Marcus Rushe's Journal

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

Post by Balthelion » Fri Jul 04, 2014 3:02 pm

nostborn wrote:This is why Living in Null is so much more relaxed. At least you know when you see other people in local or on a gate that if they aren't Blue they will kill you if they catch you.
True.

But given that my personal flagging system means that CODE and all its subsidaries are flagged Orange as a "guilty by associaation rule", I kinda have the opposite going on - If it's orange/red It probably will gank me, everything else... Well it's EVE, so never say never. :lol:


Forgot to mention another incident that you just made me remember too. Last time I undocked from dixie in my freighter with the fuel supplies for my POS, i got bumped a Mach. Clearly wasn't an accident as it soon became immediately obvious he was on follow and probably burning into me. Now being the careful fellow I am, my freighter is fitted for extra tank at the expense of cargo space (since I never really need that much space anyway, though its sad to see just how badly each module drops cargo space). So my Freighter is not really a viable ganking target unlike the ones that fit triple cargo mod at the expense of tank (Which CODE *LOVE* to gank since that patch came in).

Anyway, After the third bump by which it was pretty clear he was deliberately bumping me, I decided the best thing to do was to re-dock while I was still inside the docking ring. Needless to say I left the next attempt to undock for a few hours, and a new contact got Orange flagged :mrgreen:

That's my first Dixie incident i think.
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Re: Marcus Rushe's Journal

Post by Balthelion » Thu Jul 10, 2014 10:05 am

Skill Training

I've done an absolutely colossal amount of skill training the past few days, due to new unlocks, the discovery of multiple skills which were injected but never trained to a token rank 1, and other skills that are generally short that I simply decided to train. I'll try to group them up in the commentary for simplicity.

Arkonor Processing 1 & 2
Bistot Processing 1 & 2
Crokite Processing 1 & 2
Mercoxit Processing 1 & 2
All three of these skills were now able to be trained following the recent addition of Refining Efficiency 5 to by list of maxed skills. I've taken them all to level 2 for now, with plans to take them up to Lv3 "soon", which is about 14h training time each. Any higher is probably out of the question in the short term as it will involve long training times. Not to mention the utility of these skills right now is low, since I have yet to actually venture out to try mining in my Prospect frigate.


Amarr Destroyer 1, 2, 3
Amarr Cruiser 1
Caldari Destroyer 3
Caldari Cruiser 1
I decided to spend a bit of time working on some basic ship flying skills, so that i can fit every basic tier of ship for each faction. No particular reason for it. Obviously this requires me to get Rank 3 in the tier below in order to train for the new tier, so by the end I will be Rank 3 in everything, though probably just rank 1 in battleships for now (Gallente excluded whom are already trained way higher in all tiers due to my focus on their ships). For now, I've unlocked Cruisers for all factions (Min Rank 1), and future training will work towards getting each faction's cruiser skill up to rank 3 to unlock battlecruisers (Currently only done for Gallente).


Corporation Management 2
Covert Ops 1
Capital Hybrid Turret 1
Diplomatic Relations 1
Long Distance Jamming 1
Signal Dispersion 1
Cynosural Field Theory 1
Reverse Engineering 1
Takmahl Technology 1
Talocan Technology 1
All these skills I noticed had been injected, but not trained to level 1 like I normally do. Some might actually have been a "Fuck it. I don't need it, but I can buy and inject it" purchase. There are still a few of these on skills the market (Jump Freighters ~100mil, Capital Ships ~400mil etc) that I can technically train, but due to the practically zero-use I would get from them plus their extreme costs, I haven't bothered with those. So anyway, I decided to bump these all up to Lv1. No other reasons for wanting to train them really. And don't ask why I own or am training for Cyno's :P

Corporation Management 2 was the exception to the rule here, being a level 2 train. I'm pretty sure it was a pre-req for Diplomatic relations though, so I figured there was no harm in doing the relatively short training for that just to get Diplomatic Relations in the bank.


Explosive Armour Reinforcement
EM Armour Reinforcement
The last of my passive armour reinforcement skills to be trained to Lv4. Lv5 for all four of them probably takes too long to be worth it, so probably won't get done for a LONG time, unless I'm really bored.


Drone Interfacing 4 (WIP)
I chose Drone Interfacing 4 as the kicker in my skill queue because I do still want to do some drone training, and as a 3d+ training project, it's a safe thing to leave unattended at the bottom of the skill queue (I hate the feeling that comes from logging in to a "skill queue empty" message). This one is a work in progress, but it will get chipped away over the remainder of the week while I might casually insert a few skills above it in the training queue each day. Bonuses to drone damage and mining yield are always welcome as a Gallente pilot. This one is due to complete about lunchtime on Saturday.
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Re: Marcus Rushe's Journal

Post by Balthelion » Mon Jul 14, 2014 5:09 pm

Skill Training

Amarr Cruiser 2 & 3
Amarr Battlecruiser 1
Caldari Cruiser 2 & 3
Caldari Battlecruiser 1
Minmatar Cruiser 2 & 3
Minmatar Battlecruiser 1
This is the bulk of the training which I performed over the weekend, meaning I can now fly Battlecruisers for all empire factions, and that my Frigate/Destroyer/Cruiser skills for each are now trained to a minimum of rank 3. I plan to continue with this line of training over this week to unlock battleships for the non-Gallente factions.


Drone Interfacing 4
Finished this one over the weekend to grant me damage and mining yield bonuses for my drones. It's also a pre-requisite for Sentry Drones. Which brings me onto...


Drone Sharpshooting 4
Increases optimal range of all drones. This was the last pre-requisite I needed for sentry drones. So I just need to purchase and train the actual sentry drone skill tonight to get that one in the bank.

Of course, both these drone skills contribute towards mastery requirements for all ships requiring drone training, including my flagship Hyperion Aliastra, the Damocles.


Expedition Frigates 2
Since I've finally taken my Prospect Frigate for a spin, I figured I ought to train this up to improve mining yield and reduce signature radius. Mining yield is currently precisely 800m3/3min, which makes the math very simple - especially since (being in lowsec) i'm mining pretty much exclusively Jaspet, which is 2.00m3/unit, ie, I mine 400 units per 3min per laser. That's maths I can cope with :P

Still, mining yield increases are always welcome. Signature radius reduction - while i certainly wouldn't turn my nose up at it - isn't much use. Since I'm well out of harms way before anything appears on grid, never mind when it tries to lock me.

I may upgrade to rank 3 soonish, but beyond that is off the cards for now due to training times.


An Expedition in a Frigate
So, I finally took the Expedition Frigate for a spin over the weekend (several in fact) due to getting bored late one evening.

As I planned, I took it over into the lowesec areas of the Genesis region, home to my personal HQ of Heorah, since I knew from experience that these areas of lowsec have very little to no players in them most of the time. Indeed, the system I have been using has been completely empty, except for once when quite a few people turned up, whether it was different groups looking to gank, or people involved in skirmishing with each other i couldn't say.

Either way, knowing that there was nobody at all in the system with me, it meant that mining was absolutely safe, and I was able to bag a load of Pure (+5%) & Pristine (+10%) Jaspet

The downside with the Prospect is that it cannot hold drones like the Venture can. So it's entirely defenceless. This can be a problem given the existence of rats in the belts, but so far with a bit of flying around i've always been able to find a rat-free belt to mine in.
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Re: Marcus Rushe's Journal

Post by nostborn » Tue Jul 15, 2014 7:44 pm

[quote="Balthelion
Cynosural Field Theory 1
[/quote]

Not that your likely to use it at the minute but you never know, its a good skill to have if you ever need one.

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Re: Marcus Rushe's Journal

Post by Dumnomii » Tue Jul 15, 2014 10:58 pm

Dropping a cyno and suddnely all these mamoth ships just appearing in a blaze of light, the first time I did it and had about 40 dreads appear is one of those fondest memories of EvE, especially as I had only been in the game for around 6 months and wasnt even really flying a battleship yet. It was one OMG moment.

Mind you back then 40 dreads was a BIG fleet, now days hardly worth the ozone to light the cyno
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Re: Marcus Rushe's Journal

Post by Balthelion » Wed Jul 16, 2014 10:54 am

Can imagine how awesome that sight would be - especially with the new warp-in effects coming in Crius :)
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Re: Marcus Rushe's Journal

Post by Balthelion » Tue Aug 12, 2014 12:26 pm

Heh, been a whie since my last update. Been largely absent from actually playing EVE of late, though I still tend to log in daily for reasons which I'll go into. Anyway, plenty of training has ocurred in the meantime which will leave me in a good start for when I dod get back to some proper gameplay.


Skill Training

Ship Training:
Amarr Battlecruiser 2,3
Amarr Battleship 1
Caldari Battlecruiser 2, 3
Caldari Battleship 1
Minmatar Battlecruiser 2, 3
Minmatar Battleship 1


I've now completed my basic training to unlock all basic t1 ship classes for all the empire factions. How competently I can actually fly each of these ships varies wildy of course. But it's still nice to have the option for it.

Near-Future ship training will involve working towards some of the T2 variants of these. Things like Evasive Maneuvering for interceptors and so forth. The advtage being that while those skill tend to be at least 7 days worth of training, now they will unlock the ship class for all factions simultaneously.


Ore Processing:
Jaspet Processing 4
Arkonor Processing 3
Bistot Processing 3


Curiously Crokite 3 seems to be absent from this list, and I thought I did it...

Anyway, bumped up my ABC ores (or AB at least) to level three to facilitate better reprocessing of those in the rare event I am able to mine some of that. I've also bumped Jaspet up to 4, primarily because it now enables me to fit T2 mining crystals on my Prospect frigate, which should provide a substantial mining yield bonus for mining Jaspet, which is pretty much exclusively what I mine on my low sec mining trips (unless I find rarer ores). Of course, the better refining yield when refining the ore I bring back to base is also a nice boost.


Drones:
Heavy Drone Operation 4
Drone Navigation 4
Advanced Drone Avionics 4
Drone Durability 4
Sentry Drone Interfacing 1


Drone training has been a long and painful process, since my drone skills were way behind my gunnery skills, and lets me honest, buffing drones doesn't feel nearly as meaty as buffing your guns, even if it may be just as effective.

Anyway, assuming I remember each of their bonuses correctly:

Drone Durability has made my drones tankier, which is always nice. Particularly since I use T2 drones, and they aren't particularly cheap to replace.

Advanced Drone Avionics has given me and extra 3,000m control range for my drones, so I can use them from further out.

Drone Navigation has improved the MWD speed of my drones, so they can move between targets faster. Not quite as useful, but it was on the list.

Heavy Drone Operation has obviously buffed my Heavy Drones, but I tend not to use these as they have a tendency to get assraped. So as a result it was the last drone skill to be trained.

Sentry Drone Interfacing has finally been trained following all the other drone training now meeting the pre-requisites. I have yet to have a play around with these to see if they suit me. However since my primary use for drones is as interceptors for frigates while I myself snipe down the big ships, I'm thinking it unlikely.


Shields:
Tactical Shield Manipulation 2, 3
Shield Compensation 3


I'm primarily an armour tanker as a Gallente pilot, but there are a lot of ships in my fleet which are shield tanked (eg mining ships, transports). Shield skills have as such been rather neglected in comparison to my armour training. I decided to pick off a few low hanging fruits from the Shield "To Do" pile during some quieter spells in the training over recent weeks, just to buff some of these. I can't recall if any of them were pre-requisites for a useful module or two that I want to use, but I'm squinting at TSM and thinking that was the case even if I cannot remember why.


Misc:
Micro Jump Drive Operation 2
Fuel Conservation 3


Lastly in the training roster are a few random skills that got inserted as filler

MJD Op was fairly quick to train and a no-brainer since my Battleship playstyle relies heavily on them. I cant recall whether the skill reduces the induction time, or the cooldown time - hopefully the later since that would be much more useful.

Fuel Conversation, if I remember correctly, buffs Afterburners. And was a reasonably short train too.


