Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Barney Silver
Astute Research and Trading
0
|
Posted - 2012.01.27 17:30:00 -
[1] - Quote
Hello, what is the max. possible jobs per Character? I think its 10, but not 100% sure.
Thanks in advance |
Lauren Hellfury
Full Pocket Aggro In Vitro.
280
|
Posted - 2012.01.27 17:35:00 -
[2] - Quote
11. They are classed as research jobs and you start with 1 and there are 2 skills that add 1 per level trained. Help rid New Eden of T2 BPOs:-áhttps://forums.eveonline.com/default.aspx?g=posts&t=60370 The Full Pocket Aggro blog:-á http://fullpocketaggro.blogspot.com/ Now showing: The incursion situation |
Lady Ayeipsia
Di-Tron Heavy Industries Cascade Imminent
29
|
Posted - 2012.01.27 17:56:00 -
[3] - Quote
Lauren Hellfury wrote:11. They are classed as research jobs and you start with 1 and there are 2 skills that add 1 per level trained.
That said, advance lab operations is a very high level skill. Only train to 5 if u have free time and really want that 11th slot. For research purposes, I know you would be better off training another research alt instead of the last level if advanced lab operations.
For invention, it becomes a tad trickier. An Alt would take more time to train as you would need the research skills. Still, it also depends on what you plan to invent. Modules take 1.25 hours or so per attempt in a mobile lab. Frigate invention takes a 1/2 a day or so per slot. Ships larger than a frigate, check your math as they rarely manufacture for a profit. I can invent t2 cruisers, but don't as they tend to cost more to make then they are worth. I know for myself, when inventing modules, 5 slots is enough to burn through a copy run before the next run is finished easily.
And yes, copying can actually be more of a bottleneck than invention slots. 2 days to make 20 module bpcs, yet 5 hours to invent those bpcs if you have 5 slots free.
Also, you have to factor in open slots. 2 mobile labs would cover 10 invention slots, so a 3rd lab is needed. Thus isn't as much of a concern with the new fuel system for a pos, but can mean you need a larger tower for little gain. Still, a small caldari tower can support 2 advanced labs, 1 mobile, and a corp hanger so it may not be an issue. It really depends on the pos setup.
So really, invention slots may not be the limiting factor. |
Barney Silver
Astute Research and Trading
0
|
Posted - 2012.01.27 18:02:00 -
[4] - Quote
thanks
isn't it better to have more copy slots than invention slots? |
Lauren Hellfury
Full Pocket Aggro In Vitro.
281
|
Posted - 2012.01.27 18:21:00 -
[5] - Quote
They're the same as far as game mechanics are concerned.
Research jobs are:
Copy ME research PE research Invention Reverse engineering.
You can only have as many of all of those as your skills allow. So if you are max skilled (11 jobs) you could have 5 invention and 6 copy running but not 11 and 11. Help rid New Eden of T2 BPOs:-áhttps://forums.eveonline.com/default.aspx?g=posts&t=62797 The Full Pocket Aggro blog:-á http://fullpocketaggro.blogspot.com/ Now showing: The incursion situation |
Riley Moore
Sentinum Research
316
|
Posted - 2012.01.28 15:37:00 -
[6] - Quote
Keep in mind if you're going to produce the stuff you invent as well, the industry jobs are separate. So you can have 11 invention jobs running as well as 10(11 too?) industry jobs producing your invented bpo's.
Need Researched BPO's? Be it drones, ammo, charges, you name it, visit my forum store now! https://forums.eveonline.com/default.aspx?g=posts&m=445524#post445524 |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |