Difference between revisions of "Production Department"
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==== Requirements and Infos ==== | ==== Requirements and Infos ==== | ||
− | We recognize that EVE University is first and foremost a place of learning, which is the reason we have basically no application | + | We recognize that EVE University is first and foremost a place of learning, which is the reason we have basically no application requirements. Some of the roles in the department can be done with next to no training and minimal skill points. Other industrial jobs require months or even years of dedicated training for both the character and the human player. The following pages provide some general information regarding the deep complexity of industry in EVE Online: |
* [[Industry]] gives basic information regarding industry and the ingame industry window. | * [[Industry]] gives basic information regarding industry and the ingame industry window. | ||
* [[Manufacturing]] explains how to build things. | * [[Manufacturing]] explains how to build things. | ||
− | * [[Research]] provides instructions for improving blueprint originals in terms of time efficiency and material efficiency. Also describes the procedure for copying blueprint originals to produce blueprint copies, and why | + | * [[Research]] provides instructions for improving blueprint originals in terms of time efficiency and material efficiency. Also describes the procedure for copying blueprint originals to produce blueprint copies, and why somebody would want to do this. |
* [[Invention]] takes the reader on a trip down the rabbit hole that is advanced T2 module, drone, ammunition, and ship production. | * [[Invention]] takes the reader on a trip down the rabbit hole that is advanced T2 module, drone, ammunition, and ship production. | ||
* [[Hauling]] explains how to safely and efficiently move stuff from A to B (without getting blown up at C). | * [[Hauling]] explains how to safely and efficiently move stuff from A to B (without getting blown up at C). |
Revision as of 02:15, 14 June 2023
This page is specific to EVE University. Other corporations or groups in the game may operate differently. For a summary of EVE University's rules and code of conduct, see EVE University Rules. |
EVE University |
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Communities |
Other Resources |
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The goal of the EVE University Production Department is to build stuff for students to lose to gate guns. |
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Active Programs
- Fleet Support Program: Lowering the barrier to in-game content creation from FCs at all levels by supplying doctrine ships at the form-up location of the FC's choosing.
- Strategic Operations Support: Providing logistical support for strat-ops planned by the FC Team or the EVE University Communities.
- Flight Deck Production: Manufacturing fits for use in the Communities Flight Decks and other programs maintained by the Quartermaster's Department.
- UNI Fuel Production: Producing fuel for Ivy League-owned structures that is then distributed by the Quartermaster's Department.
Production Staff
Management
The production management oversees the overall production processes, deal with requests and issues, and decides on changes to the department as a whole.
Arkady Marten | Production Manager | Peter Vanstead | Production Supervisor |
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Senior Production Officers
Senior Production Officers deal with tasks that exceed regular industry operations, such as fuel production, taking care of logistics, and managing contracts for fleets and other requests.
Ariea Thellare | Senior Production Officer | Harry Heinee | Senior Production Officer | Jack RipperJr | Senior Production Officer |
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Production Officers
Production officers are the core of the actual production process, as they are taking care of all manufacturing, science and reaction jobs.
Marcel en Distel | Production Officer | JDTech | Production Officer |
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Additional Officers
Tal Tracyn | Inbound Trader | Ray Zolo | Inbound Trader |
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Notable External People
Reason | |
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Faye Enkelli | Logo Designer |
Falling Snow KumaMoto | Original Department Wikipage Creator |
Joining the Production Department
The Production Department regularly recruits new members at various levels to ensure the smooth operation of the university logistical services. During recruitment drives, the department manager will post on the EVE University forums and/or send out a corporation-wide evemail with information regarding the open position(s) and directions on how to apply. There are no official clone state or skill point requirements for positions and only Freshmen title is required. As you might imagine, the Production Department necessarily has access to corporation assets and isk. With the proliferation of spies, saboteurs, thieves, and other nefarious creatures in EVE Online, the department must place a heavy emphasis on proven trustworthiness when reviewing applications. Member positions are unpaid, but certain expenses such as industry skillbooks for tasks in the department are reimbursed, and free slots on characters can be used for personal industry jobs. Our department is open to current Unistas only.