Subsystems:
Amarr Defensive Subsystems 1
Amarr Offensive Subsystems 1
Amarr Electronic Subsystems 1
Amarr Engineering Subsystems 1
Amarr Propulsion Subsystems 1
Minmatar Defensive Subsystems 1
Minmatar Offensive Subsystems 1
Minmatar Electronic Subsystems 1
Minmatar Engineering Subsystems 1
Minmatar Propulsion Subsystems 1


This mighty collection of subsystem skills wsn't as much training as it initially appears (6 minutes each). Since I've now trained all the T1 ship command skills for each faction, this unlocked numerous more of these skills (previously I've only trained the Gallente versions). I've now trained the Amarr and Minmatar ones up to rank 1 to get them injected. I still have the Caldari ones yet to do. 2 of the 5 Caldari ones I do not currently meet the requirements for (Missile Launcher Operation 5 and Shield Operation 5 respectively), so I decided to hold off on the three I could train until I can do all five at once. It's a bit odd that I was able to train the others though. Logically if Caldari requires Shield Op, then so should Minmatar. And if Caldari Requires Missile Operation, then why doesnt Minmatar require Projectile Turrets and Amarr require Energy Turrets. I suspect it must be a capitalist scam by those Caldari bastards, trying to force you to buy more skillbooks from their merchants.


Motion Prediction 5
Decided to train this one while I'm im on leave from EVE since it's one of the many 7 day projects I am eager to train. This one will help with turret tracking, and is the final rank in the skill. Getting this done also enables me to train Large Blaster Specialisation, which means T2 Blasters on my Battleships if I'm ever crazy enough to try it out (Short range guns on a thing which can barely move = bad :P). It's also a pre-requisite for the other short range turret types (Projectile & Energy), though I have little use for these yet and cannot train them until I train those gun types to a sufficient standard.


Evasive Maneuvering 5 (Current Skill Training)
This is this week's primary training project, another 7-8 day skill which will take me to late next Monday night. Besides being a nice to have universal ship skill in it's own right, Rank 5 in this skill is a prerequisite for Interceptor frigates. Once this skill finishes training, I will be able to to a quick token rank 1 train into Interceptors, and I can then fly Gallente Interceptor frigates. Other empire faction's interceptors cannot be flown until I achieve rank 5 in their respective frigate skills (which I already have maxed for Gallente).


Future Training Plans

At this point, I've achieved my previous main raining targets, which was to get all the basic ship training done for T1 ships, and achieve level 3 mastery of my Hyperion Battleship.

It still doesn't look like I'll be doing much in EVE for the immediate future besides day to day running of the POS/Industry and maintenance of the skill queue. so with that in mind I'm likely to target some mid-range training time time projects (~4-10days each).

There are a number of skills for which i need to train Lv5, but that are all 7d+ training projects. Many of these are still universal ship skills, and some of these are required for T2 ships.

Training up Minmatar Industrial 5 (15d+) to unlock T2 Transports, and Gallente Cruiser 5 (~12d iirc) to unlock T2 Gallente cruisers are also a possibility, though even while not really playing EVE i'm not sure if my patience could survive that long without completing some kind of skill training. Both might be chipped away at while occasionally inserting some quicker training projects at the top of the queue. That way I can work towards some long standing goals while also getting some instant gratification.


The POS & Industry

Crius changes have so far proved rather interesting as far as the POS and my industry activities are concerned.

The vast majority of my BPO's came out of the patch already maxed at 10/10 for material and time efficiency which is great. Those that were not are pretty damn close, or never researched in the first place.

The changes to invention where an invention job now only consumes 1 run instead of the whole BPC has also been a welcome change, as I can now get loads more invention chances out of my jobs, particularly for the smaller ships where the BPCs are typically sold with 5/10/20 runs on them, or things like Ammo BPCs or modules.

I've been logging in daily to ensure that I'm always making use of my 9 available slots in the POS. Primarily these have been used for Invention jobs since the majoriy of BPO's are fully researched, and most of what's left are either modules/ammo or BPO's which I cannot research based on my current skills.

Job cost wise, these have been pretty agreeable. Can't say if its any more or less expensive than I used to pay, but I'm pretty happy with them. I think being in a stationless system may help to lower costs, since people need a POS to be able to do the manufacturing.

I've now re-structured the POS facilities with the industry changes making it pointless having multiple facilities of the same type. Previously the POS had:
  • 3 x Research Labs
  • 3 x Medium Turret
  • 1 x Small Turret
I've now removed two of the research labs since they are now pointless. Since the Research labs are now purely for doing Material/Time efficiency research, I've now installed a Design laboratory to compensate. This allows me to do Copying and Invention activities. This left me using less POS resources to accomplish the same tasks I could previously.

