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.
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.
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.
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).
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.
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.
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 Prompt/warn me that my clone is out of date before undocking.
1. I want to be able to see the time remaining for various things (GCC, etc) in the same fashion as the undock timer.
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.
I’m following the trend that Rixx Javix started and posting my goods. As mainly a trader and researcher, I don’t feel like I have a large fleet of PVP ships as I try to maintain a lean operation. ISK goes back into trading and manufacturing operations instead of sitting as a rusting Minmatar hull in a hangar.
I’ve blanked out the majority of my ship name but I’ll let you know that I name them all after Babylon 5 ship classes.
This character sits in Jita 4-4 and moves and/or ships items around. I think of this guy as the holding account.
(396) Various capital part BPCs left over from copying capital part BPOs for passive income
(293) Various Tech1 BPCs left over when I used to do Invention
(14) Invented Tech2 module BPCs
(5) Invented Anshar (ME -1) BPCs for JF building
Ishtar, Onyx, Phobos, Pilgrim Invented BPCs
(2) Jump Freighter
(5) Iteron Mark V
This character is working with around 290 BPOs worth around 13.59 B. I’ve always wanted to be able to produce anything in the game so I bought up the majority of the common module, frigate, and cruiser prints. The only Battlecruiser prints that I own is a set of the Tier3 ones. I have no intention to ever produce Drakes/Hurricanes due to their small profit margin. I also don’t own any Battleship prints as I like to fly T1/T2 cruiser hulls.
Capital Bittervet Pilot
I’m training this character to fly all four racial Interceptors, Recons, Logistics, and standard BCs. I also have him trained for the standard T2 Alpha Maelstrom because it is such a common request in nullsec fleets.
Background for the Non-industrialist
That projectile ammo that comes out of your Hurricane guns has been created by a player with minerals and a BPO or a BPC. When BPOs are purchased off of the market, they are not researched. This means that creating from the BPO will most likely result in a loss given the competitive market that exists.
People invest time into increasing the ME (Material Efficiency) level to a high number to lower the material requirements in order to build the item.
Often times I see people researching their BPOs to a an insanely high level. More is always better when it comes to ME? Wong.
If you take a look at the EMP L BPO on chruker.dk’s site, there is a box titled Research Levels. Take note of the stated Perfect ME level as going beyond this number will not change the build requirements.
Charting the cost to produce the item based on ME levels shows a logarithmic trend towards the perfect ME level. For our EMP L BPO this perfect level is 320. Researching or paying additional costs for a further researched BPO is worthless.
Take note as every item has its own perfect ME level. Here is a shot of ammo research jobs showing how different the ME levels can be for each type.
Though I did not cover PE (Production Efficiency), the same rules apply in order to reduce the manufacturing time of an item.
In Empire space open Material Research slots are notoriously hard to find. To view Public slots in your area, go to your Science & Industry section, Installations tab, filter by Material Research / Any / Current Region / Public. This will show you just how full the slots are.
The saturation of slots in Empire is true for Material Research and Copy job activities while Time Efficiency and Invention slots are generally easy to find.
Why are Time Efficiency (PE) and Invention slots generally open in empire?
Adding PE to a BPO reduces a small amount of time off of the construction job. For example here are the build times for a Noctis at differing PE levels (doesn’t account for character skill bonuses):
PE 5: 2 hours, 46 minutes
PE 10: 2 hours, 43 minutes
PE 20: 2 hours, 41 minutes
If getting it to PE 20 only save 5 minutes off of the build time, why even bother? A lot of small industrialists consider PE on a blueprint a bonus. The amount of time does scale with the job length so for long jobs such as capitals, PE can save a few hours and might be worth the investment. Also if you are planning on making 1,000 Noctii (?), then you will want to spend some research time adding PE to the BPO.
For invention, the jobs are quick. To invent a Cap Recharge II the job takes 2 hours and 30 minutes. I find that it is easier to run a batch of invention jobs and then spend a few weeks working on the invented T2 BPCs.
So what is the budding industrialist supposed to do when he or she wants access to a lot of ME and Copy slots? Why setup a POS of course! How exciting — hours of anchoring, fueling, and defense management! Can you tell I don’t like POS management?
I stupidly setup my research POS in a lowsec dead-end system that has a lot of cyno traffic. I picked this system due to my Highsec proximity. Not to my surprise, a local pirate group had targeted the tower within two weeks.
One weeknight while I was out to dinner, I started to get frantic emails and text messages from corpmates who were seeing the in-game ‘Under Attack’ messages. When I got home I was able to cancel the research jobs, unanchor all of the labs, pull out the majority of the fuel, and online a bunch or hardeners just to make the job of taking the tower down more tedious; the amount of smack in local informed me that they were there to stay and finish what they had started.
Note to you pirates out there that think killing a POS with labs will get you billions of BPOs: you can run the jobs remotely. This means that the BPO is sitting in a Station in the corporation hangar. The research is done from the POS while the shiny BPO is locked up in the Station corporation hanger.
Second note to pirates: If you find a research tower in a system with NO station, then you have found something quite precious.
After the last hardener was setup, I logged off, watched some Netflix, and went to bed. After waking up and reviewing the Eve in-game alerts, it turns out that they did put the tower into Reinforced mode after 7 hours. I’m glad that the only POS bashing I have participated in on was with Supercarriers and Titans; subcapital POS bashing seems like a boring, boring task.
The lowsec pirates did camp the lowsec station that I was using as a base and stalked me into Empire while the tower was in Reinforced. I believe that they were gathering intel to see if I was going to mount a defense effort or possibly unanchor and save the tower. Having wrote off the costs of the POS project from the beginning, I wasn’t interested in either. Saving the 700 M worth of labs was all I really cared about.
Two weeks later the POS still stands anchored, offline, and with damaged guns that need repair in order to unanchor and save the tower. For now I have no interest in saving it and I need to find a different method or location for getting ME and Copy slots.