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.


Minerals to Alpha Fleet Maelstrom

tl;dr Using mineral compression enables you to haul the minerals needed to built 344 battleships in one Jump Freighter.

Heavy Industry

When I started playing, I knew that I wanted to be a builder; I wanted to become an industrial gear in the alliance war machine providing materials to advance the cause.

At the height of the Northern Collation, the Alpha Maelstrom was king. The ability to deliver bursts of coordinated damage in high lag situations was the method to win battles.

Over the life of the Northern Collation, I built and sold around 344 Maelstrom ships in Cloud Ring, Pure Blind, and Deklein.

You might assume that these were hauled in from Empire or built from nullsec minerals, but that is not the best way to operate. I’ve wrote about mineral compression before, but now I wanted to disclose my building operations with a concrete example now that my Maelstrom production line has been retired.

Side note: TEST officially announced the end of Maelstrom reimbursements yesterday. RIP bucket of rust with solar sails.

344 Battleships

The volume of raw minerals equals around 48,800,000 m3 (140 Jump Freighters or 55 Freighters) of hauling if you were to bring them in uncompressed. Even given perfect jump skills, this would eat up 2.1 B worth of Isotopes using the jump path I took to my production system, effectively killing your profits.

If bringing in the minerals is a Herculean task, what about bringing in the built ships?

Built ships have a better compression ratio. 344 Maelstroms, if hauled in from Empire to Nullsec, comes out to 17,200,000 m3 (49 Jump Freighters or 20 Freighters). Moving built hulls would bring fuel costs down to 764 M, but you can still do better.

1,000 425 Railgun I’s

Taking minerals in empire, compressing them into modules, and refining in nullsec is the best way to transport large quantities. 1,000 425 Railgun I’s equal 10,000 m3 of space yet produces around 1,407,000 m3 when refined (!).

This screenshot shows what you can achieve in a station with a 50% base refine and high refine skills. You could even push the yield to perfect by getting better standings (details and math here) with the station corporation.

Using only 425 Railgun I’s will leave you with a disproportional lack of Tritanium for battleship builds. Other items, such as the Passive Targeter I, can be used to balance out your needs.


Technetium Income for Large Alliances

In light of the recent Devblog that outlines changes to moon minerals, I wanted to quantify the scale of income streams that are going to be changing with the Inferno 1.2 patch slated for August release.

Large alliances [in the North] thrive on Technetium income. It pays for ship reimbursements, sovereignty, incentives, and POS fuel. Imagine if you had a 19.3 B/month bill to pay and you could put up a structure to collect valuable goods, a weekly Jump Freighter run to collect the stock from each tower, and a few weekly shipments to market to supply your alliance with billions of ISK per month of income.

If you do some searching, you can find budget sheets for large alliances such as TEST and GoonSwarm. These leaked documents might be a little stale, but can offer us some insight into the scale of income that Technetium contributes to its holders.

TEST Balance, Best Balance

On paper they have 253 B in and 86 B out for a net balance of 167 B per month. Not bad, but consider how much of that income stream comes from moon ownership and then how much of that moon income comes from Technetium.

Feb 2012 Income Sources for TEST

An enormous portion of TEST’s income comes from Technetium. As a younger alliance, I imagine that their holding account doesn’t have nearly as much ISK idle as our older GoonSwarm friend; TEST’s summary page shows 162 days of operating capital.

Scrooge McDuck Money Vault of GoonSwarm 

Haven been around for a long time, they have massive amounts of ISK reserved. I’ve been in on a few conversations that have revolved around the GoonSwarm market group and they are working with vast amounts of liquid wealth.

Their budget sheet shows a income of 762 B in and 547 out for a net balance of 215 B per month. Not surprisingly, a large amount of their income comes from Technetium moons.

GoonSwarm Monthly Moon Income

Accidently All the Moons

On paper TEST has 16 Technetium and GoonSwarm have noted 76. So how much of the total nubmer of moons do these two and the rest of the Northern powers control?

There doesn’t seem to be an exact number of moons, only speculation with a high concentration ‘in the North’. Market Forum warrior Akita T has noted that there is somewhere between 360 and 450 moons with a conservative guess around 400. Taking the conservative 400 number means that only 23% is under TEST and GoonSwarm control so there still is a large amount of income not going into these alliance wallets.


F2OY-X Gallente Administrative Outpost

Yesterday a new outpost went up in Querious in F2OY-X.

If you listen to the June 28 State of the Alliance (soundcloud.com) address from TEST leadership, you will learn that TEST originally requested that Goons not get involved in their ‘Good Fight’ campaign.

Now that things have escalated, Goons are on the field and are going to be entrenched in this campaign. Since a large numbers of Goon corporations need a place to call home, and a Gallente Office is the best Outpost choice since it contains the most number of offices.

Banlish on kugutsumen.com has been documenting Outpost builds and their political significance for a while now. Here is a recent quote from him on the reason this outpost went up and what it means for the war:

When I was living in Querious leading AtlasDOT and then into leading in FAIL I tried to push forward the idea to the AAA block that to control Delve/PB/Querious they should put office outposts in EVERY single system that connected to NPC delve. I was shot down time after time and no one would listen to me, being able to make every fleet that left 1DH or 319 run past an office outpost controlled by the different alliances in the SoCo would make life there a living hell… …

With F2O now having a station, only 4 other locations remain to put office outposts up and totally ruin the ability for the SoCo to pretty much ever take back the Delve core. … the outpost Goons put down is in SUCH a good place to fucking ruin everyone’s day. … Surrounding NPC 0.0 with office outposts is a good way to beat on the people that take refuge there…

source

In addition to this post, Banlish is a welth of political knowledge and he has many comments in the large, large thread called 0.0 Politics Discussion.

In January of 2010 during the purge of Cloud Ring, Goons established control by dropping a Gallente outpost in  B-DBYQ. It seems like this strategy works and so we are seeing it again with the Delve campaign.

Side Note: I’ve found some gems of history about other regions and Outposts. As I find them, l will link them here:
Branch History


Delve Financial Warfare

After I get home from work and eat dinner, I usually only have around an hour a night that I can dedicate to Eve. This open hour doesn’t give me a lot of time to participate in any of the large TEST fleets so I am going to help out the war in a different way. In addition to the spaceship war, I am going to launch a fiancial war on the current residents of Delve, Querious, and Period Basis.

One of my trading alts is going to fly around and mess up the markets. I’m going to polish off his skills so I can have region-wide abilities to buy, sell, and modify prices.

Here are some rough goals:

  1. Drive up the prices of doctrine items
  2. Buy out stocks of ships, ammo, guns, and fuel
  3. Undercut to drive out logistical people that stock markets

I’m going to start with 31B in funds and possibly scale up to 50B depending on how successful this becomes.

I have never done any type of mass manipulation on this scale so there is a high risk that it will not be successful. I will try to document any significant advancements in my campaign here so stay tuned.

#delve2012