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blankseplocked Null Sec Tech 1 Demand - What's useful for you?
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Jon Taggart
State War Academy
Posted - 2011.04.06 17:32:00 - [1]

Edited by: Jon Taggart on 06/04/2011 17:37:51

Good day, I make a decent chunk of change importing various T2 modules to the 0.0 NPC hub I frequent, but I wanted to try and expand my business a little by providing useful Tech 1 goods to 0.0 dwellers as well.

It seems an overwhelming amount of market activity is geared towards Tech 2 modules and ships. This is most likely due to a majority of 0.0 dwellers possessing enough SP to effectively use these items, so I figure that's why the market feels a bit "lopsided" in this regard.

I've experimented with various Tech 1 goods such as drones, turrets, cap fittings, and other such fitting modules with minimal effect. Battlecruisers such as Drakes do quite well as it is the most popular ship type used in the game. As evidenced by the QEN as well.

Is the money from null sec T1 production chiefly in ships?

I have found a few other options that would be worth pursuing, but I have yet to travel back to high sec and purchase the necessary BPOs. These include:

- Cap Booster Charges (200, 400, 800)
- Probes (Scanner, Combat, Warp Disrupt)
- Bombs
- Mobile Warp Disruptors
- Various types of ammunition, but not a ton of money there

I was wondering if people had other ideas, and if they frequent 0.0, what they look for in particular once their ship blows up. I've been trying to figure out how to complete a "fit" based on the items I sell. For instance, someone buys a Drake from me, chances are they're looking for heavy missile launchers, invulnerability fields, BCUs, and other such items.

Chiefly, I'd like to do in-house production of useful T1 goods, rather than importing a consistent supply of T2 modules. Chances of getting blown up increases dramatically the more I frequent the route.

I'm not particularly looking for handouts or insider information. Simply looking for a little direction.


Flesh Slurper
Posted - 2011.04.06 18:23:00 - [2]

The problem you are facing is most likely because tech 1 modules which you can produce are not very popular. Meta 4 items however are a lot of times useful for tight fits where that last 1 cpu or grid matters or for people with lower SP.

Red Horizon Inc
Cascade Imminent
Posted - 2011.04.06 18:27:00 - [3]

Battleship and Battlecruiser hulls are the two big T1 items still in use in 0.0.

Dr Sheepbringer
Halinallen veroparatiisi
Inglorious Carebears
Posted - 2011.04.06 20:24:00 - [4]

Some players also use the craploot from rats to fit their drunkroam fits. I mean it doesn't really matter what the module is, as long as it's a turret that fits the ship and so on. Built to loose it.

I'd do a cross reference on what the players are getting from ratting. I've never seen any probes, bombs or salvagers from rat loot.

Jon Taggart
State War Academy
Posted - 2011.04.06 22:14:00 - [5]

Appreciate the input. Was also considering manufacturing POS fuels via PI. Seems like the consumable goods are the most popular, for obvious reasons of course.

Mr Dilkington
Posted - 2011.04.06 22:40:00 - [6]

Very Happy Wink

Jon Taggart
State War Academy
Posted - 2011.04.06 23:42:00 - [7]

Originally by: Mr Dilkington
Very Happy Wink

I just started building them right now! Thank you so much. I forgot about them Very Happy.

Hekanavan Kip
Posted - 2011.04.07 01:24:00 - [8]

I fly around solo in the syndicate and i've noticed a real lack of t1 stuff on the market for my arbitrator. Drones, cap boosters, energy neutralizers, and rigs (I use port egress maximizers). What stations are you seeding and when do you seed them? I would definitely like to know where the market is regularly being stocked so I can pvp and be able to re-supply with confidence/


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