Capital vs Subcapital ME Levels
Posted: 2011-07-23 Filed under: industry, ships | Tags: maelstrom, obelisk Leave a commentWhile working on some profit numbers for various items, I found that ME levels affect the build costs a little differently for Capital ships than other items such as Battleships or Modules.
A simple example is a battleship like the Maelstrom. For every additional ME level, the material requirements level off. Less Tritanium, Pyerite, Isogen, etc. are required for each additional ME level.
There is a diminishing return with each ME level as it is a logarithmic trend. For a Maelstrom the ‘optimal’ ME is around 15, which is about 2 months worth of research.

Capitals however, are made from Capital Components which are made from minerals.
The material requirements for the Obelisk only change at ME 1, 2, 3, 5, 10, 16, and so on. You don’t get any benefit by researching a Obelisk BPO to ME4. You might as well get it to 5 to remove another Capital Component from the requirements.
I have found the ME charts on games.chruker.dk to be invaluable for this type of information.
Capital Level
Posted: 2011-07-20 Filed under: industry, ships 4 CommentsOver the past three months, I bought up some Capital BPOs because I wanted to cut the costs of producing my own Thanatos and Obelisk ships.
After a few successful sales, hauling all the lowend minerals around got a little tiresome. One Carrier build takes about 2.34 Freighter runs of minerals, whew. If you have ever piloted a Freighter, you know how terribly slow they are to align and warp.
A fellow blogger has a good post about producing Capitals (http://eve-fail.blogspot.com/2011/07/what-im-doing-now.html).
I want to take a different direction.
I’ve always wanted to run my own research POS so I ran some numbers and figured out that making copies of the BPOs will net around a 657.8 M profit/month.
3,383,000 ISK average per 5x run BPC
13.89 Days for a 5x run BPC
2.16 5x runs/month for each BPO
18 Capital Part BPOs
= 657.8 M BPC profit/month
– Cost of POS fuel at about 250 M ISK/month
= +407.8 M
Copying the Carrier and Freighter BPOs will be considered extra profits.
The key will be to finding a quiet lowsec system with a station. Also, I will have to install a corp office in the system so that the BPOs will be kept in a station and never be contained within a lab in a vulnerable POS.
Expansion Wishlist
Posted: 2011-07-19 Filed under: industry, market, ships, wormhole 8 Comments1. Undockable Capital Ships (Supercarriers, Titans) Need Upkeep
Consume fuel such Coolant, Enriched Uranium, Racial Isotopes, Mechanical Parts, Oxygen, Robotics.
These ships are huge and don’t dock. How are they so self-sustaining? If you expand this idea, perhaps even require some Water and Foodstuffs for them to run.
I also think it would be neat if they needed to be stocked with crew such as Civilians, Slaves (Amarr), Janitors, and Marines.
2. Subsystem Targeting for Capitals
Creating the ability to disable a specific gun, module, or Jump Drive on capitals would change combat.
3. Supercarrier Fighter and Fighter Bomber Only Bay
4. Anti-Fighter/Bomber Capital Class Ship
Smaller than a Carrier/Dread ship that can go into Siege and get a bonus for taking out Fighter/Bombers.
5. Multistation Nullsec Outposts
We’ve been asking for this one for a while and I can’t imagine the change would be all that hard. Right now if you want to have industry in nullsec, you need to put up a few Stations across the constellation. If you could concentrate services into one system, I feel that you could really create a seance of a “home system” for industrial operations.
6. Player Destructible Outposts
Perhaps an additional timer after you have destroyed all the station services?
7. Reduce % of ABC Ores in Highsec Accessable Wormholes
Having lived in wormhole space for over 6 months I can tell you that getting items in and out is a logistical challenge. I don’t think that ABC ores should be entirely removed from lower class wormholes such as C1-C3s, but rather that their amount reduced.
8. Officer, Deadspace, and Faction Mods on the Market
I loved that Pirate and Navy ships have been added to the Market. I would like to see the other modules added.
9. Tactical Overlay for Optimal and Falloff
There should be a type of indicator added to the Tactical Overlay that shows additional information such as your optimal and falloff.
Wallet Manager Update
Posted: 2011-07-13 Filed under: industry, market 5 CommentsA corpmate and I have been working on a custom written site to manage our investments. Here are a few screenshots from the newest version.
Main Page
Sell Orders
Transactions per Station
Historical Isotope Sales
The site has come a long way since we started doing some basic station trading profit tracking.
If you are interested in some of the older posts, see:
Refined Capital Production Page
Custom Wallet Manager
A lot of what we are working on now is getting intelligent information out of our historical sales. Some of the questions that we are trying to answer are:
1. What are the top items over the past 30, 90, max days?
2. What should we be selling?
3. What groups of items are stocked and what is missing?
On Monocles and Exotic dancers
Posted: 2011-06-27 Filed under: eveonline 6 CommentsFirst off, let’s all thank CCP for the shiny new gun models and walking in stations. My C6 tengu multiboxing operation thanks you as they fly backwards into the void.
On topic now, there’s been a good amount of complaints from the eve community about monocles, buyable now from your local eve client using Aurum(tm), the new currency that seems a bit unnecessary. Using the current conversion rates, that works out to bil 1.4 or 60 US dollars. The main complaint is that “it’s too expensive”.
Having slept through a high school microeconomics class, sleepwalked through a college microeconomics class and gotten my ass kicked by a significantly harder college macroeconomics class, I feel qualified to say no, it isn’t.
For my main point, it’s a fucking monocle. Team fortress 2 has a monocle for their Engineer class, and though it looks awesome, especially with some other items, it has no effect on gameplay.

On a related note while the “Googly gazer” is currently prices at 12.99$, the “Teddy Roosebelt” is selling for 17.49$ atm, likewise with no effect on gameplay except fo- awww, look at the teddy bear……
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Isn’t he fluffy?
Anyway, people are buying those teddy bears by the thousands. They have no impact on gameplay except for anyone that is killed by you will see not only you on the kill record but also Mr. Snuggles.
In this case, valve is satisfied with the amount of people buying the teddybears, I.E. the demand. Since these and all other online items cost nothing to make besides designing it, the supply curve is a nice constant. Thus the price is driven solely by demand, so CCP has to experiment to find the slope of the demand curve that has the most profit.
Edit: The released mail announcing the sale of 51 monocles so far confirms that CCP does, apparently, have an economist working for them. Who knew?
At time of writing CCP has announced plans to actually have items that cost less than a plex, so apart from releasing a highly expensive monocle FIRST instead of, say, after tattoos for 10 mil or something similar that could’ve setup a secondary market.
People are telling me they’re upset because this could lead to weapons and “golden ammo” being bought with cash instead of being mined by bots, built with no margin due to jita prices, bought and sold an average of six times before getting to the average capsuleer. That’s a road that no games wants to go down, and if Eve ever gets to that point, I’ll be out there with everyone else, canceling subs and posting in allcaps on forums.
Until then, enjoy the expensive pants.
P.S. How much would you pay for an exotic dancer with pole in your CQ?




