Difference between revisions of "User:Thaddeus Kastelanski/Drafts"

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* Use bookmarks on pocos, rather than warping to them; bonus points if the bookmark is situated such that you can start aligning as soon as you land, conduct your import or export, then be several seconds closer to warp
 
* Use bookmarks on pocos, rather than warping to them; bonus points if the bookmark is situated such that you can start aligning as soon as you land, conduct your import or export, then be several seconds closer to warp
 
* You only need to be at the poco to remove or input material to the poco itself; you can undock in something cheap or tether at a Citadel to conduct the actual import to the planet's surface, if necessary
 
* You only need to be at the poco to remove or input material to the poco itself; you can undock in something cheap or tether at a Citadel to conduct the actual import to the planet's surface, if necessary
* Splitting stacks of inputs can make certain operations easier, particularly if running a more advanced factory setup
+
* Splitting stacks of inputs can make complex imports easier, particularly if running a more advanced factory setup
 
* Try to have eyes in each system if operating in multiple systems, or at least eyes on the ingate to a pocket
 
* Try to have eyes in each system if operating in multiple systems, or at least eyes on the ingate to a pocket
 
* If operating on a alt, be sure to have the alt join the local standing fleet asap, or apply for the alt to be 'blue' - else you will spook the locals every time they log in
 
* If operating on a alt, be sure to have the alt join the local standing fleet asap, or apply for the alt to be 'blue' - else you will spook the locals every time they log in
 +
* Expect that sometimes, planned windows for PI activity will be thwarted by local threats. Plan ahead for this by exporting materials early to free space in on-planet storage, building additional storage if possible, or opting for simpler setups that require less time in space. Do not try to squeeze in a POCO run if a roaming gang is afoot.
 +
* This should go without saying, but maximizing profit or productivity is a quick way for a player new to PI to burn out on the activity and disregard it altogether. Start smaller or simpler, and let interest or need drive an expanded operation.
 
* Some groups will log out or appear out of a wormhole; be warned
 
* Some groups will log out or appear out of a wormhole; be warned
 
* Comms, intel channels, recent kills
 
* Comms, intel channels, recent kills
 
* D-Scan and V key
 
* D-Scan and V key
 
* If you are going down, call it out - and link your killmail
 
* If you are going down, call it out - and link your killmail

Revision as of 01:57, 1 June 2022

This article is dedicated to exploring the additional concerns or considerations for conducting Planetary Industry (PI) in Null Security (Nullsec) space. Some statements or conclusions here are valid for other areas of dangerous space, such as High Security (Highsec) space in wartime or Wormholes, though profitability will vary by region of space.

PI in Dangerous Space

PI encompasses the two activities of extracting planetary resources and processing these raw resources into more advanced products. The amount of resources available for extraction on a planet is influenced by two factors:

  1. The parent system's Security Level. Lower system security correlates with greater amounts of resources.
  2. Competing resource extraction on the same planet. More players extracting resources from a given planet correlates with lower amounts of resources.

Comparison with Highsec

The two factors above might lead to the conclusion that PI is not worth the time or effort, in particular if we focus on conducting PI in Highsec space. In Highsec, PI profitability is already diminished by the higher security level, even more so in crowded regions of space.

Null Security (Nullsec) space is also likely to have competing resource extraction activity, but a lower security level means greater resource abundance and higher extraction yields overall. If only examining these two factors, then the logical conclusion is that Nullsec is better for profitability.

Moreover, the majority of Customs Offices in Nullsec are owned by player corporations, which typically means much lower tax rates when moving resources or products to or from a planet. In Highsec, there is an unavoidable 5-10% tax on top of the rate set by the owning corporation, depending on the Customs Code Expertise skill. This skill does not affect Player-Owned Customs Office (POCO) rates in Nullsec.

Tradeoffs

However, Nullsec PI is not without compromises or hidden costs:

  • Nullsec is dangerous. Bubbles, stronger rats, and gatecamps are plentiful. CONCORD is not present to intervene in conflicts. Any neutral pilot is a potential aggressor, and many roaming gangs have a habit of returning during peak PvE times.
  • Most high-volume trade hubs are found outside of Nullsec. If a player expects to sell PI products on the market, then the goods need to first reach the intended market.
  • Certain areas of Nullsec do not have permanent NPC stations. Ships or materials staged in a player-anchored structure are vulnerable to the structure being attacked.
  • Because of higher resource extraction yields, PI setups in Nullsec have a higher time cost for transportation if the configuration results in storage filling up quickly.

