Supplying Nullsec Capital Systems

tl;dr

I built and sold things to help the efforts of local alliances over the past two years. This post is a timeslice of nullsec politics, wars, and the efforts of an industrialist who helped build the ships that eventually returned to dust.

Overview

I have a database of all the transactions I have been involved in since I started to produce items in Eve. The chart below shows the amount of transactions per day filtered by major nullsec stations. By major I mean what is considered the region’s ‘capital’ or main staging system at the time. The chart it neat by itself, but adding a sense of nullsec politics during that trading time can really explain a lot more about the data.

D2-HOS Learning the Ropes

In the Winter of 2011 I found myself in my first nullsec powerblock after leaving wormhole space. At the time, D2 was the home of FCON in Pure Blind.

I was in an alliance that was blue to FCON and we were able to setup POS operations in their space. I helped out my corporation by running many logistical operations to setup our POS moon mining and reaction network.

With all of my trips into Pure Blind from Empire, I became skilled at Capital and Jump Freighter cyno operations. I leaned how to form proper bookmarks, which stations had terrible docking radii, and the best times to perform logistical work given roams and AFK cloakers.

G8AD-C Building Big

During my time in the Northern Collation, I built and supplied many Alpha Maelstroms as detailed in this post. Some 344 Maelstroms were supplied to ready NC pilots that were purging the Pure Blind and Cloud Ring from Ev0ke’s hands under crushing server lag and failed-to-load battle grids.

As the battlefront changed from Pure Blind to Cloud Ring, I moved my operations into Wildly Inappropriate‘s home system as many fleets were staging out of this location. In this location I setup operations for capital production and began to supply the local market with Carrier hulls.

If you look at the trends for D2 and G8, you can see the eventual decline of Pure Blind and the population move into G8 for the purge of Cloud Ring.

GE-8JV Infiltrator

Isn’t that Against ALL Authorities‘ home system in Catch? Yes it is.

During the time of poor faith in Eve’s future, I spent a month idle in highsec pondering what to do next. My CEO at the time was interested in some rental space in the far region of Omist, an area that I had little to no interest in.

I found myself in a position where I was blue to -A- so I pieced together a cyno chain and started to supply their local market. The amount of transactions per day was extremely high; there were a few CTAs that caused me to push 200/300+ transactions per day on occasion.

Back in Pure Blind

Eventually I lost blue status to -A- and with it my access to GE-8. I took a small break from Eve and then came back to sell goods in an area that I was familiar to me — Pure Blind.

The old NC was only a shell of its former self. People were scattered, the blocs were realigning, FCON was moving to Branch, and old groups such as WI were being absorbed into the greater Goon kingdom. There were minimal fights and therefore minimal production opportunities.

6VDT-H TEST Market Please Ignore

Having been active on Reddit and finding great humor in TEST’s mentality, I applied and joined TEST. What followed was an age of prosperity as I was able to supply large-scale efforts. At this point in my building and trading career, I was able to have 50-60 B on the market at any given time and my logistical legs were fully developed. Multi-cyno trips, battleship construction, and capital construction were all at my fingertips.

1DH-SX Nice Region, We’ll Take It

This NPC station in Delve was used by TEST as a base of operations when the Delve campaign escalated from ‘good fights’ to ‘you need to leave now’. On this war effort I worked with a focused group of other TEST industrialists, traders, and FCs to make sure we were always two steps ahead of fleet movements. This was my proudest moment so far for TEST; though I was not able to contribute on the grid, I made sure that we were going to win the logistics fight.

K-6K16 New Home

New region, new home. This station went up to serve as TEST’s new capital system. I am currently working in Delve and supplying the market there, though in a rather limited capacity than before. As you can see in the above chart, the amount of transactions per day is on a slow decline. I’ve found that I will take periodic breaks and then returning when a new prospect garners my attention.


Highsec Freighter Gank Statistics

themittani.com has an excellent article out detailing Goonswarm ganking efforts in highsec. Eve Fail responded to this with a post about the impact on his logistics line. I found data for 423 highsec freighter ganks to date in 2012 and wanted to present some hard numbers to illistraute to scale of impact that highsec freighter ganks have on hauling traffic.

Ganks by System

Ganks by Alliance


Blake’s Papercuts

Inspired by Jester’s post about accepting Eve as it stands, I started to record my own personal headaches while performing Industry and Trade related tasks.

Manufacturing/Invention
1. Menu items on Blueprints: I want to be able to Right-click, build or Right-click, invent from the hangar.
3. Batch processing: multi-select right-click, build/invent.
3. Two stage jobs, like capitals that have components that are build from minerals, can be built with one click from the capital Blueprint.
4. Easy display of Blueprints ME/PE from hanger view.
5. Stack Blueprints of equal ME/PE levels.
6. Multi cycle runs. Make 10 items 10 times as long as you have the required items in stock.
7. Pause jobs if they run out of materials and allow resume when sufficient items are placed in the hangar.

Booster Trade
1. Expand profession. Currently I know of a few major manufacturers of drugs and distribute to niche markets. I want to be able to have more players in the market, many more markets, and a feeling of sneaking contraband around the galaxy.
2. Given the limitations on production to POS’es, the barrier of entry for manufacturers is high. I remember a long time ago hearing about how Mittani proposed a drug manufacturing ship; imagine a stealthy ship that arrives out of nowhere, makes you drugs, and retreats into the abyss.

API
1. Expose Blueprint ME/PE/Run/Remaining.
2. Expose tower CPU/Power utilization and any timers such as anchoring, on-lining, or reinforced. (Metagame++;)
3. Expose saved ship fits for read/write to allow developers to create alliance/corp/mobile 3rd party applications for working with fits using XML.
4. Do not allow the buying, selling, modification of orders (I’ve wrote about the potential botting implications here).

POS Rework
1. Grant the ability to move POS’es between characters, corporations, and alliances.
2. Scrap the worthless Refining Arrays. They refine at too high a loss, are cumbersome to load and start refine jobs. In the new system you should be able to create paths between modules like we have in PI to transfer goods for constant production.
3. Add a mechanic for hacking/taking over offlined and abondoned towers.

Unified Inventory
1. Dragging something to the station Item or Ship hangar should automatically place it in the proper hangar. I hate having to drag ships to ships and item to items. The goods are going to my local hangar, just put them there.

General
1. Automatically remove me from my ship, stop skills from training, and initiate the clone jump.
2. Prompt/warn me that my clone is out of date before undocking.

Timers
1. I want to be able to see the time remaining for various things (GCC, etc) in the same fashion as the undock timer.

Kill Reports
1. Add Logistic repair amount.
2. Add coordinate and time data down to the millisecond to allow people to develop applications to replay and analyse battles.


Inferno 1.2 Mining Barge Speculation

After reviewing the changes to Mining Barges and Exhumers on the test server that Lukas Box detailed, it was time to make a market move before the patch hit.

Speculation had driven up the price of barges to the new expected price after the 1.2 patch, but the BPO on Tranquility still had the original requirements.

We purchased 3x Procurer and 1x Retriever BPOs, found empty build slots a few jumps out from Jita, and began to build. Even selling directly to buy order gave us a good return on the simple Tech 1 construction. We moved 288x Procurer and 45x Retriever ships since the announcement of the barge changes and still have some stock left over made with the pre-Inferno 1.2 BPOs.


Industry Dashboards

I’ve spent a lot of time designing API driven KPI style dashboards for my industrial operations and given the industry changes coming as detailed in the Summer 2012 CSM7 minutes, I want to share my designs to (hopefully) inspire people for upcoming Winter expansion (I wonder if CCP’ers read this blog).

My mission statement with these was to use a clean, elegant format to give a high level display into my industry operations while using Eve icons and market prices. I should be able to tell the materials and price/profit for items at a glance without referring to other menus, applications, or looking up historical prices.

Industry Jobs

The below shot is active industry jobs. I want to know what is being used, who is using it, current and future ME/PE/Copy numbers, and a pretty display for the job progress.

Another dashboard that I created was capital jobs only. Since these jobs were so long, I wanted to be able to see them progress on a calendar. This has allowed me to keep idle blueprints busy and schedule large-scale builds since capital jobs require large amounts of minerals.

Though the current Eve client does display industry jobs, I find it to be inelegant.

The information displayed is all text, almost like I was reading a database table. Also, I am constantly switching between filter options as the window does not remember my past settings.

PI

When I experimented with supplementing my POS network with PI items, I wanted to be able to display my PI network. I needed to know who owned the item, what is was producing, the output quantity, and how much ISK/day that operation was making.

Additionally, I did some work with the database table for PI items (wonderful self-referencing table) to show me what items up the PI T0 to T3 tree I can currently make given what I am extracting. The page ends up being quite long as it displays all tiers so I cropped this shot after T2. The red marks next to the T1 items mean that I don’t have the T1 items in stock so I can’t make the resultant T2 item.

This is a great example of my ‘high level’ approach. I can now easily answer the question of “can I make Robotics?”. No, I need to be making this at T1 and this at T2. I don’t have to spend time looking at blueprints and their requirements — no additional pages or reference material.

Tech 2 Production

Tech 2 manufacturing can get quite complicated. I was spending a lot of time checking what I had in stock, the build requirements, and final costs. This page gives me the ability to simply move a blueprint from the left column (stock) to the right (build queue) and it queries the database to display everything that I need to make that item.

Multiple blueprints can be added to the queue and materials are aggregated together. This allowed me to place all my blueprints in a queue and create a shopping list of things I need to create the run.

Capital Production

The same story continues for capital ships. I can select my BPO/BPC, the ME level, the character producing it, and the production station. When the location is picked the bottom panes pull from the assets and tell me what I have in stock and what I need in order to complete the job.

Industry Advancement

I want to see a reduction in the amount of clicks and an increase in the amount of user feedback and intelligence given to the user. The displays should not just be a simple static display. They should be more dynamic — pull from your inventory when you select a production system and tell me what I need, display a build quote that doesn’t require me to have all the items or know their build requirements, and use the new Inferno universal market price for items.