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Henry Holliday
F.R.E.E. Explorer
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Posted - 2010.04.22 08:36:00 -
[1]
Ok my business plan is to supply my corp with ships at cost and to sell just enough in my region to pay for my pew pew + plex for the two accounts(PvP main and production alt). Typical newb dream, have the game pay for itself.
Anyway, I can invent T2 ships right now. I am waiting a few days to get my encryption skills up for better success rates. Atleats that is how I understand it, the encryption skill affects the chances of a sucessful invetion. I have scoured the forums here and googled all over. I have found many usefull tools, however there is one question I have not found the answer to. Maybe its not out there because people won't share the info. Figured I would ask anyway, can't hurt.
Say I have a stabber bpo. I have spent the past month or so researching it so its at PE:20 and ME:20. I make a ton of copies of said bpo. From what I gather I want 1 run bpc's because anything higher is a waste because it has no affect on the end product. Ok now I want to invent a Vagabond bpc. I have the interface, the datacores, and I have every minmatar decryptor there is. I also see that the decrypters are optional. I look at contracts and a vast majority of them are -4 -4. My question is this. Is there a rule of thumb to follow when inventing T2 ships such as Vagabonds? Do I use a decryptor? Do I not use one? If I use one which one? I figured there are several possible answers. Personal preference. Specific guidlines. Top secret corp secrets so f off.
How do you go about inventing a T2 ship?
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Henry Holliday
F.R.E.E. Explorer
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Posted - 2010.04.22 09:28:00 -
[2]
Edited by: Henry Holliday on 22/04/2010 09:34:08 Edited by: Henry Holliday on 22/04/2010 09:31:09 Wait, so you are saying that to invent a Vagabond bpc I have to use a max run Stabber bpc? I swore I have read that for doing T2 ship invetion the amount of runs on the bpc has no affect on the outcome so people use a 1 run bpc. I am talking T2 ship invetion here, not modules as I understand there is a pretty big difference between the two.
I have spent weeks studying production and invetion. I am finding it very difficult to seperate out of date info from current.
I have my own spreadsheet figuring out what my build costs for a Vagabond will be. The thing I am having trouble factoring in are the invetion costs. If my math is sound my invetion costs would need to be pretty damn high for me not to make money on T2 cruiser hulls. I crunched the frigate numbers and I tend to agree with you there. I am saving that for later once I am more comfortable with building ships and have esstablished supply lines for the materials I need.
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Henry Holliday
F.R.E.E. Explorer
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Posted - 2010.04.22 11:02:00 -
[3]
Edited by: Henry Holliday on 22/04/2010 11:06:06 Edited by: Henry Holliday on 22/04/2010 11:05:34 Edited by: Henry Holliday on 22/04/2010 11:05:04 I have run the numbers several times now and even if it costs me 20m in invention costs per Vagabond I can still turn a decent profit. Either I am missing something huge or you guys are trying to scare off a potential competitor. :)
I already own the pos, the bpo's for the T1 hulls, bpo's for the t2 components, and the RAM BPO's. All of them are already researched to optimal ME/PE levels. Found the optimal levels using a handy excel spreadsheet I found here.
Minerals to build stabber + vagabond invention costs + advanced moon materials and misc mins = total build cost. I know there are other misc costs involved but I am just giving a general overview of the major costs that I am aware of. Am I missing anything? That is a serious question. My brain is fried from trying to learn how to PvP, rat, scan sigs, hack sites, research bpos, trade, and now invetion and production. :)
I am not factoring in POS costs because they are so cheap for me. I can rat for a half hour to pay for a months worth of fuel. It's peanuts.
My biggest obstacle is going to be finding a consistent flow of advanced materials to build the T2 components. If I can save a few bucks buying local then my margins increase.
EDIT: My corp is pretty small and tight knit so I won't be building a ton of ships for them to consume. I figured I would toss in a few extra mil for my trouble, but for the most part I will be building them ships at greatly reduced prices. Also they will owe me favors when I need them. :)
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Henry Holliday
F.R.E.E. Explorer
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Posted - 2010.04.22 18:42:00 -
[4]
Edited by: Henry Holliday on 22/04/2010 18:42:59 Ah ok so if I wanted for example a multiple run Vagabond BPC I would have to use a max run Stabber BPC plus corresponding decryptor. However, if all I wanted was a 1 run Vagabond BPC then a 1 run Stabber BPC would suffice?
