Buy Eve Online ISK

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Wednesday, March 26, 2008

How to Make Billions sitting in a station

So heres my story and guide.

My second week in EVE, I was ratting in an Omist station system in a newly bought Raven when a roaming BoB gang jumped into the system, warped to my belt, warp scrambled me and owned the !@#$%^&* out of me, all in under 20 seconds. Nearly broke and pissed off, I decided that ratting was for wage slave suckers and that there has to be an easier, better way of making money that doesn’t involve the risk of being blown apart in 0.0 space. I recruitment scammed my way up to 500 million ISK, but then the fat overlord banned recruitment scamming.

Then I discovered trading. Now don’t get me wrong. Trading does NOT mean space trucking NPC-bought goods across lowsec space for a couple million ISK profit only to be blown up by some pirates who just got home from school. The trading I’m referring to deals in player-built ships and modules, moon minerals, etc etc. It also does not require you to leave the station you are trading out of, assuming you are in a trade hub. Perhaps the best thing about it is that you MAKE MONEY WHILE YOU SLEEP. There’s nothing better than waking up and seeing your wallet 200 million ISK fatter than it was than when you laid down to take a nap a few hours ago.

I operated primarily out of Jita with an alt in Rens. If I put in the work, I can make over a billion ISK in a single day. If I weren’t quitting EVE and decided to get really hardcore about trading and buy 4-5 accounts (one for each hub), I could easily see myself pulling in 2 billion ISK a day. Here’s how:

For EVERY item in EVE that is actively traded on the market, there is a spread between the buy orders and the sell orders. You can calculate the percentage size of this spread by dividing the price of the lowest realistic sell order by the price of the highest realistic buy order. For example:

In this case, I would calculate the spread of the covert ops cloaking device IIs as follows:

10998/10000 = 1.0998 or 9.98%. If I put up a buy order at 10 million, have that buy order filled and put up a sell order at 10.998 million, I would make about a 10% return on the ISK invested. HOWEVER, you have to take broker fees and the sales tax into account. With no skill in broker relations or accounting, this shaves 3% off your profit. With broker relations 5 and accounting 5, you shave 2% off the profit. With great standings, broker relations 5, accounting 5, take 1% off the profit. The difference between 3% and 1% is HUGE when you’re dealing with high-volume goods over a long period of time. Thus, on my accounting 5 broker relations 5 character with 0 standings, our 10% profit becomes an 8% profit. With a billion ISK invested in the trade, that’s an 80 million ISK profit. Not too shabby.

“But Humjob, how can I find good stuff to trade?”

Quite easy. Go into the price history screen and look at the table. Make sure it is sorted by date with the latest date is at the top. Multiply the AVERAGE PRICE PER DAY by the AVERAGE VOLUME PER DAY. A good rule of thumb is that if there isn’t at least 1 billion ISK going through the item every day, it’s not worth seriously trading. Also, make sure there is a sufficient amount of order volume. If there aren’t at least 20 orders per day of the item, it might still be worth trading, but it won’t be your bread and butter. The funny thing is, you don’t even have to know what the item does. I don’t know what half the !@#$%^&* I trade does. All you have to know is the spread and the volume.

Or if you’re lazy, trade the stuff on the quickbar. Most of it fits my criteria for trading. A key thing to remember is that the markets are ALWAYS CHANGING, so you always have to watch them. An item with !@#$%^&* volume and a 4% spread today might have great volume and a 20% spread tomorrow.

It is CRUCIAL CRUCIAL CRUCIAL that you use your wallet for order management and the quickbar of the market screen to move between items. This will save you ridiculous amounts of time moving between items and modifying orders. To add an item to the quickbar, right click it on the market screen and click ‘add item to quickbar’. Now you can browse to it quickly without having to scroll through numerous laggy windows.

My most profitable items are POS fuels (hydrogen, nitrogen, oxygen, helium isotopes and liquid ozone), covert ops cloaking device IIs, +5 implants, and advanced materials.