I therefore decided to install a Component Lab to enable me to manufacture components for Tech 2 ships at a reduced cost. Since many of these can be very expensive to reproduce. Long term, I will be able to research my component BPCs to further drive down production costs at this facility, but I don't current meet the pre-requisites. The component lab, like most if not all of the manufacturing facilities, can also manufacture fuel blocks to power the POS, so it fulfils that role too, if I ever manage to get around to making Fuel Blocks from my Planetary Interaction operations.

I think there may even be enough leftover resources to add yet another facility too, but I haven't looked into it yet. May look into that this week since I need to do a fuel run tonight anyway.
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Re: Marcus Rushe's Journal

Post by Balthelion » Tue Aug 19, 2014 4:17 pm

Skill Training

Evasive Maneuvering 5
This 7d+ skill is finally done, providing a nice universal buff for all ships, and now allowing me to train the Interceptors skill tonight if I go buy it.

Since the T2 Interceptors all require their respective faction frigate skill at 5, I would only be able to fly Gallente Interceptors at present, which are the Ares and Taranis (T2 Atron hulls). I really want the T2 Caldari Condor hulls though (Crow and... Raptor?). I think one of them is actually a hybrid turret variant rather than its usual missile weapon systems, but I couldn't comment on either's combat effectiveness. I just have a soft spot for the Condor since it was my first ship, an it looks rather sexy since it got redesigned this year.


Next Training
Not really sure what I'm training next. I've queued up and started chipping away at the 12d behemoth that is Metallurgy 5 (for industrial reasons that will become clear below). I must admit, I deliberately didn't put much thought into what to stick in the queue next, just so I'd stick this skill in to whittle it down a bit first. It's one of those skills that I've needed to train, but have forever ut off because the return on investment for a 12d project was very low.


The POS / Industry

POS Operations still moving along nicely. I've been enhancing the facilities there over the weekend. Current Facilities are now:
  • 1 x Gallente Small Control Tower
  • 1 x Research Lab
  • 1 x Design Lab
  • 1 x Component Assembly Array
  • 1 x Advanced Small Ship Assembly Array (NEW!)
  • 3 x Medium Hybrid Turret
  • 1 x Small Hybrid Turret
Now, something odd happened, because before I bought the ship assembly array, I made a note of available remaining resources (CPU/PG) at the POS, and calculated that I could afford to operate both a Small Ship Assembly array and a corporate hangar. However after deploying the ship array, I didn't. So no corp hangar for mass storage of goods. It's not a huge loss - The four existing facilities have a fair amount of storage between them. Just would have been nice, primarily for stockpiling fuel, but also other resources.

Obviously, this setup puts me in a great position for the design and manufacture of T2 small ships (Frigates/Destroyers). These are not too resource intensive (something that becomes a huge problem with T2 manufacturing). The Small Ship Assembly Array also gives me a slight reduction is material requirements too, and trust me when I say every little helps in this regard.

I've yet to actually use the facility, so I cannot say whether it EXCLUSIVELY allow for T2 manufacture (ie, not able to manufacture T1 small ships). Would be a bit harsh if that was the case, but nevermind.

In any event, this is moving me one step closer to realising my dream of being able to reliably - and more importantly, cost efficiently - manufacturing T2 ships. With all my work put into Invention since I started in that field, I have huge stockpiles of BPCs in the bank. While manufacturing the larger T2 ships is incredibly costly, and something I would only really consider doing for myself, Small ships should be feasible enough to make and sell as a solo player.


The Pipedream

Ideally, I'd love to be in a position where I can run a profitable business making T2 ships. The business should be profitable enough to meet my operational and day-to-day costs of plying EVE (POS Fuel, market purchases etc). I doubt I could turn a monthly profit high enough to be able to buy a plex, but to be honest I really don't mind paying the sub for the gametime anyway. There's still no harm in aiming high though.

The business would have several key areas though.

Step One: Research
Frigate BPOs are pretty easy to max out research on, Destroyers a little less so. In any event, maxing the material efficiency of any BPOs I intend to use is not too big a job. I already have a decent collection of them anyway. Granted I don't think this makes any difference at all to any T2 BPCs generated from this blueprint, but don't forget that a T2 manufacturing job requires a T1 ship to perform.

Ignoring the one-off initial cost of the BPOs, and writing off the job costs as a trivial expense, that makes this step effectively free, gated only by time requirements. It does however mean each research job will occupy a science slot (Currently I have 9 max)


Step Two: Copying
Copying is pretty easy to do. The Crius changes mean that Invention jobs now consume 1 run of a BPC rather than the entire blueprint, so I no longer need to worry about spamming 1-run BPCs, and can just produce a multiple run output BPC (Not sure if this saves on copying time or not).

The only costs here are the trivial job costs. So again, this is basically a time investment only.


Step Three: Invention
Invention is by no means a guaranteed result. Frigates should be around a 30% success rate base, so for every three T1 BPCs I have, I should produce 1 T2 BPC.

While I could use some decryptors here to affect the stats on the T2 BPC which I get upon success, I feel that it really is not worth the cost for small ship BPCs, as the cost of the decryptors ought to outweigh the cost of any construction materials that increased material efficiency would save (Math TBC).

Therefore, the only cost at this stage would be the trivial job costs, plus some Mechancial Engineering Datacores and <Insert Faction Here> Starship Engineering datacores. This is the first real step where costs are coming into the equation, and obviously, improving the success rate of invention jobs at this point will save me money (=MORE PROFIT!)


Step Four: Resource Procurement
Now this is the step that will really affect the profitability of the business. At this point, I have the T2 BPC, and now I need to manufacture it. Materials required for manufactuing can potentialy come from three sources:
  1. Asteroid Mining
  2. Moon Mining
  3. Planetary Interaction
Now, obviously I can pretty much cover myself where Asteroid Mining is concerned. Theoretically, this would purely be a time investment, with the exception of Morphite and Zydrine requirements, which may need to be purchased off the market.

Moon mining is flat out beyond my capabilities. Not sure if Crius meant that these facilities can now be installed in high sec (can't see anything to confirm or deny), but even if it can, the sheer POS resources required to run the mining facility itself, never mind associated reaction arrays and storage facilities, are way beyond the capabilities of my small POS. Any moon materials would therefore need to be purchased from the market.

Planetary Interaction is well within my means, although the diversity of material requirements may mean that I cannot self-produce everything I need. My PI skills will need further development in order to maximise and optimise efficiency in this field, but hopefully I should be mostly if not entirely self-sufficient in this area. Any extra materials will need to be purchased from the market.


Step Five: Component Manufacture
At this point, I should have the materials required to build the T1 ship, which hopefully (TBC) can also be constructed at my Advanced Small Ship Assembly array to take advantage of efficiency bonuses. I also have any raw minerals required to produce the T2 Ship. I now just need to manufcature the various T2 ship components needed to make the ship.

This involves a number of BPOs (each faction uses different T2 Components). Unfortunately I cannot research improvements to these at present without a lengthy 12d train into Metallurgy 5, which is otherwise not an attractive training prospect.

In any event, these BPOs (ideally maxed on material efficiency to further drive down costs - a potentially massive saving in costs) can be used to manufacture the components I need at my Component Assembly Array. The Array at my POS will also provide a bonus for reduced material requirements for manufacturing the components, further driving down costs.

This stage will only cost me the job fees, so will pretty much just be a time requirement.


Step Six: Ship Manufacture
At this point, I have everything I need to build the T2 ship from the T2 BPC. I will then take advantage of my Advanced Small Ship Assembly array to build the ship, since this will further reduce the material requirements required to build the ship.

Costs at this stage will just be install costs plus time.


Step 7: Market
At this point, I have built my T2 ship, and now need to sell it at market. Dodixie will be my place of choice, since my POS is just 3 jumps away from it (A deliberate decision when setting up the POS). Besides being a major trade hub to ensure good traffic, it also minimises my sale costs. I have very high (8.5+) standings with the station's owners, the Federation Navy, due to my deliberate mission running for this faction. This therefore drives down the tax for listing and selling products on their market.

Hopefully, if everything works out, this will produce a profit!


Review
So to recap these steps, to maximise profitability of the operation, I need to focus on the following skill training / areas:
  • Ore Processing Skills - Maximise return on investment on asteroid mining time
  • Planetary Interaction Skills - Maximise number of planets used, and return on investment on mining/refining time
  • Science R&D Skills - Maximise number of simultaneous jobs allowed, material/time/ efficiency research speed, copying speed, invention success probability
  • Trade Skills - Minimise sales/purchase tax costs
  • Low/Null-sec Mining - Maximise return on investment on asteroid mining time, potentially acquiring rarer mineral types in the process.
  • BPO Research - drive down material/time requirements for manufacturing
Now, this list is some really long term planning for skill training, likely going to the end of the year and beyond, and there will be plenty of unrelated skill training taking place ahead of it in the meantime.

PI should be relatively simple to develop, since it's a self contained system of just 5(?) skills, so rank 4'ing everything as a minimum should be pretty easy to achieve.

Ore processing, While I'm fairly happy with it at present, I've yet to really test the post Crius effects on my refining yield, and even if it's not worse than before, increased efficiency will still be highly beneficial to driving down costs, as there will now be wastage involved.

Sales skills should not be too hard to rank up to 4's, I just haven't had a real need for it yet.

Science skills will be the problematic one, as there are some lengthy ones in there. Metallurgy 5 (12d) being the key initial one, for gaining the ability to research material efficiency on my various T2 Component BPOs.
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GW2: Taikken ~ Vasuuki ~ Artuura
EVE: Marcus Rushe
SW:TOR: Tannik ~ Celandra ~ Korrun
League | Steam | Minecraft: LeoxStryker

Dumnomii
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Re: Marcus Rushe's Journal

Post by Dumnomii » Tue Aug 19, 2014 8:54 pm

"Therefore, the only cost at this stage would be the trivial job costs, plus some Mechancial Engineering Datacores and <Insert Faction Here> Starship Engineering datacores. This is the first real step where costs are coming into the equation, and obviously, improving the success rate of invention jobs at this point will save me money (=MORE PROFIT!)"

Cough , research agents, cough

Will get you some data cores at a much reduced cost, it is only a trickle though with good skills and high standings it is one core per agent per day.

Tech 2 ships dont use much in the way of PI, its mainly moon goo, but Robotics is something used for manufacturing POS fuel and in quite a few tech II bits and peices like drones. Construction blocks I think was something you or was it Arc where already making which are another one that is used a bit.

If you want me to I can research any BPOs if you need them doing but I am impressed at the way your have soloed it so far so I understand if you want to finish the job yourself :P
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Dumnomii - Chimp 100, Kiraail - Hunter 7x, Skidald - Grd 5x, Angmia - LM 4x
Skaven - RK 2x, Merrywin - Mini 8x, Kenne - Ward 3x, Xavin - Cpt 4x. Zaphyri - Burg 1x

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Balthelion
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Re: Marcus Rushe's Journal

Post by Balthelion » Wed Aug 20, 2014 10:47 am

Dumnomii wrote:Cough , research agents, cough

Will get you some data cores at a much reduced cost, it is only a trickle though with good skills and high standings it is one core per agent per day.
That's true, and tbh I'd forgotten that I still haven't revised my arrangements with Research Agents (still only have a single crappy Lv1 agent for the KK corp trickling away). If I'm not mistaken, I need to train Research to Lv5 ("mere" 4d job?), and then I can train Research Project Management which allows me to run 1 extra research agent to a maximum of 6.

Given that I have a large variety of corps with level 4 agents unlocked, I really ought to get this done sooner rather than later now to start generating free datacores. Every little helps.
Dumnomii wrote:Tech 2 ships dont use much in the way of PI, its mainly moon goo, but Robotics is something used for manufacturing POS fuel and in quite a few tech II bits and peices like drones. Construction blocks I think was something you or was it Arc where already making which are another one that is used a bit.
Yeah it was me with the lego brick factory, and they are quite extensively used particularly by the small T2 ships. Not really much I can do about the "moon goo" though unfortunately.
Dumnomii wrote:If you want me to I can research any BPOs if you need them doing but I am impressed at the way your have soloed it so far so I understand if you want to finish the job yourself :P
I am indeed quite pleased at my achievements. If you're happy and willing though, I wouldn't say no to a bit of help researching some of my T2 component BPOs. At the end of the day, these are purely a time and science job slot filling requirement rather than any real sense of personal accomplishment involved. Would save me some time researching improvements to the BPOs if you're happy to do it and it doesn't inconvenience you.
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GW2: Taikken ~ Vasuuki ~ Artuura
EVE: Marcus Rushe
SW:TOR: Tannik ~ Celandra ~ Korrun
League | Steam | Minecraft: LeoxStryker

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