EVE University members can access the Forum post with further information and the link to the application form here.
Communication
Department members will gain access to the following EVE University services for communication:
- A dedicated Discord channel
- The Logistics and Staff Room subforum
- Various department specific spreadsheets
Requirements and Infos
We recognize that EVE University is first and foremost a place of learning, which is the reason we have basically no application requirements. Some of the roles in the department can be done with next to no training and minimal skill points. Other industrial jobs require months or even years of dedicated training for both the character and the human player. The following pages provide some general information regarding the deep complexity of industry in EVE Online:
- Industry gives basic information regarding industry and the ingame industry window.
- Manufacturing explains how to build things.
- Research provides instructions for improving blueprint originals in terms of time efficiency and material efficiency. Also describes the procedure for copying blueprint originals to produce blueprint copies, and why somebody would want to do this.
- Invention takes the reader on a trip down the rabbit hole that is advanced T2 module, drone, ammunition, and ship production.
- Hauling explains how to safely and efficiently move stuff from A to B (without getting blown up at C).
Skills
The links provided above discuss some skill point investments that are relevant for specific tasks. While the department does not require any skill to join, the following skills can help you become a more efficient member of the department. The skills are grouped roughly by the Industry areas they relate to.
- Industry (1x) and Advanced Industry (3x) both reduce manufacturing time and are prerequisites for a great many production-related tasks. Advanced Industry also reduces research time.
- Mass Production (2x) and Advanced Mass Production (8x) result in additional manufacturing job slots.
- Laboratory Operation (1x) and Advanced Laboratory Operation (8x) provide additional slots for science jobs.
- Reactions (1x) and Mass Reactions (2x) both reduce reaction time, while Mass Reactions also provides additional slots for reaction jobs.
- Science (1x) improves blueprint copying speed and is a prerequisite for a great many production-related things.
- Research (1x) improves blueprint time efficiency research speed and is a prerequisite for building some rigs and T2 ships.
- Metallurgy (3x) improves blueprint material efficiency research speed and is a prerequisite for building some rigs and T2 ships.
- Remote Reactions (3x), Scientific Networking (3x), and Supply Chain Management (3x) are convenience skills that allow the start (and completion) of industry jobs from a distance.
- Jury Rigging (2x) allows construction of rigs and subsystems. Level III in this skill is required to open up all of the other rigging skills, which then allow construction of the relevant rigs.
- Cybernetics (3x) allows players to use increasingly powerful (and expensive) implants, some of which can improve production-related performance.
- Science Skills:
- Gallente Encryption Methods (5x) and their other racial counterparts are prerequisites for invention of racial T2 ships and items. Higher levels give higher invention success rates.
- Gallente Starship Engineering (5x) and their other racial counterparts are prerequisites for invention and manufacturing of racial T2 ships and increase the invention success rates.
- Mechanical Engineering (5x) is a prerequisite for invention and manufacturing of all T2 ships and increase the invention success rates.
- Electronic Engineering (5x), Laser Physics (5x), and the other Physics and Engineering skills are prerequisite for invention and manufacturing of T2 (non-ship) items and increase the invention success rate.
- Advanced Small Ship Construction (2x) and the other Advanced Construction skill are prerequisites for the manufacturing of T2 ships of the respective size. They reduce the manufacturing times of those items slightly.
- Astronautic Engineering (5x) is a useless skill that does not serve any purpose in the game anymore, so it can be ignored.
It should be noted that most of the above skills rely on attributes of Intelligence and Memory, for those students who are familiar with Neural Remaps.
- Skills generally not used by the Production Department:
- Drug Manufacturing (2x)
- Outpost Construction (16x)
- Sleeper Encryption Methods (4x)
- Propulsion Subsystem Technology (5x) and the other Subsystem Technologies
- Triglavian Encryption Methods (4x), Triglavian Quantum Engineering (5x)
- Sleeper Technology (5x), Takmahl Technology (5x), Talocan Technology (5x), Yan Jung Technology (5x)
- Upwell Encryption Methods (5x)