And my last, most important piece of advice to any trader… STAY ON TOP OF YOUR ORDERS. If you ‘go away’ for a few weeks, you may come back to a nasty surprise as the item you bought at 200 is now trading at 73 and you’ve lost billions of ISK. This has happened to me more times than I care to admit.

There is a lot more to trading than what I’ve written here, I could probably write 30 pages about it. But these are the basics.

posted by spt at 1:20 am  

Wednesday, March 12, 2008

Begin your Pirate career from day one

Begin your Pirate career from day one

I cannot tell you how often do I find noobs glorifying pirates. They just can’t wait to have enough skills to become one…but when is enough skills? I believe that it’s not what you train that enables you to become effective, but it’s skill.

Your main focus early on is going to be ship / gunnery skills. You need to create a character that can do at least lvl 2 frigate ships…and can shoot at least lvl 2 in their race’s guns. Sure you will be lacking effective gunnery skills you get later on…but do not worry about that at this time. Remember, piracy is preying on the weak…regardless of the ship size. It is also about making isk out of your prey, have fun but make sure it paid off your cost.

Your next task is training up skills to use a Warp Scrambler (VERY IMPORTANT)!!! If you are unable to hold your targets down, you will not likely kill them, unless they are really retarded.

You should be able to acquire these skills in 1 day…at the most 1.5 days. Once you have, now get ready for some fun.

One thing great about piracy, is that you find all sorts of people. Some are smart, some are stupid. Some are just think headed and big headed about themselves. These are the targets you want. For starters, they are full of themselves, and they need a good beating anyway. In my second day, I managed to kill in a rifter solo, 2 battlecruisers, an assortment of frigates, 1 thorax cruiser, and a maller. Not because I out gunned them, but because I used their weaknesses against them.

Now, take your new shiny frigate out into the belts…preferrably around a heavily populated area…like Jita……Oh I love Jita…hehe. Anyway, you want to find those people mining into a can. We are about to use the can flag trick. It’s perfectly legitimate…and so much fun.

You do have one advantage, and thats the targets your going after look at you as a one day old character…a noob. Someone to not even worry about. Because of this, you are likely to get plenty of people to shoot at you, or take their cans back after you stole it from them.

Now, once you have found a target, click their ship and do Show Info. Check out the character flying it. How old are they, and what is their corporation like. If you are targetting a character 3 months or younger, and in a noob corp, or a small populated corp…begin working your way towards their can. Make sure you have something throwaway in your cargo, you will need it.

Once you have reached their can, drop your trash loot next to them, and open up you can you just dropped. Now, while keeping it open, open their can. Drag the contents of their can (ore, items, etc.) into your can. Presto, you just stole their goods. They now have 15 minutes to react. If they steal it back, you will know because they will be flashing red. If they do not flash red, just wait around a bit. They have 15 minutes to react. Shoot at your can a bit to tempt them to take it back. At the end of the 15 minutes…if they still will not take it, warp out for a minute and come back. Someone is bound to steal it…just keep a sharp eye out for flashy red ships.

Now, thats just a basic understanding of what you will be doing. Lets look a bit more into WHO you want to target. Lets say you stumble upon a prophecy mining (God Forbid). Right click it and look at it a bit. See what it has equipped. Learn to know the difference between small, medium, and heavy turrets. If the prophecy has medium turrets….there is a good chance that it is either baiting, or it really is mining and they really are using that ship incorrectly.

This is good if they are mining, as it means they are idiots, and they haven’t a clue about anything. Your advantage is that you are in a small ship..and their medium turrets are not going to hit you well if you orbit them at a close range…say 1k to 2k away. Your main threat will be if they have a webber on, and if they have drones.

At this statge of the game, I would avoid all drone ships really, unless they are using drones to mine with, then you are safe.

If you stumble upon a frigate mining, then by all means steal from them..as they probable have no other gun slots available.

It it unlikely that you will find a battleship pilot mining that will steal back from you. It’s possible, but not likely. Use the same strategy from above on the prophecy on a turret based battleship.

If you stumble upon a ferox battler cruiser mining…rest assured it will have some launchers. If it has heavy launchers, thats good for you assuming you can keep a very good speed orbiting the ship. If not, I wouldn’t test it.

Destroyers out mining are a great target to pirate. If you stumble upon any of them, and you see 2 to 4+ miner lasers on one, you can bet they do not have any other room for any turrets. But a simple “look” will prove that theory.

The object is not to kill these targets, but to ransom them. You want to kill their ships down to 50% of their structure…then stop and convo them up. Ask them for 80% of their ships worth. Do not waste time of frigates. Just pop those ships…and scoop up their loot. Remember that in the end its all about making eve online isk. If you just continue buying isk and throw them into the field over and over without start making some. You’ll see yourself getting screwed up real soon.

Piracy is all about skill, and sizing the prey up. You need to get to know your ship..what it can take, and what it cannot take. By following the guide above for a 1st day pirate, you should have plenty of success. As time goes on, you will learn more trips, and become even more confident…a trait that has won a many of battles.

posted by spt at 12:52 am  

Monday, February 11, 2008

High Security Space Pirating

High Security space can be a tough place for a pirate to make a living. With this tip any budding pirate can begin there career in high sec space. First off you need to be in high security space and some EVE ISK shops to begin with. This is 1.0 - 0.5 security level systems. Next warp around to different asteroid belts till you find a solo miner with NO friends in the area. Set your standings with the solo miner to very poor so they have a red tag. check the local channel to see if anyone else in system is red tagged. Now this only works if the miner is jet can mining. Meaning mining into a jettison can instead of a secure can. set up your own jettison can (by jettisoning something like a single piece of ammo)close to the miner and set it to a rude name like “blank”’s mining stuff. Now take everything out of the miners jet can and put it into yours. You will flash red to the miner. offer to sell his stuff back to him for cheap EVE ISK. easy money if he says yes. If he attacks or steals the ore from your can and puts it back into his then he is free for you to attack. Kick butt. Take his ore and the Modules off his wrecked ship. Option B: Once you get his ship to structure only remaining. Offer to stop killing him for a fat price. Most Carebears(nice Eve-Online members) would rather pay you 5 million buy EVE Online ISK than spent 10 Million setting there ship back up.

posted by spt at 9:32 pm  

Monday, February 4, 2008

Make 20 M ISK an hour

Chaining is mostly done in 0.0, doing it in higher sec is possible but quite pointless. It is usually not done in anything above 0.0 because in higher sec theres usually people that go through random systems killing rats, and 1 stupid person can mess up your entire day’s work on getting a system wide farm going.
But, I guess you could find a remote 0.1-0.3 system people may not normally goto.

EVE ISK price 

So heres how you chain:
First off find a system that only you, or your buds are likely to hunt in and make sure they all understand whats going on. If you don’t make sure they understand what to kill and what not to kill, its gonna end up in a mess.

Once you have a system you want to farm, go through the belts. Rats in belts only spawn once you get to the belt, they aren’t persistant even though it may seem like they are. Once you, or anyone in the game gets within a certain range of the belt, rats spawn.

Once you have gone through all the belts go back to the top one and see what has spawned there, if nothing has yet, go to the next belt and give that belt a bit more time. Also, make sure you go down the list of belts and don’t just randomly go from belt to belt, it doesn’t affect the rat spawns, its just easier on you that way to remember what spawn is where.

Once you have a belt with rats in it, make an opinion on the rats. Judge their bounties compared to what you know can spawn there. ie: If you a spawn consisting of 3 battle cruisers ( @ maybe 250k EVE ISK each ) and 2 frigates (@ maybe 25k EVE ISK each), would you want that or would you rather have something better say 2 Battleships ( @ 1.2m EVE ISK each ) and 3 cruisers ( @ maybe 90k EVE ISK each ). If you would rather have a different spawn, completely kill off that spawn. Do not leave anything alive. Loot if you want to, or dont, it doesnt affect the spawn.

If you want to keep the spawn you found at that belt, kill all of the bigger things, ie: if you kept the spawn I mentioned above w/ the battlecruisers you would kill the battlecruisers and leave both frigates. You can kill 1 of the frigates, but I personally wouldn’t waste my time and just go on to the next belt.

If you were to have a spawn that consists of 3 battle ships and 2 cruisers. Kill the battleships and leave at least 1 cruiser.
Always leave at least 1 ship standing if you want to keep the spawn.

Do this through all the belts. Keep what spawns you like, kill off the ones you don’t. Eventually if you get lucky with your spawns, you can get a system of say 9 belts each with spawns of your liking. I have had a system where 5 of the belts had a spawn of 3x 1.8m battle ships, so me and my bud just went to each of the belts and killed the spawns except the frigs and then by the time we got to the 5th, the 1st was usually respawned.

However realize that if you farm, you have no chance what-so-ever to get an officer spawn. Unless you get lucky and when you kill off a spawn and it spawns. You cannot chain officiers, they wont respawn as the officier, but as a normal rat.
Although you cannot get an officier, you can get a faction ship. Ie: Dread Guristas / Dark Blood / etc.
You cannot chain them though, after you kill them, they will respawn as a normal rat. And what I mean by you can get them, is if you have a Blood Sage ( normal blood cruiser ) you kill and next time it respawns, it has a chance to respawn as a Dark Blood Sage (faction blood cruiser). However it will not ever respawn as an officier ( Officiers are named rats).

posted by spt at 6:18 pm  

Thursday, January 24, 2008

Starter guide to mission running

Mission running is very similar to other isk making methods like ratting, except that there are certain benefits for working for an NPC agent. The new player tutorial will explain how to accept a mission, so we won’t do that here, but running missions helps you increase standings with the faction that you’re doing jobs for, which leads to more, better quality agents being available to you, which gives you more EVE ISK and rewards, etc. Your goal is to run higher level missions sooner, as these provide greater payouts. Missions also give you loyalty points which can be spent on Agent Offers. When an agent offers you a cool new toy like implants or goods or ships, you can choose to accept the pay ISK price offer or decline it. You can decline an offer to spend loyalty points without hurting your standings. But don’t decline too many missions, or your agent won’t talk to you anymore and you’ll have to start over somewhere else.

SUGGESTED SKILLS: Connections, Negotiation, Social, Science—in addition to combat skills.

posted by spt at 7:22 pm  

Wednesday, January 23, 2008

Status to die for

Corporations always have a dedicated miner(s) to pull in HUGE profit
for them to use. Most of the time they require basic needs, but to
pull in the big dough you will be required to go into lower rating solar
systems. This is a good and bad thing, the good thing is that you can
make excellent amount of buy EVE ISK; the bad thing is that you might
get blown up. Note NPCs don’t destroy Capsules, but players will;
Outlaws typically hang around the 0.6 and lower systems, the lower
the rating, the more there are. Here are something’s to ask of your
corporation, if they say no; dump them, after all its your arse:

1) Ask some of the folks with those fancy-pansy Battlecruisers
(BC) to help you, by accompanying you to these areas.
2) Ask if any of them has defensive parts that you may install
i.e.; shields, turrets, force fields.
3) Travel in groups of 3+; two miners and one experienced BC

When travelling in groups try not to mine the exact same thing
between the group. Unless your corporation is picky, try and aim for
an ore that is valuable without refining it, and one that mines for ore
that has tremendous value when refined (Ex. Scordite); that way you
reek instant EVE ISK shops, while building up a storage for the corporation or
for selling.

Buy cheap EVE Online ISK

posted by spt at 1:14 am  

Monday, January 21, 2008

Advanced Invention

Advanced Invention

Visit here for cheap ISK,

There are three main items that can be used to affect your invention jobs to varying degrees. This is where those are covered. Items can be used to boost the chance of success; decryptors and blueprint copies are what determine how good your tech 2 blueprint copy comes out.

* Items
* Decryptors
* Blueprints
* Negative bp stats and you
* How to get Datacores

Items

The quality of the item used affects how much it adds to the job. The higher the meta level of the item the better the chance it adds. Tech 2 goods have a meta level of 5 and factional/officer’s meta level is 5+. Since the meta level is above the meta level of what you are inventing (5 for tech 2 goods) they cannot be used. No matter how the job turns out this item is destroyed, so make sure it is worth it. How much this adds to the chance of success is still being determined and is currently unknown and subject to change. For an example of meta levels lets look at the Ballistic Control System I. You may notice how the quality of the item when placed in order of quality, better bonus’s being better, they line up with their meta levels. Some parts may not sync up with this, but I doubt it is intentional. Update: Meta level is now listed in the blueprint creatively in the field called ‘Meta Level’

Item Meta Level
Ballistic Control System I 0
Cross Linked Bolt Array I 1
Muon Coil Bolt Array I 2
Multiphasic Bolt Array I 3
‘Pandemonium’ I Ballistic Enhancement 4
Ballistic Control System II - Cannot be used on invention jobs! 5

Items that only have a few versions, like shield hardeners still start their meta level at one and count up to the highest item. Ships have only one version so they always have a meta level of one. But one is better than zero.

Decryptors

Decryptors are one time use items that modify the stats of invented blueprints in certain ways. They vary greatly in cost, some being only a few hundred thousand, others upwards of 300 million. They affect four stats: the chance of a successful invention, the final material efficiency (ME), the final production efficiency (PE) and the number of runs you can get from the end result. The base ME and PE of any invention job is -4, the following show the modification to that number. So a job done with the War Strategon will come out with ME: -7 PE: -2.

The chance is the only thing that is different from any other bpc. It is exactly like it sounds, the higher the better. The best a decryptor can do is add 30%; the worst is make it 60% less likely. Once again, these are destroyed no matter the outcome of the job. The following is a chart the decryptors in game. Note they are located under the respective pirate faction on the market place: Amarr is Bloodraider, Caldari is Gurista, Gallente is Serpentis and Minmatar is Angel. Please note that these may change as the devs tweak things, I will do my best to keep this table accurate however.

Updated for Trinity with help from Aykido
Amarr
Name Chance ME PE Runs
War Strategon 1.8 -1 2 4
Classic Doctrine 1.2 2 5 1
Formation Layout 1.1 3 3 0
Sacred Manifesto 1.0 1 4 2
Circular Logic 0.6 -2 1 9
Caldari
Name Chance ME PE Runs
Installation Guide 1.8 -1 2 4
Prototype Diagram 1.2 2 5 1
Tuning Instructions 1.1 3 3 0
User Manual 1.0 1 4 2
Alignment Chart 0.6 -2 1 9
Gallente
Name Chance ME PE Runs
Stolen Formulas 1.8 -1 2 4
Test Reports 1.2 2 5 1
Collision Measurements 1.1 3 3 0
Engagement Plan 1.0 1 4 2
Symbiotic Figures 0.6 -2 1 9
Minmatar
Name Chance ME PE Runs
Assembly Instructions 1.8 -1 2 4
Advanced Theories 1.2 2 5 1
Calibration Data 1.1 3 3 0
Operation Handbook 1.0 1 4 2
Circuitry Schematics 0.6 -2 1 9

Blueprints

The final stats of the invented blueprint are determined in the following ways. Note the ME and PE are not in any way, shape or form related to what the original tech 1 bpc had. Final number of runs is affected only by the number of runs that the original bpc had and the decryptor bonus. At this point there is no randomness involved; if you perform multiple jobs with identical parts the results will always turn out the same, at least if they all succeed. Although hints from CCP indicate this may not always be the case. Thanks to Qual for posting these formulas.
ME = -4 + Decryptor bonus
PE = -4 + Decryptor bonus
The final number of runs formula is a doozy compared to the others, so I will explain.
Runs = max( 1; Round.Down( ( ( ActualRunsInputBPC / MaxRunsInputBPC ) * MaxRunsOutputBPC ) + DecryptorBonusRuns))