None of these tradeoffs is insurmountable, as explored in a later section. Even a casual approach to PI in Nullsec is sufficient to fund or supplement day-to-day activities.

Recommendations for Nullsec PI

Homework

Players considering a new PI operation in Nullsec should take time to understand the region and requirements for initiating and maintaining the operation. A few basic questions might include:

  • Which commodities will be extracted or produced?
  • Which system(s) are viable for producing these materials? For a general reference, see Good Planets; for the NSC specifically, see the relevant section below.
  • Which Command Centers are required, given selected planet(s)? These are sometimes available near the intended destination. Account for extras to cover changing plans or adding additional characters to a larger operation.
  • Are materials destined for open market, other industrial activity, a buyback program, or something else?
  • What about recurring threats in the region of interest? For the NSC, this would be the entire Y4Y7-Q constellation in Syndicate.
  • How much time is reasonable or comfortable for managing an operation? This could be as often as daily, or less than weekly.

Players do not need to have exact answers to these questions, but a reasonable understanding of the steps ahead when planning an operation is helpful for managing PI successfully in a challenging Nullsec environment.

Skills

While there are minimal recommended skills in Planet Management and ship utility for PI in Nullsec, players will find greater success, increased margin of error, and higher survival rates by further advancing core navigation and defensive skills.

The recommended PI skills below will allow single character to run operations on five planets, with the advanced PI skills permitting a sixth planet and advanced (P4) production. The recommended ship skills will enable piloting the standard E-UNI WH/NullSec Epithal fit, and the advanced ship skills will increase both the survivability of the Epithal and the amount of PI materials that it can carry.

Ships

The Epithal

Pilots new to PI in Nullsec should seriously consider only a single ship, the Epithal. This is a specialist Gallente Industrial Ship, similar to the Miasmos, with unique cargo bays for both Planetary Commodities and Command Centers. As there are separate bays for PI concerns, the Epithal can be fitted for maximum survivability at no expense to the ship's utility.

Logo faction gallente federation.png
Epithal.jpg
The Epithal is a specialist Gallente Industrial Ship, similar to the Miasmos, with unique cargo bays that can hold very large amounts of planetary commodities and command centers.

Logo faction gallente federation clean.png At Gallente Industrial IV, the Planetary Commodities Hold can hold 63,000 m³
Cloak.png Can use the MWD+Cloak trick to travel in relative safety
Icon warp disruptor i.png Can be fitted with an Interdiction Nullifier to escape bubbles
Icon money.png Ideal fit costs approximately 17M ISK, easily covered with a couple days of Nullsec PI

Other Ships

Pilots should exercise discretion if considering any ship for PI aside from the Epithal in Nullsec.

  • Other T1 Haulers. It is strongly recommended that pilots do not use other T1 haulers for regular PI activity. If there is a recurring need to haul extracted resources or final products to or from planets, then the character should be flying an Epithal.
  • T2 Haulers. Again, pilots new to Nullsec or PI in Nullsec are urged to stick with the Epithal. However, at a pilot's discretion, a Deep Space Transport might make sense for moving large quantities of extremely valuable product between systems - though multiple smaller shipments in a Epithal would be preferred.
  • Freighters. The safest way to move large quantities of goods out of Nullsec is in a Jump Freighter. This is not recommended for the average player, given the enormous skill, time, and investment required. EVE University's NSC often offers a shipping service, which members should seek to use.
  • Any racial shuttle. Shuttles are passively immune to bubbles and have a rapid time-to-warp. As some PI activities (importing or exporting from POCOs, for example) involve being present in space and in the same system, a shuttle is a viable option for moving between systems with minimal risk.

Deciding What to Produce

Main article: Planetary Commodities

Given the skills and means to start and manage a PI operation, the next key question is: Which goods should be produced? Fortunately, there is no wrong answer, though some choices are more reasonable than others. This decision is closely tied to which system(s) a player prefers for PI, as some planets (and thus some resources) will be unavailable in certain systems.

Gallente fuel block.png Coolant, Enriched Uranium, Mechanical Parts, Oxygen, and Robotics are all used to produce Oxygen Fuel Blocks. A requirement for reactions and fueling player structures, Fuel Blocks are regularly in-demand in local markets, negating the requirement to ship them to trade hubs. Members of the NSC should note there are respawning ice belts in AK-QBU for obtaining the remaining non-PI materials needed to produce Oxygen Fuel Blocks.
Silicate glass.png Microfiber Shielding, Polyaramids, and Silicate Glass are P2 products that cannot be manufactured on a single planet because each requires P1 materials to be imported from a separate planet. Assuming the majority of players strive for minimal involvement with PI after initial setup, these three products are generally underproduced, and therefore yield higher profit margins for players willing to put in the extra effort.
Structure market network.png All P4 commodities are required for the production of Citadels and Engineering Complexes; therefore, these are generally in-demand and are likely to bring a reasonable return. Advanced commodities require the use of a P2-to-P4 or a P1+P2-to-P4 factory planet to manufacture, which requires more effort than the average capsuleer is willing to put into PI.
Wallet.png To maximize PI profitability, comparisons should be made between the local and major trade hub markets to determine which goods are selling quickly, or which are selling with the highest profit margin. An item with high demand and lower supply is likely to meet both criteria. Players should account for time or effort for shipping goods to destination markets, which might involve contracting to a shipping service. The third-party site Adam4EVE is a useful tool to determine which PI commodities currently have the greatest profit margin. Players should note that there is some 'loss' of profit for each additional tier produced, though higher tier materials are much easier to ship and sell.
Warhist icon file start.png To maximize PI convenience, pilots within the NSC might avail of the NSC Buyback program as the final 'destination' for goods produced, which can be the simplest way to offload large quantities of PI materials. At time of writing, this program only accepts P2 products or higher.

Useful resources for exploring PI schematics or product values may be found via references under the main Planetary Industry wiki.

Deciding Where to Produce

This maps shows how local systems link together to form the NSC Syndicate backpocket. The deeper into the pocket you go, the safer you will be. Safer does not mean safe, however.
It is recommended that you do not do Planetary Industry within PC9-AY. You are free to do so if you choose to, however be advised that large numbers of neutrals visit the system to poke the NSC into fighting. There is a higher certainty that you will die. Horribly.
Main article: Good Planets

One of, if not the most dangerous places to be in NullSec, is on a Gate. Where possible, it is better to limit all your PI production to one system and ideally a system that also has a Station or a Citadel blue to the Uni. The tables below show all the planets and systems within the NSC backpocket and also what PI commodities can be produced completed within each system. One other factor to be aware of is the further into the pocket you go, the safer you should be due to the increased warning of Neutrals entering PC9-AY. Again, you are never safe in NullSec and should not get complacent. Neutrals do log off in the backpocket and there are often wormholes that bring visitors. Always pay attention to local and dock up/go safe if you see anyone not blue.

Here you can find a screenshot of the resource bars of every planet in the NSC And here you can find abundances for all the P0 materials in every planet in the NSC in percents

Maintaining an Operation

There are additional considerations and guidelines pilots should heed when conducting PI in dangerous space.

  • Cheap ship for initial command centers
  • Tethered in space, or sitting on a station for in-space activity
  • For station > poco > station, this won't be a problem, but chunky epithal can bump the poco if you make more than one stop and the poco is in the alignment path as warp speed is attained
  • Make sure to actually turn on shield hardeners
  • You can launch materials while in-warp to poco, if necessary - don't linger
  • Use expedited shipping for intraplanet transportation to gather resources in as few launchpads as possible; then, launching while in space takes fewer steps
  • If running with multiple alts, stagger their activity to avoid multiple epithals sitting idle; one can scoop from poco while another warps, etc.
  • Use bookmarks on pocos, rather than warping to them; bonus points if the bookmark is situated such that you can start aligning as soon as you land, conduct your import or export, then be several seconds closer to warp
  • You only need to be at the poco to remove or input material to the poco itself; you can undock in something cheap or tether at a Citadel to conduct the actual import to the planet's surface, if necessary
  • Splitting stacks of inputs can make complex imports easier, particularly if running a more advanced factory setup
  • Try to have eyes in each system if operating in multiple systems, or at least eyes on the ingate to a pocket
  • If operating on a alt, be sure to have the alt join the local standing fleet asap, or apply for the alt to be 'blue' - else you will spook the locals every time they log in
  • Expect that sometimes, planned windows for PI activity will be thwarted by local threats. Plan ahead for this by exporting materials early to free space in on-planet storage, building additional storage if possible, or opting for simpler setups that require less time in space. Do not try to squeeze in a POCO run if a roaming gang is afoot.
  • This should go without saying, but maximizing profit or productivity is a quick way for a player new to PI to burn out on the activity and disregard it altogether. Start smaller or simpler, and let interest or need drive an expanded operation.
  • Some groups will log out or appear out of a wormhole; be warned
  • Comms, intel channels, recent kills
  • D-Scan and V key
  • If you are going down, call it out - and link your killmail