Also, I was planning on inventing in batches of 100. Currenty I am saving up the required funds to get the ball rolling on this. I wanted to have 1 billion isk for mins/advanced reaction purchases and around 500-750 million in datacores. I figured this would be enough to get me started inventing and building ships. I have a popular tech 1 battlescruiser BPO currently cooking as well. It is in high demand and low supply where I currently am so it should work out. I will be adding several more battlecruiser hulls as sales start comming in.
Oh and to someone who mentioned me breaking the rules. I understand what you are saying. It makes complete sense. I am using a Vagabond as an example for a couple of reasons. I am trying to understand all of this so using a consistent example helps me understand it easier. Also it is a ship that is almost always in high demand because it rocks and my corp uses it as well. Also, I have purchased almost every single cruiser BPO in the game. Most of them are currently cooking and I will have access to build every single popular/in demand tech 2 ship in the game. I have 16 BPO's cooking and 20 more lined up. Figured I would start with Minmatar for a couple of reasons. Availabilibty of advanced reactions, data cores, production skills learned so far, and it's the race I fly on my main.
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Henry Holliday
F.R.E.E. Explorer
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Posted - 2010.04.22 22:03:00 -
[5]
Edited by: Henry Holliday on 22/04/2010 22:03:15 I was not putting in decryptor costs since I am not even sure if I need to use them yet.
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Henry Holliday
F.R.E.E. Explorer
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Posted - 2010.04.23 05:39:00 -
[6]
Edited by: Henry Holliday on 23/04/2010 05:41:24 When it comes to inventing ships for friends money will not be an issue. If I need a billion to build a bunch of ships they will toss the money at me. The one issue I see is time. Will I have time to do all this?
I will not be building ships for many people so that is a plus. That is the only reason I am considering it. If the time constraints and lack of money due to them hogging all my builds add up I will stop doing it. If I find time to build them the occasional ship and sell some on the market for a decent profit then win win.
I shall see. My production alt is 14 days from perfect manufacturing skills and another couple of weeks for solid inventing skills for Minmatar ships with V being the end goal.
Right now I am just trying to wrap my head around the basics, get some rough estimates of what I need to get this going and then dive in head first to see how it works out. I guess I should mention I have one more reason for doing this. It interests me. I never thought I could sit in front of a spreadsheet for 3 hours figuring out how much it would cost me to build a ship in an online game, but I am doing it. :) Thank for the info and the spreadsheets. I think one of those listed above I never saw before.
Oh one more question while I am here. Can RAM modules be repaired? Are they consumed oupn use? How do they factor in? I have the BPO's for the ones I need and they are researched ready to go.
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Henry Holliday
F.R.E.E. Explorer
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Posted - 2010.04.23 09:00:00 -
[7]
Originally by: Sturmwolke
Originally by: Henry Holliday Oh one more question while I am here. Can RAM modules be repaired? Are they consumed oupn use? How do they factor in? I have the BPO's for the ones I need and they are researched ready to go.
RAM modules can be repaired. I never bother to get the exact repair pricing, it's pennies. Although dirt cheap, RAM modules have an achilles heel in production time which is completely out of proportion when compared to its cost. If you're really into min-maxing its cost, then start from the isk/hr per manufacturing slot.
One other thing, for large scale T2 production, you'll be encountering manufacturing bottlenecks. If you build the component parts, it might help to have a Component Assembly or two at your POS. Expand them to include other assemblies if needed if production time is of essence.
Ah very nice to know. I haven't gotten that far yet, but the more you guys give me advice the more and more I see time as being my biggest obstacle. I currently have a small pos with two mobile labs. I might have to change this in the future to a medium so I can expand. I will look into it so I have that option. if needed.
Side note: I am not worried about repair costs on the R.A.M. I do not pay for repairs in my home station.
You guys have been a ton of help. If the tools I am using are giving me semi-accurate invetion costs per run then I have found a profitable way to build T2 ships.
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Henry Holliday
F.R.E.E. Explorer
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Posted - 2010.04.24 06:19:00 -
[8]
Edited by: Henry Holliday on 24/04/2010 06:21:33 Well we shall see how this turns out. I spent the past 2 days running the numbers and and finding sources for the materials I need. Even at current Jita prices I can make quite a bit of money on Vagabonds. Quite a bit is relative of course, but for me it is certainly worth while. This is just the starting point. Point of reference. At the very worst these ships are use by the corp and I lose a couple hundred mill. No biggie. If my homework is accurate, I can make quite a bit of money.
One factor in my equation is maximizing profits versus time spent. I think I have found the sweet spot for lazy man invetion and t2 production while still making a good profit. I have found ways to make more, but it also requires more of my time I could better spend pew pewing or at the bar. :)
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