* ActualRunsInputBPC: The number of runs that are on the bpc to be invented on.
* MaxRunsInputBPC: The maximum number of runs for the blueprint type (see following table).
* Now the ‘Production Limit’ on the blueprint. Table is still a good general guide.
* MaxRunsOutputBPC: 1 for ships, 10 for modules, drones and ammo.
* DecryptorBonusRuns: Just what it says, the bonus you get from the decryptor used.

max(…) means take the largest value of those and use that. So it will either use 1 or whatever the result of the Round.Down(…) formula returns. This is a bit nasty, so lets use an example to demonstrate. If you hadn’t guessed it, the Ballistics Control System 1 will be used. The bpc is a 1000 run (max for this part) with ME and PE at 0 (not like it matters). We are also using an Installation Guide decryptor.
ME = -4 + -3 = -7 PE = -4 + 2 = -2 Runs = max( 1; Round.Down( ( 1000 / 10 ) * 1000 ) + 4)
= max( 1; Round.Down( 10 ) + 4)
= max( 1; 10 + 4 )
= max( 1; 14 )
= 14

So we get a bpc with the following stats ME: -7, PE: -2 and 14 runs, not too bad. Ok compared to normal building the stats are terrible, but that can’t be helped. At least we can make 14 of them.

The following is the max number of runs that a bpc can hold currently. I copied this from the forums so it may or may not be 100% accurate. When making your own bpc’s for invention always make sure to max the number of runs with the 999999… trick. Trick no longer needed, just build the ‘Production Limit’ for max runs.

Blueprint type Max runs
Frigates 30
Destroyers 20
Cruisers 15
Industrials 15
Battlecruisers 15
Battleships 10
Mining barges 10
Rigs 1000
Light missiles 500
Heavy missiles 750
Ammo 1500
Charges 1500
Probes 1000
Most modules 300
Some modules 1000
Cloaks, etc 100
Negative bp stats and you

This is how a negative stat on a blueprint affects your production time. You take your base speed and multiply it the constant. So if an item takes 2 hours to build with PE of 0 (what it lists normally) and the actual PE is -4 it now takes 3 hours per item you build.

PE Multiply base speed by
0 1.1
-1 1.2
-2 1.3
-3 1.4
-4 1.5
-5 1.6
-6 1.7
-7 1.8
-8 1.9

Wastage is how much minerals are wasted (duh). The more wastage the more it will cost you. 70% wastage means that instead of 100 tritanum you use 170 units, trit is just an example it works the same for all build materials needed. The formula for wastage on negative ME apears to be the following (blame Qual if this is wrong :P):
Waste = (-ME + 1)/10

The following table lists the ME, wastage and the constant to multiply the base mineral use by

ME Wastage Constant
0 0.1 1.1
-1 0.2 1.2
-2 0.3 1.3
-3 0.4 1.4
-4 0.5 1.5
-5 0.6 1.6
-6 0.7 1.7
-7 0.8 1.8
-8 0.9 1.9

How to get Datacores

So you know all about invention now, have run enough jobs to be comfortable with it and are looking for a way to reduce overhead. Then you start to wonder how all these other people get datacores.

Datacores, in short, are gotten by purchasing them from research agents, a specific type of agent. They have special standing requirements as well so we best take a look. To use a research agent you must meet all the regular requirements for a generic agent of their level, as well as have your corp or personal standing no more than 2.0 less than the requirement. An example will explain this better than words I think.

Example 1: High corp and high personal standing:

* Agent Level 4, Quality 0.
* Your corp standing: 7
* Your personal standing: 8.5
* Can use agent: Yes (Need standing of 6)

Example 2: High corp and low personal standing:

* Agent Level 4, Quality 0.
* Your corp standing: 7
* Your personal standing: 3
* Can use agent: No (3 is less than the required level (6) - 2.0 )

There are two other possibilities but these are the most likely. In the previous example you would need to get your personal standing to 4 or more to use the research agent.

In addition to having more stringent standing requirements than regular agents, they also require skills. Luckily for you these just so happen to be the same science skills you need for invention (not the Encryption skills). The quality of the agent and what fields they can research affect these, so your best bet is to check the info on the agent you want to use and make sure your skills are up to snuff. Also you are limited to one (1) research agent at a time doing work for you, unless you train the skill ‘Research Project Management’ which gives you an additional agent per level, to a max of 6. The skill tags in at 40 mil, so it is up to you to determine if it is worth it or not. (Much like everything in Eve Online or rl for that matter)

So now you have found a research agent and have the standing to use them, now what? You talk to them silly. You choose the field of research that you want to go into, most agents have 3 different ones, and start research. Then you wait. And wait some more. Your earn research points, more commonly called RP, at a given rate. How fast you ask? Well here is the formula.

RpPerDay = ((AgentSkill + YourSkill)^2 * (1 + (EffectiveQuality / 100))) * AreaBonus

* RpPerDay: How many research points you get in 24 hours.
* AgentSkill: The agents level (Range from 0 to 4, not sure if there are level 5 research agents)
* YourSkill: The level you have the required science skill trained to for this agent/field (ex. Graviton Physics)
* EffectiveQuality: The quality of the agent (Range from -20 to 20). Note: this is after your skills are added, so it is possible to get above 20.
* AreaBonus: Depends on the research field. Most fields have a modifier of 1, weapon related research is 2, and ship research is 3.

Let’s look at an example:

* AgentLevel = 3
* YourSkill = 4
* EffectiveQuality = 5
* AreaBonus = 1

RpPerDay = ( ( AgentLevel + YourSkill )^2 * ( 1 + ( EffectiveQuality / 100 ) ) ) * AreaBonus
= (( 3 + 4 )^2 * ( 1 + ( 5 / 100 ) ) ) * 1
= ( 7^2 * ( 1 + 0.05 ) ) * 1
= ( 49 * 1.05 ) * 1
RpPerDay = 51.45

That’s all very well and good you say, but I still don’t know how to get datacores. Well it is simple, after all this anyway, you buy them from your agent. The cost is 50 RP multiplied by the same Area Bonus that you used to figure out how many RP you were getting. That’s right, when buying datacores the Area Bonus affects nothing whatsoever. If you don’t believe me look at this simple math:
(3*n)/(150) = (3*n)(3*50) = (3/3)*(n/50) = n/50
Why CCP decided to waste precious server time on unneccesary math is beyond me, guess they like bigger numbers for more important sounding things.

If you are thinking that can’t be all there is to getting datacores you are wrong. Sort of. There are tricks to increasing the number of RP you get per day. Trick 1: Your agent will sometimes hit a “snag”. This isn’t nearly as bad as it seems, it is really just a mission. If you do the mission you double the number of RP you get for that day. Sometimes they are bugged and you never get the email until you talk to the agent in person. Trick 2: Train social skills. Negotiation boosts Effective Quality by quite a bit so very worth it if you are serious. Connections helps as well, but it is more useful fo getting to newer and better agents.

One more thing, make sure you cash out all your RP into datacores before you quit research with an agent. If you don’t all your RP are gone FOREVER! That would suck, so make sure it doesn’t happen to you. Once you have a good agent (or agents) just sit back and watch the RP roll in. Go by every so often to do the missions and collect datacores. Try and pick a good agent because you will likely be working with them for a while.

Written by Ittey

If you want to skip all those hassles, just visit this site for cheap EVE Online ISK shops.

posted by spt at 7:40 pm  

Tuesday, January 15, 2008

EVE Online Strip Mining Operation

Basic Mining Guide - Mine your EVE Online ISK or Buy cheap ISK?

1) Get a probe, or any race basic rig, it’ll help you do a few of the easier missions with its better setup than the reaper.

2) Get 2 mining lasers and a survey scanner, an afterburner, as well as cargo expanders for your low slots. (this would be the mining setup)

3) get some money mining….and get your mining skill up to at least 2, then get your industrial ship skill up to at least 1.

4) mine in the industrial ship for a few days…get about 1-2mil isk. it sounds like a lot…but its not…most industrial ships hold (with cargo expanders) about 8k.

5) Keep in the local area to your start point as it will be safer. When you feel a bit more confident check the market for the best buyers of ore and move your operation there, you will get more ISK price for your hard mined cargo.

Strip Mining - Cheap EVE ISK

IA-MINE classifies Strip Mining as the combination between “Speed(MINING 5) & Hive Mining(Drones)” & cargo-ferrying.

First, a primer.
The process of “Strip-Mining” is integral to any mass-mining operation. As Nyoshul Khenpo, Head of Mining of IAM states, “All mining is only as fast as your fastest miner.” This wisdom is golden.

The Team. (What jobs make up a Strip-Operation)

No matter how big your fleet is, the actual miner in a “Strip Mining Operation” is always in a Frigate or the smaller ship of your operation. (I.E if you have industrials hauling, use your cruisers to mine)….this is CRUCIAL.

The smallest ship(s) will jettison cargo containers small enough to be transferred in entire loads into a book-mark-warped cruiser….such a thing allows the cruiser to simply click-drag and warp back to station…a process of less than 3 min from station to station.

The Size-Scale. (Hauling ships per mining ships)

Use one cruiser for every 2 mining frigs

1 Cruiser, 1 Frig for every 3 mining frigs
2 cruisers for every 4 mining frigs

and so on (adding 1 hauling frig for every odd number of mining frigs)

What makes a…… ?(Job Pre-Req)

-A mining ship must have “Mining 5″ “Drones”, and “Mining Drone Operation”….We suggest Probes… since at “Minmatar Frig 4″ A Probe Carries 315 units..(more than most other frigs)

The whole purpose of the mining frig is to mine as fast as possible.

Each Mining-Frig Group should have a leader.

This Leader consolidates all of the cargo containers into 1 single container… BUT DOES NOT COMBINE THE MINERALS….just let the small batches stay separate this assists in dragging the smaller batches out into the haulers.

Too many containers will cause so much lag you will puke.
Be kind to your self, get a “leader,” this is a position of friendly manner, no mining frig “leader” is your boss….but being gracious to him/her for helping in such a way is customary….in times of conflict the leader may be looked to to usher ships back to station…if in the off time no cruiser is immediately available….

(War Craft 3 fans could look to the Mining Leader as the Town Bell that rings the peasant/peons into safety….but doesn’t command, just shepherd, mining is hard enough without having dicks barking orders at you)

-A Hauling ship should be bigger than a mining ship. So far we use Scythes (a logical jump from our Probes, and an ability to then hand down our Probes to newer miners…) The Scythe can hold SIX cargo expanders…such a thing makes them slow as all hell, but much better than their original conception.

-Hauling ships must use well timed Book Marks…When first jumping into the system� go to the CENTER of the field and “Add New Book Mark”…. such a thing will pop you up literally with 15m of the rocks… or sometimes directly under them.

As a hauling ship it is your job to drag as much rock from that container as possible, and jump right back to station…. USE CTRL, ALT, SHIFT and “dock” to inst-dock… throw all materials into corp hangar and exit station IMMEDIATELY… You should be able to complete 20 runs in 1 hour if you are on your game.

MORE TIPS

Mining Grp Leaders need to make sure they are mining from the side of entry into the field…it does no good to have the container on the opposite side of a hauler’s entry path…such a thing especially with slow ships IS WORTHLESS.

ARM your Haulers.

If you are not going to be miners as a cruiser….well pack some fire power, if anything happens to your crew you have a fully armed Cruiser…at times 4 armed cruisers…ready to Slaughter idiots.

This is a key way non-busy military-skilled people can contribute to ANY mining team… simply haul…its stupid to think of yourself as just an escort… GET PAID for your HAULING and then use your protection as an added bonus.

Lastly…communicate. If not all miners/haulers are in your corp� set up a new channel� don’t be lazy about this…IRC is nice but its cumbersome at times…

Where as mining is sometimes relaxing� Strip Mining is NOT, you need to be on the BALL… can you have fun on the ball� of course you can….but time is money its also increased risk to your brothers mining in space waiting for you to come back and continually protect them…

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posted by spt at 8:32 pm  

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