5punk Ships - The Battleplan

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Hehulk
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5punk Ships - The Battleplan

Post by Hehulk »

Right, after much musing, discussion and cups of tea I've come to a decision as to how best to aproach this:

Roles -
I love of the idea of assigning people roles as far as all this goes. Not only doesit mean less work for me (Te hee hee), but it means we can get more done in less time. So, I'll be taking the roles layed down in the previous thread and assigning to them to people who fit the job. The research and mining roles are sorted, since there's 5 of us doing it (though more may be a good thing), but we need to fill the production and skill book level roles. I'm hoping someone will volunteer for the skill book levels one, but I'd like to ask Beowulf and feafelas to fill the roles of production, since they have by far the best skills amongst us. I'm also going to suggest further roles of Hauling and Refining.

What the roles mean -

Research - It's your responsibility to make sure that our set of BPOs are researched to the highest sensible degree (ME30). I'd also want to get this done somewhat quickly, so science 3 is a must, as it Lab Production. I'm quite aware that people havn't had time yet to train lab production (me included), so this one is mearly a get it done as soon as you can please. In future it will be mandatory though. I'd like you to train it to lv 3 please so we can handle 4 BPOs each.

Mining -
I'd hope this is quite simple to guess. A barge ins't necessary as many cruisers with a loadout of miner IIs fitted is quite acceptable in terms of the amount of ore it can pull in. Basicially, anything that can mine though will would appriciated.

Production -
Someone needs to get those ships, modules and bits of ammo built, and since we're not really a large corp, we can't deal with high amounts of waste. Therefore, anyone wanting to qualify in this one will need Production Effency trained to a high lv (4 or 5 please). Mineral Effency on the BPOs will only get us so far...

Skill Book Level -
Quite simple this one. All you'll have to do is keep an eye on how the skill books are moving as we start selling and keep the stocks topped up so that we don't sell out. For the more common ones I'd recomend keeping at least 10 or each, but with the rarer stuff 5 or less would suffice.

Hauling -
If we're going to mine alot of ore, we need to be able to move it in large quantities. this is where haulers with high amounts of cargo space are supreme. For anyone interested in this one I'm look that you have at least 8000M3 cargo space. this'll be especially once people start mining in cruisers as those things can throw out a surprising amount of ore.

Refining -
Same principal as industry really. Keep the mineral losses as low as possible. To this end I'd again like to ask Beowulf and Feafelas to fill this role. I'll have Silver Light trained up in about a month for a few of them, but your still going to be better than me for quite some time.


Right then, moving on to Stock levels.

Ships -
We don't want to have an insane amount of ships lying around, but we don't want to have to turn customers away either, so this one is key. I'd say, depending upon how our initial launch goes (with it's enevetable first day deals) we're going to want to keep at least 5-10 or each ship available. If it seems that one of them isn't selling, we'll just dump some up onto the market and sell em that way (I'll have trade skills ready mid-way through october for this).

Modules -
again, depening upon how many we sell at leaunch, 30 of each sounds like a nice round number.

Ammo - Ships are kinda useless without ammo, so keeping a nice large stock of most things will be important. if this doesn't sell, well, we'll use it as corp reserves.


Getting there now. onwards with the lecture on raising funds.

We did marvelously wel today with the corp mining session, getting a good 10 MILLION isk towards the BPOs I'd like to buy.Some 6 mil of that has alerady gone on BPOs, but we're now set-up for the minmatar frigates (baring ammo), so that's good. There's a couple of other things we can do though, becided mining. Trading was long a favourite pass time of mine when I wanted to scare up 10 or 15 mil and the factional ammo in the corp cargo hold is worth about 8-10 million, so there's also the possibility of selling that on.

Procuring the High-ends (we need to build these damn things) -
As Hehulk I'll be prefectly happy to beat any price you guys can throw as me from empire with mining out in deep space. Also, there's a good chance that BS.I might want to sell you some as well, if you were prepared to come and pick it up. it's not a short journey, so if you made it, you'd want to get alot of stuff, but the prices mightr well be worth it.
Alternativly, there' simpley buying it off the markets in empire, though that'll be more expensive, but easier to get at.

Getting our products to the public -
Several ways of letting people know that we're selling. Our frigates packages are going to be mainly amied at new players who havn't been playing for long, but have enough skills to fly something more than a n00b ship. As I have experiences myself, and shown some of you in trun, new players tend to listen to anyone willing to help them. Therefor, if we were simply to walk into places filled with those kinds of players (Rens, Arlek, Ryddinjorn) and tell them we were selling these things, they mey well be quite interested.
Anyone ever noticed thatoccasionally the news features articles about some new buisness opening up? well we could quite easily dump up an article staying (fairly briefly) what it is we're selling and giving an in-game channel to contack us by (personially, I favour not using x-5punkers).
The forums are browsed by many of the players of eve, so by dumping a threadt into the sell forums we'd be reaching even more people, hopefully selling even more ships.

Sustaining it -
If we achieve popularity, and manage to progress to selling cruisers then we're going to to need more members. To this end I'm going to start flooding the chennels and spaming the forums saying that we're recruiting (with the premission of Feafelas, of course) for an industrial corp. Any miners, ship builders or people capable of hauling please apply. I'm going to elect though that we keep the BPO research to ourselves, as I'm not keen to allow some person whos been in the corp for 5 minutes access to out valuable BPO collection.

Well, I think that about covers it. Any suggestions, thoughts, critisms (please, not aboutthe length. can't be helped) or bummings warmly recieved.
Dog Pants
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Re: 5punk Ships - The Battleplan

Post by Dog Pants »

I'm working on upgrading to a Badger II for the hauling, I'm going to fit out my Cruiser with miners (I trained mining up a few levels last night) and I'll start training lab ops as soon as I get home tonight. So I'm pretty versatile there.

It might be worth having a couple of people capable of running rat interference. It could be that the miners have enough drones to cover this, but it might also be useful for scouting out the seedier systems on our haulage routes (as proved last night with a camping ganker delaying movement by about 10 mins). This role could probably go down to anyone handy though as most people can fight in some form or other.

Lastly, I'm a little wary about recruiting. 5punkorp is a corp for 5punkers so I'd like to think anyone we did recruit was of a similar attitude to us. At the very least lets avoid recruiting any of the multitude of idiots out there.

All in all, great plan mate. Well done.

*pats Hehulk on head*
shot2bits
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Post by shot2bits »

theres a limit on the max amount of players who can join 5punkorp, which is about 20 i think, which means feafalas will have to train some skills for new recruits
Joose
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Post by Joose »

If you start recruiting, you'll definately have to look at getting the access setting right. It was still a bit of a mess when I left.
Hehulk
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Post by Hehulk »

I take it you mean restricting access to certain corp hangers. S'ok mate, we've got it sorted. As for corp membership numbers, we're currently restricted to 50 people, so I do believe that Feafelas is thaining that one up.
Hehulk
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Post by Hehulk »

Ok, here's the curreny ship packages I've worked out. Please note that ammarian ones are missing as I can't find a build that would be completly n00b friendly.

Rifter (125 CPU, 35grid)
High Slots: 3 X 200mm Autocannon I (27 CPU, 12 grid) & 1 X Standard Launcher I (25 CPU, 8 grid)
Medium Slots: 1 X Small Shield Booster I (25 CPU, 2 grid) & 1 X Basic Magnetic Scattering Amplifier (10 CPU)
Lot Slots: 2 X Basic Gyrostabilisers I (40 CPU, 1 grid)
Ammo: 2000 X EMP S I & 500 X Sabretooth Missiles I

Skills: Minmatar Frigate lv 3, Small Projective Turret lv 1, Missile Launcher Operation lv 2, Standard Missiles lv 1, