25/08/10 15:39 PM
| Jaspet | 55.92 |
| Omber | 55.99 |
| Hemorphite | 62.18 |
| Pyroxeres | 68.21 |
| Hedbergite | 74.04 |
| Veldspar | 65.77 |
| Kernite | 88.68 |
| Plagioclase | 84.13 |
| Scordite | 68.17 |
| Spodumain | 75.94 |
| Dark Ochre | 95.49 |
| Gneiss | 95.24 |
| Crokite | 172.65 |
| Bistot | 216.26 |
| Arkonor | 270.56 |
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On Scanning, Shooting, Salvaging, Harvesting, Hauling and Helping
In a whirlwind rush, the list of things to get done piles up and begins to look like a impending avalanche. There may be fields of ore just floating out in our system patiently waiting to hear from our barges. There are definitely wormholes that have yet to be found, surveyed, catalogued and stored. There are gases dispersing, hoping to be harvested and stored until processing. There planetary resources to extract, refine, process and export. There are reaction to be run, research to be installed, POS arrays to be unanchored, moved, anchored, onlined and utilised. There are resources to be exported, sold, contracted and traded. There are fuels, modules, ships, ammo and skills to be imported. There are possibly neighbours that would like us to alleviate their shields, scour their armour and generally remove their hulls from them.
And none of that even begins to include the number of people that need to be thanked, congratulated, hailed, ignored, watched, befriended, shot, reshipped, berated and/or bereaved. Throw in some ongoing conversations about the nature of the universe, whether ships really fly in space or swim through it, who did what to whom and where to go to get some good, hard spiked Quafe.
The world we live and fly and fight and engineer in is rich, deep and very, very personal. It takes more than just a passing interest in spaceships and spreadsheets to appreciate it fully. This is not to say it’s perfect. The interface confounds me on a regular basis, my ship seems to occasionally have a mind of its own, the drones only respond 100% correctly on the second Tuesday of each week and occasionally my overview tells me I’m somewhere else.
We are busy little Wormhole Engineers. We like our part and the jobs we do. If you are looking for a stable source of income and relaxed, arm-chair piloting – keep flying. There is none of that out here.
How do I balance my own progress with that of providing for my corporation and or alliance? As an industrial character who has spent a fair number of hours learning to build nice things, how do I remain profitable while supporting those around me?
If I produce for the corporation and/or alliance, the expectation is that there is some kind of break in prices. As a conscientious industrialist, I am going to tell them how much it costs me and where it’s more than the market, suggest that they obtain it there. Where it is cheaper to build, I want to offer them the opportunity to get it cheaper and be there for the people that help make it possible. I have found that I am quite horrible though at maintaining the balance necessary between things produced for sales [the market] and those manufactured for consumption [the corporation/alliance]. Often then the result is a complete halt to my industrial tendencies.
This is often further complicated by my relative incompetence and disconnect with the sales and marketing side of things. I am quite comfortable in navigating the market, getting the resources I need, etc, but just as equally uncomfortable putting my wares up for sale. Finding holes, navigating gaps, incremental adjustments, market trends all tend to elude my grasp, leaving me with a very real sense of dissatisfaction with the sheer number of things I could be doing to maximise my profits, but are generally left undone. I envy both the selfless industrialist who is able to provide everything her corporation needs as well as the ruthless profiteer who is able to judge the market, jump into the fray and make obscene profits.
As a corollary to the above, there is also a push to be involved in corporate and alliance activities that are somewhat beyond my level. I am fairly competent at combat in sub-battleship roles, but could always use more experience and training in weapon systems. I’m quite happy to spend the time training for better weapons, drones, fittings, but have to balance this with a desire to also be able to improve my abilities to support my corp-mates with industry. Has anyone else figured out to do it all and do it well yet?
It is certainly something to work and think through.
Hip, hip, horrific are the words we sing
Hip, hip, horrific is our thing -(TMBG)
As I look around and back at the posts I’ve written for the last year or so, I am reminded how well things have gone, but also how spectacularly I’ve managed to fail. If you are looking for pitfalls to avoid – you’ve found them. If you want to see how not to train for something; look no further. If you would rather have less isk at the end of the day, then this is your lucky blog!
Seriously, the posts that inhabit these pages are filled with the heartache and misery of a pilot bashing her head against the same asteroid day after day after day. At the end of the day there is a hangar full of veldspar and tritanium, some trash modules and a ship that desperately needs a tune up. Along the way the pilot has learned that you shouldn’t trust another pilot but you have to trust the other pilots until they fail you. You can’t put 4000 m3 in a GSC and there’s no way to get a station container out of a station. Overheating missiles is not so effective and skilling up adequately for boosters is going to be very expensive.
There are a few bright spots along the way. Namely, the ships and modules that have been opened up through a varied training programme that includes tech 2 mining equipment, logistics cruisers and some command ships. This is easily countered by the fail combat skills that barely allow for named heavy missiles on a Drake and some lame, unsupported rails on a Moa. It’s rather comical sometimes to be able to fit a full Tech 2 tank on every ship in the game, but then realize you still only have the equivalent of light weapons for armaments. Fear the fail firepower of 150mm rails on a Ferox! My heavy missile Drake of Dewm causes fits of laughter when people can safely orbit at 55 km and pick off my drones and then me.
![Low DPS [Divide by 7]](http://eve.finkeworld.com/wp-content/uploads/2009/11/Low-DPS-tm.jpg)
Other suggest that I should be proud of the fact that I can invent nearly anything possible on the market, but even that seems to fall flat. I have consistently managed to lose money or break even on Tech 2 invention and production. My volume approach is low and slow, so as to be moving backwards in appearance. I can train people to use the towers, labs, production facilities, but seem to fail in doing so myself. What was I thinking! Science is for smart people. Production is for people who are actually motivated.
So what have we learned from all of this:
- Train all the skills you possibly can [let's start with 231]
- Train a wide variety of skills to level 5 [53 is a good number]
- Science skills help you store lot’s of SP [9.6 million and counting]
- Collect ships [So you can collect dust]
- Every 3-4 months spend everything you have on one ship setup and then poke a pirate.
And I think I’ve rambled on enough for all of us today. And that is how to fail.
I know, I know, I said that I would quit
All right, I promise, no more after this
You don’t know how I’ve tried
To forget what it was like – (TMGB)
So things have been busy and I’m at a bit of a loss where to start. Who knew that managing a bunch of raving lunatics with delusions of insecurity could be so much like running a corporation. All that time at the asylum is finally paying off. [Warning, excessive use of <sarcasm> makes my hands overly tired so just apply liberally where you feel it's appropriate to make it interesting for you to read.]
Towers: Apparently you have to keep putting fuel in them. Otherwise minor details like shields, guns, labs all go offline.
Labs: Mostly full of jobs, except for when something happens to a tower.
Wormholes: Much fun. I hope to stop running errands and get back in them.
Combat: I think I remember fitting a ship with something other than cargo expanders once upon a time. It was cool. I died.
Skills: Battlecruiser V was cool and the implications are still settling in. Though it’s nice to be able to jump in all the racial BCs, albeit without being able to weaponise them currently. I can fit a whopper tank to them all, but not so much DPS. I blame the ferrets.
Corporation: Growing. Leaps and Bounds. More people means more annoying opinions opportunities, but also more things to manage. Need to train Delegation [5% workload reduction per level] to level 4 and start handing off some of this stuff.
Organisation: What? Hmm? I filed that here in the stack of papers on my desk back in the tower that went offline. I’ll get back to you January 4th. Some year.
Mining: See combat. [I think I warped to a belt in a NOS Drake. Sadness.]
Invention: Lot’s of invention going on. Need to get some of it finished.
So a little bit everything goes a long way toward getting nothing accomplished. Happy times!
I’ve finally been able to get some time to sit down and actually play, write and most importantly fly! The second stage of wormhole operations [WH 2.0] has been proceeding at full steam. I sincerely apologize to anyone wondering what was going on. We managed to find a nice little class three wormhole system with a static, high-sec, regenerating wormhole. I’m hoping to be able to use this as our staging ground for further wormhole operations and production ventures. In effect, the wormhole space gives us a small, portable pocket of null-sec from which to operated out of, without the associated hassle of carving said bit out from some existing alliance death-grip.
It is exciting to think and dream about the future possibilities of T3 production and supply, but at the same time we need to remain grounded in reality. We’re trying to work out what our needs are as opposed to what we’d merely like or want. Do we need that large faction tower? [probably not.] Do we need the ability to manufacture the full range of T3 hulls and subsystems? [Maybe as many as we can get, but understanding that we probably can't compete with the larger alliances.]
We have for all intents and purposes created a mini-alliance with in the corp. We have a dedicated group of wormhole engineers [what we're calling the people doing everything in the WH] and another group that are still in high-sec. We’re not opposed to a full fledged alliance, but currently don’t see the benefits outweighing the costs. Perhaps in time my views will change.
In news unrelated to WH’s, I noticed that I am nine days away from celebrating my one year anniversary with the Engineers. It has been an interesting and fun time, and it is neat to look back on all of the things we’ve accomplished and learned. I’ve moved from barely flying my Retriever to being a proficient ABC miner in a fully tricked out Hulk. I’ve expanded my personal BPO collection to include most all of the other ships and modules that I like to fly and use. The corporation has moved from selling a variety of T1 modules, ships and ammunition into an ever increasing number of T2 items and ships. I know there is still a lot of things we could do and improve upon, but we’ll get there. Step by step.
Well, there’s been a complete dearth of posts from myself as I’ve had a very busy two weeks. Though I’ve been able to fly around a lot, I haven’t had much time to sit down and compile a coherent thought. [Those of you who are reading this, stop laughing at the last statement about coherence.]
We removed a couple of no-shows from the corporation. It’s always a tough decision to make, but after only popping in once after joining, you begin to wonder at their future potential. We’re about as laid-back as you can get in an industrial corporation, but we do prefer at least some warning that you might be scarce for the next couple weeks, months, years. On the flip side, we’ve had three new people join us that are shaping up nicely to be good support for the corporation.
In a comment to a previous note, someone asked about the exact difference that the training skills made in terms of skill training. I’m working on adding all of this up and will try to get a more complete answer calculated. I know for instance that training your learning skills can reduce the time to get into a Hulk from over 90 days to slightly less than 60 days [including time spent on the learning skills. Similar calculations are true for PvP, PvE and Market Mavens. I'll try to have a more complete answer for you in the future. Have to spend some quality time with my trusty calculator.
On a related note [calculations], I’ve managed to rebuild my spreadsheet [with kudos to Letrange for an interim sheet while mine was reduced to electrons] to a pre-crash state. It’s a good thing that the School of Applied Knowledge trained me well to handle this sort of thing before I started piloting around the rest of the galaxy. I can now reliably pick various BPO’s that we own and run the numbers to see if we will make a profit on them. Given that we mine almost all of our ore, the manufactured products are technically all profit, but realistically only if we make more off the pieces than we make off selling the minerals outright. We could undercut a lot of markets to move merchandise, but would only be hurting ourselves. By giving the inventory full market value, we cut into our profits as well as weaken the overall market by potentially providing a cheaper source of refinable ore. I’ve done the same thing to others by buying large quantities of items that were more profitable when refined and either resold or manufactured into to more valuable items.
I’m working at slowly rebuilding my wallet as well after spending a lot of getting some production underway. I’ve got a fairly decent supply of various T1 drones on the market and they are providing a steady [if somewhat low] amount of income. I’m also working on doing a lot of jobs for the FedMart corporation out in Everyshore. I need the ability to refine my ore out there more than I have loyalty to my Caldari upbringing.
More to follow…
I managed to get my skills trained to the point where I can begin to use Research and Development agents. They are a particularly secretive and demanding bunch of people on the whole. Once you get in with one it seems to pretty straight forward, but the initial hurdle has been immense. Science, Research, Research Project Management, any one of 20+ specific skills are necessary to even engage their services. Then there is a trifecta of skill that need to be trained to make the most of your agent’s time and earn more research datacores. Connections, Negotiation and the specific research skill all go into determining how much the agent will accomplish.
So all that to say that at Connections III, Negotiations II and Hydromagnetic Physics III, I’m earning about half a datacore per day. Given the current market conditions, this translates into about 100,000 isk per day. I likely won’t bother selling the datacores for cash though, as I will want them for invention. The Hydromagnetic cores are good with both ships and modules. I am training to also use Caldari Starship Engineering as that will be necessary for ship invention as well. This requires me to max out Mechanic which I’m sure I’ll need for hull tanking later in life.
On a more technical note, I’ve continued to update my spreadsheets to reflect the on-going nature of my skills and pursuits in EvE. Toward that end, I’ve learned a lot also from Letrange and his own calculations. I know a lot of people he’s helped out, and I can only aspire to help half as many. One of the many insights gained from talking with him is the wonderful patience he exudes as he trains, manufactures, PvPs, researches, or anything else [including make mistakes - rare].
The worksheets now calculate isk/jetcat of ore, isk/m3 of ore, refine rates, inventory current values and I am putting the beginnings of the blueprint originals in [in large part thanks to Letrange again for the motivation if not the actual format]. As is true with any work of science, it begins to take on a life of its own, apart from any previous contributions. I have all new formulae and functions and it nearly makes me giddy. Soon it will be time to buy some new shoes and handbags!
I’m always trying to make the best of both what I have and what I can do. In some cases that means being as efficient as possible and cutting costs and corners. At other times it is a matter of training that last skill to level V. Currently I’m working at wrapping up Production Efficiency to level V so that the stuff I manufacture costs less and I’ve been slumming [mission running] so that I’ll have enough LP to purchase an Inherent Industries ‘HX-2′ mining implant and then the ‘HY-2′ ice duration implant. My clone out in the Ardalabier ice fields will get the HY and the main high-sec mining clone will get the HX. I’m about half way there. If I get those all squared away, I’ll consider a set of implants for the mission clone.
On other progress fronts, I’m getting closer to having some good R&D agents with Lai Dai. I have plenty of standings, but the skills are still by major road block. For someone who likes to do a little bit of everything, getting your skills up to a sufficient level can be maddening. So in four days I’ll shift from production training to research training all the while I’ll be missioning to be able to mine more efficiently.
On the sales front, I know I’ll need more order slots, but that has also fallen in terms of importance to the other options. I’ve been putting my LP from Amarr corporations into faction laser crystals. This has been fairly profitable as they would otherwise just be collecting dust and the crystals additionally required for purchase have all been from mission loot.
Summary:
Perfection is painfully slow in coming sometimes.
Implants are worth the cost [sometimes].
LP should be available to sell/contract/trade.
Clones allow for specialization without alts.
Addendum:
Apparently magnetic cable flux disruption from a small planetoid in some far distant system is playing havoc with my pod’s electronics and it’s taking hours to accomplish little tasks like docking, warping, jumping or even just using the coms. [Some numbnut cut two major under sea cables in the Mediterranean Ocean and all of my connections are being routed to Venus first which further results in a ping of something on the order of 4800 ms.] I think the term is Sad Panda™.

I’ve been doing some calculations for the upcoming Orca release and trying to get some relatively harder numbers for the mineral requirements. I worked through the BPO’s and the subsequent requirements to total up their costs and arrive and a minimum cost. To produce one Orca from an unresearched BPOs of each piece it will cost 433,439,762 isk. This based on the same weighted averages for minerals that I use to calculate the isk per jetcan values.
I’ve uploaded a screen shot of the calculations, but I’ll try to summarize here a little bit:
- Total Cost of BPOs = 7,906,896,360 ISK [+ Orca BPO @ 1 billion]
- Total Mineral Cost = 433,439,762 ISK
- Cost – Tritanium = 252,301,136 ISK
Conclusions:
It will likely debut for close to 1 billion as people rush them into production and to market. For those manufacturers who already have researched parts BPOs, they will be able to produce them at a significantly reduced amount.
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