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blankseplocked 51 day alt, what to train (help!)
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Silas Cooper
Posted - 2011.07.26 08:23:00 - [1]

I'm not very knowledgeable at all on things like production and all that, never done it. I'm very much thinking of making a 51 day alt, train him a bunch of production related skills and then move him to my main account.

What I'm looking for is this, please do correct me (or add to) if you think I missed something or made a mistake:

- production of "normal items", perhaps some ships
- some R&D (but nothing major)
- perhaps a bit of invention
- some hauling capability

I'm not looking to make a miner, I'm not to looking to become a major player in the production business nor am I looking for full T2/T3/cap production. I'm trying to make a nice alt that can decently do a bit of "this and that" introducing me to a different style of playing EVE. Perhaps someone can show me something cool I hadn't though off to add to all this.

I tried finding a "must have" skill list but couldn't find something suitable, ofcourse I can try and read the skills and deduct from there what is needed, problem is that I have no clue on carebearisms :P I could tell you tons of pvp and combat but when it comes to production I'm a newb hehe.

Could someone please guide me a bit and show me what options there are and how I could make best use of that limited 51 day time frame (if you come up with a compelling argument why I'd have to add another plex to that char for an additional 30 days then feel free to lecture me).

Any help is very much appreciated.

astra Nosha
Posted - 2011.07.26 08:59:00 - [2]

Minmatar Industrial L4 (Mammoth)
Production Efficiency L5
Advanced Laboratory Operation L4
some Planetary Interactions skills for "passive ISKies"

Remaining days you have to judge by yourself if you really need invention, etc. on this char. I would prefer to do such stuff on my main and leave all the "longer term" issues to my alts (if I would have some).

SOL Industries
Black Thorne Alliance
Posted - 2011.07.26 09:01:00 - [3]

Welcome to the 'not-so-dark'-side of Eve, we're the ones that MAKE your cookies.

For a basic industrial toon, I would recommend the following skills:

Production Efficiency 5
Some people will argue that unless you're a hardcore manufacturer, 4 is enough, but I find that last little bit of waste being eliminated a good investment in skills.

Mass Production 4
Since you're not going for mass production, this should be enough to give you a decent amount of manufacturing jobs to make your own ammo, modules, ships and whatever else you want to play around with. If you want to do some serious production, and large amoutns of T2 production, Iw ould recommend getting this skill to 5, and also training up advanced mass production to 4 or 5.

Now, for doing a bit of hauling, and not having a lot of time invested in the skillplan, I would go for Minmatar Industrial 4. This will get you the Mammoth, the 2nd best industrial hauler in the game, if you want the biggest hauler, go for Gallente industrial 5, which gets you the Itty 5.
This is a considerable amount of extra training though, but it would also enable you to train up for T2 haulers, and freighters, if you at some point desire.

Having access to a POS for research on your BPO's and making BPCs, or inventing T2 BPCs, is also usefull, so unless your main can help you set up the POS, anchoring 3 is nice to have. If you want this alto to also have some combat ability, I recommend training up to anchoring 5 and POS Defense management so you can assume control of POS guns in case of a siege on your POS. This is ofcourse totally optional.

Research and Metalurgy 4
As you're not planning on hardcore R&D, 4 should be enough to get some decent speed up on improving your own Blueprints ME and PE levels.

Scienc 4 - 5
4 is required for metalurgy, 5 is required for any T2 invention skills you wish to learn.
I recommend putting in the effort for 5, so you can get some of those inventin skills, and access 1 or 2 Research agents for passive datacore income.

T2 invention skills:
These come in 2 flavors, racial encryption, and the invention skills themselves.
To invent anything, you need racial encryption skill, and 2 of these science skills to be able to invent something. Level 3 is the bare minimum for these, as you're planning on a limited time for learning it, I would recommend either 3 or 4 in the skills you need to invent what you want.
Some good recomendations for this would probably be T2 ammo as you probably use that a lot yourself. Look up the ones you need for your kind of ammo in the game so you know which ones you need.

Depending on what you wish to manufacture, there's some additional skills you'll need, such as frigate/industrial/cruiser/battleship/etc. construction.
And some of the skills you might need to make stuff are things like engineering or mechanic, etc. You'll have to check the blueprints of what you wish to manufacture for that.

Posted - 2011.07.26 09:11:00 - [4]

Well thats easy enough:

Production normal stuff: industry:5, production efficiency:5, mass production:5, advanced mass production:4

Thats shouls give you capasity to manufacture most things from modules, ammunitions, etc... Not sure about ships, but ships has super tight margings anyways, so...

Reseasch and developmend: scinece:5, laboratory operation:5, advanced laboratory operation:4
thats should get you going on research side with 10 slots... Theres couple other skills that help researching me, pe, copying speeds... but theyre not absolut needs to get started.

Inventions? Theres tons of skills in this category. Racial encryption skills, etc... This depends very strongly what your planning on inventing. Take a look invention tab on any bpo of items your planning on inventing for list of skills needed for that item...

Hauling capasity? How much capasity? Freighter or orca? Or if you settle for industrial then Gallente Iteron mark V is not bad at all. For lowsec runs, blockade runner of what ever races industrial ship skill your training...

Also invest some time on trade skills, broker relations and accounting is higly recomended for lower costs on setting market orders. High standing on npc corporation running your trade station of choise also helps a bit i believe. Also how manu orders your going to have up? trade section has skills to give you those too..

Silas Cooper
Posted - 2011.07.26 09:55:00 - [5]

Thanks a whole lot for your replies, been very helpful! I've been doing some more digging and found that invention will probably just annoy me to bits so I'm leaving that out.

With what you've posted I've set up a skill plan that should just fit with 30 days extra. I know I've chosen the "crappy" hauler line but it's an RP reason and I've found that I'd rather play something that appeals to me than what's fully optimised/fotm.

Here's the list, please tell me if anything important is missing or I'm doing it wrong™. I'm really thinking if I perhaps could "get away" with Prod efficiency 4, it's an 11 day skill damnit! Not sure on that one.

***Remapping (active) : i21 p17 c17 w17 m27***
Industry I
Industry II
Industry III
Industry IV
Industry V
Production Efficiency I
Production Efficiency II
Production Efficiency III
Production Efficiency IV
Production Efficiency V
Mass Production I
Mass Production II
Mass Production III
Mass Production IV
Research I
Research II
Research III
Research IV
Science IV
Metallurgy I
Metallurgy II
Metallurgy III
Metallurgy IV
Social I
Social II
Social III
Connections I
Connections II
Connections III
Trade I
Trade II
Trade III
Trade IV
Accounting I
Accounting II
Accounting III
Accounting IV
Contracting I
Contracting II
Contracting III
Marketing I
Marketing II
Procurement I
Procurement II
Procurement III
Procurement IV
Visibility I
Visibility II
Visibility III
Electronics IV
Cloaking I
Cloaking II
Cloaking III
Cloaking IV
***Remapping (active) : i17 p27 c17 w21 m17***
Caldari Frigate I
Retail I
Retail II
Retail III
Broker Relations I
Broker Relations II
Broker Relations III
Broker Relations IV
Spaceship Command IV
Caldari Frigate II
Caldari Frigate III
Spaceship Command V
Advanced Spaceship Command I
Caldari Industrial I
Caldari Industrial II
Caldari Industrial III
Caldari Industrial IV
Caldari Industrial V
Transport Ships I
Transport Ships II
Transport Ships III
Transport Ships IV
Caldari Freighter I
Caldari Freighter II
Caldari Freighter III
Caldari Freighter IV

Celgar Thurn
Department 10
Posted - 2011.07.26 09:57:00 - [6]

You're giving up on can-flipping then Silas? Wink

SOL Industries
Black Thorne Alliance
Posted - 2011.07.26 10:17:00 - [7]

Probably just going to flip cans in an industrial and take te entire cans for his own production ;)

Silas Cooper
Posted - 2011.07.26 12:19:00 - [8]

Nah, that would turn it into work. I do provide different service levels to my customers, sometimes in the form of words and sometimes it's all about the ammo Twisted Evil

But I'm trying to take a bit more easy these days, try different things in EVE.

Cyber Sensei
Posted - 2011.07.26 14:05:00 - [9]

Production Efficiency L5

Wabbit Ormand
Posted - 2011.07.27 18:00:00 - [10]

Production Efficency 5 is a must if you are going to manufacture anything. Without you will use more isk worth of mats to build stuff than most items in game sell for. Any less than PE5 you would be better off selling the mats and buying the item rather than making it yourself. Most margins are that tight in EVE, especially in Jita.


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