Posts Tagged ‘industry


Crius Industry Cheat Sheet

Kendrone on Reddit has a great summary of the cost breakdown in Crius.


shameless plug: Kendrone’s blog


CCP Survey for Science and Industry Changes

If you are interested in the industry UI and functionality and want your voice heard, I strongly suggest you fill it out.


Odyssey Industry changes

CCP Fozzie has been hard at work, and has a few tidbits of changes coming down the pipe in Odyssey:

[Odyssey] Removal of moon mineral derived materials from T1 and Faction blueprints

Have another change for Odyssey to announce to you fine people in Science and Industry. When I was working on mapping out the usage of all the moon minerals for the T2 manufacturing rebalance, I took the chance to clean up the usage of T2 composites and construction components. There were a few T1 items that use them, as well as a number of faction items that had T2 build requirements by mistake (the original design for the navy faction modules was for them to have T1-style build requirements, but when creating many of them the original designers seem to have copied the T2 blueprints instead).

This affects many Faction Modules that have had the T2 materials and skills removed from the blueprint requirements.

This also affects the following T1 modules:

  • All T1 gang links
  • Command processors
  • Prototype cloaking devices
  • Warp disrupt probes

These T1 blueprints have had their composite requirements replaced mainly with planetary interaction products, and in the case of the Warp disrupt probes, more Stront.

The full requirements for all these blueprints can be found on SISI, so if you are in the business of building these items you will want to take a look there for the changes and prepare accordingly.


[Odyssey] Change to permissions for cancelling corporation jobs

Hey everyone. CCP Masterplan was able to get a change completed for Odyssey that should hopefully open up a lot of options for corporation manufacturing and research. It’s a change that we have received a lot of requests for in our Starbase Iterations blog comments thread.

After Odyssey, the only people who will be able to cancel a corporation job will be
a) the person who started the job
b) a corporation director

The rules for who can install jobs, view jobs and deliver jobs are unchanged. This does not affect personal jobs.
This affects all corporation manufacturing and research jobs.

Let us know what you think!


Fix for Factory Manager role?

CCP Masterplan is investigating the feasibility of fixing this long-standing issue:

For all you players asking about the roles for cancelling jobs (and this applies to regular station jobs also) I’m going to have a look and see if there is something we can do about it. Take this with a hefty slice of Expectation Management Pie, but one simple possibility I’m thinking of is restricting the ability to cancel corp jobs to director roles only. With just the Factory-Manager role, you’d still be able to cancel your own corp jobs, but not those corp jobs belonging to your corpmates.

What do you think about this idea? Be aware this is a very specific, focused fix to an problem that has come up a few times. Please don’t feature-creep on me, or there’s simply no scope for it happening!

Note that completing other people’s jobs would still be allowed.


Still busy Dusting

Snuck back to do a few things:

  • Built ~a lot~ of battlecruisers pre-patch. Paper profits: couple billion all told
  • Bought six month’s worth of PLEX at 503M because it seemed fairly cheap.
  • Manufactured a few dozen 1400mm artillery BPCs I had floating around. I’m quite glad to clear them off my desk, let me tell you 🙂
  • Put a few hundred destroyers into build, just so I don’t have to login for a few days.

Honestly, logging in can be quite tiring.


Industry experiment: Capital Component blueprint research

I decided to test an idea of Parasoja’s since I wasn’t planning to login much over the Christmas break, what with holidays and work taking up a lot of time.

01 December 2012: bought 2860M of capital and/or capital component blueprints

01 Feb 2013: sold them for 3840M

Profit: 980M (40M/week/research slot)

Not bad for the low amount of effort required. A bit capital-intensive though.


2012 Industry Goals Revisited

A year ago, I posted a list of things I wanted to accomplish in 2012. Let’s see how well I did.

Build and sell six capital ships: Failure

lolnope. I sunk all my liquid isk into one capital ship, which didn’t sell for months and months and when it did, falling mineral prices meant I lost isk. I’m not sure what I did wrong so I won’t be returning to this market until I work it out.

Make one thousand invention attempts: Success

Judging by the repetitive strain injury in my wrists, I think I have succeeded in this goal. I’m not sure it was a particularly laudable goal; it’s akin to making a new years resolution to lose a lot of ships.

Sell a BPC on contracts for > 50 million isk: Success

In fact, I did this multiple times this year, when I couldn’t be bothered submitting a dozen invention jobs every 90 minutes. There is a great feeling of satisfaction knowing that you don’t have to login again for 2 days 23 hours.

Buy a capital component or capital module BPO: Success

I bought one, then I sold it, then I bought three more. I’ll let you know how it goes.

Update: it went well.


Three out of four ain’t bad.


Preparing for Retribution

I don’t know about you, but I’m building a few hundred million isk worth of <stuff> for Retribution. How bout you?


The price of safety is… actually quite cheap

Running a starbase is an expensive hobby. Sure, you get the neat things that you attach to the tower (I like mobile labs, personally) but, like an American car, the fuel costs can be steep. What’s worse, unless you set up your tower in highsec, there’s the constant threat of some Germans blowing it up.

Heavy Fuel

A tower uses fuel blocks according to size, so with current prices of ~12000 isk per block, the weekly running cost of towers is:

  • Small: 20.16M isk per week
  • Medium: 40.32M per week
  • Large: 80.64M per week

Ticket to Bribe

How much would you pay for the security of high sec for your tower? Relatively safe from senseless ganks, 100% safe from sieged dreadnaughts, and if you do get a wardec, your entire alliance can jump clone to Empire for a holiday.

Turns out, the price is quite reasonable. Leaving aside the one-off standings requirements needed to place a tower in highsec, the ongoing costs of highsec towers is only a miniscule percentage higher than lowsec. A tower only requires a single starbase charter per hour to get permission to stay online in high sec.

Let’s run some numbers. The weekly cost of these charters, on a per-tower basis is:

  • Small: 252k isk per week
  • Medium: 252k isk per week
  • Large: 252k isk per week

Or putting it another way, the cost of doing your manufacturing business in highsec is between 1.25% and 0.32%, an absolute pittance.

Does that seem right to you?


Trundling Along

Have been out of game for the entire weekend due to RL issues, but a few things seemed to have happened even so.

  • Cheeba’s venture paid out, netting me a few hundred million isk.
  • Against all the odds, someone bought the capital ship+component BPC packs I had on market, netting me another few hundred million
  • The capital component BPC I bought for resale comes out of research soon, whereupon I will attempt to sell it for a profit. I’ll let you know how it goes.
  • I can now fly an Orca – just need to build one 🙂
  • I accidentally build a few hundred drone link augmenters instead of drone damage augmenters. Oops.