m3 or so at Rank 1, with a 10% increase per level), so that Marcus could remain in the Ice Field chipping away at the Ice with his Mackinaw, while Abigail took custody of the Ice and shipped it where it needed to go.

I did try crunching some math on the Ice requirements for 28 days fuel supply on a normal Gallente Small POS (10 blocks/hour). It wasn't too bad but could be better. It's still a bit grindy for a 1-man job though (even if said man now has two accounts). Assuming I even got the math correct in the first place, I think the rarest item produced from refining this ice would require ~1300 units of Ice based on my current refining rates. Bearing in mind - this results in a fair surplus of the other materials.

Going forward, with the new ability of two accounts, I'll need to run the numbers to determine what the optimal efficiency for mining Ice is with two characters - Whether its an Exhumer and Orca, 2 Exhumers, and which Exhumers are more efficient.

I was a bit wary of how busy the Ice Belts can sometimes be (in one of them recently, an Orca warped in with *12* Exhumers which all clumped together near it mining ice. Which resulted in some nice spider-y light shows, but that was an industrial juggernaut at work. They even brought in a Providence (Amarr Freighter) for hauling. They were soon joined by two other similarly sized groups, and the belt melted pretty fast after that :P


Corporation Upgrade! New Offices!
So, several things going on at once here.

First off, I bought some new Corporation offices based at Aunia, Sinq Laison. This station is my Lv4 mission running hub (for the Gallente Federation Navy), and is pretty much where I've been based out of over the last three months.

This system forms a small triangle with my other two points of primary activity - Chantrousse (the POS, 3 jumps away), and Dodixie (for trading, 2 jumps away).

I've already shipped everything over from the old HQ at Heorah barring a handful of ships. Some of the stuff (primarily related to production, research etc) has been moved directly to the POS, ready to be used for those purposes.

The old Office in Heorah is due to run out of rent in another week or so, and I will be abandoning it at this time, This will leave nothing in the Genesis region, with the possible exception of my Prospect mining frigate (which loves the lowsec in that region), although this may be moved to be based out of the Aydoteaux system where I do Ice mining instead.

Secondly, I've restructured a lot of the corp divisions and infrastructure, to cope with the strong possibility of inheriting SHITE refugees. These have now been reconfigured as the following seven divisions
  1. Production
  2. Adv. Production
  3. Research
  4. Design
  5. Trade
  6. Reprocessing
  7. Shared
The first four of these (red) are read-only access to everyone but myself at present, since between them these house my personal/corp assets.

The last three (blue) are all public, so everyone with "Minion" access (yes, I really called it that in-game) can not only view, but also take from these division hangars. Trade for storing things for the corp to sell, Reprocessing for anything to reprocess (including ores), and shared being a generic hangar for any purpose (such as somewhere for corpies to put Blueprints when conducting research at the POS).
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Re: Marcus Rushe's Journal

Post by Balthelion » Fri Oct 03, 2014 5:20 pm

Skill Training - Marcus

Mining Foreman 5 - +2% bonus to fleet members mining yield per level
Trained this as a priority, to get Marcus able to fly his Orca at last (and by extension, fly it from Heorah to Dixie for fitting, since it was the last object at Heorah to be moved). It's mostly pointless though, as he can't then mine for himself - The overall plan is for Abigail to take over this role once she's up to speed with training.

Planetology 4 - Bonus to Planetary scan resolution
Trained this next, as a buff to my Planetary Interation operations which are now in full swing. More importantly though, it enabled training of the advanced skill...

Advanced Planetology 1, 2 & 3 - Bonus to Planetary scan resolution
This works slightly different to the normal skill, but they both work towards the same goal - more accurate scanning of the planet.

Having since tested out some planetary scans with the three ranks of advanced and bonus rank of normal, I've noticed a huge difference in scan results. So much so that I've actuall redesigned a bit of colony layout to take advantage of the results.

I can't quite confirm it, but it may even now mean I'm getting a way higher yield per drillhead too when placed in a similar quality spot to before (the numbers are certainly way higher at least.


Caldari Frigate 5 (WIP) - Skill at flying Caldari Frigates
Ranks 3 & 4 were recently trained (maybe not documented in this journal), but Rank 5 of this skill is my current training placeholder, with about 5 days of training to go.

My main reason for going for this is to be able to fly the awesome looking T2 Condor hulls. That and the fact I'd love to train for Gallente T3 cruisers, but that's a THREE WEEK project. :P


Skill Training - Abigail

Spaceship Command 1-5 - +2% increase in ship agility for all ships using Spaceship Command per rank
Mining Foreman 1-5 - +2% bonus to fleet members mining yield per level
ORE Industrial 3 - skill at piloting ORE industrial ships
Abi has been hammering all of these skills to be able to pilot the family Orca. She should be done with the final touches of training on Sunday night. Granted that's just to pilot the orca, so she'll still be fairly far from optimal without further training.

I've already spotted and earmarked a rather nice mining link implant for slot 10 which she'll be getting as it's too good to miss for an industry/support focused pilot, but I believe the training for that alone will take the best part of three weeks, so it'll be the finishing touches to her Orca piloting.


POS v2.0
I finally put my money where my mouth was and upgraded the POS infrastructure.

I have now upgraded from a small to medium POS, giving me more resources to work with. However rather than go with a standard Gallente Medium POS (using 20 fuel blocks per hour), I decided to go with a faction edition POS. And the more expensive of the two options as well (Shadow rather than Serpentis).

In the end, the new control tower alone set me back 850 million ISK (*technically* a bargain, since normally it retails at 900mill :P). I then had to spend a couple million more on the additional facilities. I've added 5 new facilities now (although due to CPU limitations, I can only online 4 of them at any one time). This new POS layout is as follows:
  • Shadow Control Tower (Medium)
  • 3 x Small Beam Laser Battery (Defensive measures)
  • Research Laboratory (Material & Time Efficiency Research)
  • Design Laboratory (Invention/Copying)
  • Advanced Small Ship Assembly (T2 Frigate/Destroyer/Small Construction)
  • Advanced Medium Ship Assembly - NEW! - (T2 Cruiser/Battlecruiser/Medium Construction)
  • Advanced Large Ship Assembly - NEW! - (T2 Battleship/Large Construction)
  • Ship Maintenace Array - NEW! - (Ship Hangar/Fitting facilities)
  • Equipment Assembly Array - NEW! - (Equipment construction - All Tiers)
  • Drone Assembly Array - NEW! - (Drone Construction - All Tiers)
Basically I'm having either the equipment or Drone factories online as required, while all the other facilities are online 24/7.

Anyway, the new POS uses 16 fuel blocks per hour (instead of 20 for a normal medium). Basically It'll repay itself in terms of fuel saved after about 6 and a half months, so it'll be worth it in the long run.

But yeah, If anyone ever needs to construct their own T2 ships - do it at my POS. You'll save a fortune with the cost reductions on material inputs.


Planetary Interaction
I've now got all my colonies up and running smoothly, and apart from the lego brick factory, they are all geared towards making ingredients for POS fuel blocks. 2 are set up in Chantrousse (the POS system), including the gas planet which the POS orbits. 1 is at Tierijev, and another 1 as Osmommone. Both of those systems are one jump from Chantrousse and also connected together to form a nice triangle, which makes my run when managing the colonies nice and simple.

At this point, I think I've identified the weak link in the supply chain being Mechanical Parts. Since each run of the fuel BPC needs 4 mechanical parts and 1 Robotics (10 MEchanical Parts = 3 robotics), a 6:15 ratio in terms of how many i need to keep "raw" and how many to convert to robotics.

1 BPO run = 40 blocks, so that's 2.5 hours fuel supply per run. So I basically need to hit the point I can produce enough for at least 10 runs per day. That shouldn't be an issue for anything but Mech parts and robotics. Depending how this pans out, I may wish to either train the final rank of planetary management to grant me a 6th colony to be used exclusively for producing mechanical parts, or I may discontinue the Lego Brick factory (Which it should be noted is in the now evacuated Heorah system) in favour of the same.

Abigail could also technically chip in with her own share of PI facilities. Indeed, that along with Research will be one of her long term goals, to be able to generate assets in the form of datacores and PI commodities even while offline.
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Re: Marcus Rushe's Journal

Post by Balthelion » Mon Oct 13, 2014 2:38 pm

Skill Training - Marcus

Caldari Frigate 5 - Skill at flying Caldari Frigates
Finally finished training this now, so Marcus can finally fly that shiny new Crow he built at the POS which is currently sat in the POS hangar.

However given that it is both Shield tanked and a missile ship, he needs to do some training in those areas to bring his piloting abilities in those ships up to par with his Gallente/Armour/Hybrid Turret ships. Thankfully the shield skills aren't too far off where they need to be (a couple still needed for T2 modules, plus a bit extra training to be done towards resistances)

The Crow definitely looks rather badass since the ship model revamp and the DX11 support. I've named it the "Bird of Prey" due to its similarities with a Klingon ship of the same name, plus a nod to its bird themes hull names.

I can't help but wonder though if I'm being too harsh on the missile DPS numbers. They are appalling compared to my guns (My Enyo is almost 300 DPS with Hybrid turrets, the Crow can barely scrape 50 DPS currently). Is that intentional given that a missile will always hit, whereas guns are subject to tracking? And presumably missile damage can be increased as well as decreased based on all that impact mechanic math. On paper the DPS numbers look so much weaker using missiles than hybrid turrets .(I'm lucky to get 50 DPS out of the crow whereas my Enyo is pushing 300). If anyone has any thoughts I'm eager to hear them.


Misc. Missile Skills
Trained up several missile skills, mostly to their repective Lv4's. Can't name them all off the top of my head, but it was just all round fairly quick skills in order to work towards a bit of mastery on the Crow, and generally improve my piss poor missile skills.


Exhumers 4 - Skill at slying Exhumers
On the basis that I've now consumed all my mined Ice for making POS fuel, I now need to go Ice Mining again (although I still have something like 23 days fuel supply at the POS to keep me going for now).

I decided to invest the 3 and a bit days required to get my Exhumers skill up to Lv4, in order to improve my Exhumer fleet for the task. For the retriever specifically, it will mean even faster cycle times.


Gallente Cruiser 4 (WIP) - Skill at flying Gallente Cruisers
Without any pressing goals to achieve right now, I've turned my focus towards training for the T3 Gallente Strategic cruiser (the Proteus). I have my eyes set on making/buying one of those, and potentially using it as a wormhole exploration ship.


Skill Training - Abigail

Abi is now capable of flying the Orca, however lacks the skills to fit it to a reasonable standard (or in the case of some modules; at all). Her training is now focussed on being able to at least fit the T1 variants of the chosen modules, with an aim towards moving on to T2 variants ASAP. Her current training goal is now to maximise her Orca abilities.



Planetary Interaction / POS Fuel

Theres been a fair bit of restructuring with my PI lately, to optimise everything following recent PI training, and the fact that it kinda shat on my current PI setups (Things were no longer mining in good spots since the scans moved the good spots elsewhere).

Anyway, I had to reposition all the drillheads in order to re-optimise my operations on each planet, taking advantage of the newer more accurate planetary scans I could conduct following recent training.

I also switched two of my Planets out for new ones.

The Lego Brick Factory (tm) in Heorah (my first PI installation) is now sadly no more. While Lego Bricks are nice (and used in the construction of T2's which I'm now actively doing at the POS), POS Fuel production is the #1 priority.

The Lego Brick Factory has now been replaced with a SECOND Barren Planet installation at Chantrouse I producing Mechanical Parts (The original factory being next door at Chantrousse II). This should help mitigate the bottleneck situation I currently have where I need Mechanical Parts both directly for the POS Fuel, and indirectly to make robotics which are also used in the fuel, and I wasn't producing the parts fast enough.

The second change is I moved the Oxygen/Coolant planet from Chantrousse VII (the gas planet the POS orbits) to Chantrousse III, a storm planet. The reason for doing this was simple. Production at this planet was pretty poor, partly due to the fact that as well as producing a level 2 output (Coolant), it had to also fund the PG/CPU to extract and produce an additional level 1 output (Oxygen). This meant that it could only support 5 drillheads between three extractors, and the yield was poor. And the materials were already pretty scarce on this planet anyway.

So I did a bit of research, concluded I needed another Gas planet, or alternatively a Storm planet, in order to be able to mine the three base materials required. Chantrousse has a Storm planet (in addition to several other gas planets), and being the rarer option I scouted it out and found the perfect spot with dense quantities of all three materials close by. So I set up facilities there, and was able to lay out my operation better in order to get a few more drillheads and also install a Launchpad with the gas planet lacked.

Its still early days, but initial results seem to indicate that this has at least met demand for Mechanical Parts, if not surpassed it entirely, which is a good thing.

With PI operations for POS fuel ingredients sorted now, the only issue now is mining enough Ice to meet demand for those ingredients. I've all but exhausted the rarest material from Ice Refining, but as speculated previously, I plan to just buy some of that particular material in order to make up quantities to balance out the excess in the other two materials. Long term, selling excess of the most common of the three materials in order to buy the rarest, and trying to balance quantities against the middle material might be an option. But since the rare mat is fairly cheap, it might be easiest just to keep what I have and buy extra of that.

Currently though, my attempts to be wholly self-sufficient at generating my own POS fuel are working. I have not had to result to buying fuel blocks yet which is nice. Id like to never have to buy fuel blocks again, instead at most having to buy limited supplies of ingredients I'm short on.


Misc. Stuff

Following on from making myself a Crow (T2 Condor), I've now made myself an Ishkur (T2 Incursus, Frigate Drone Boat edition)
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GW2: Taikken ~ Vasuuki ~ Artuura
EVE: Marcus Rushe
SW:TOR: Tannik ~ Celandra ~ Korrun
League | Steam | Minecraft: LeoxStryker

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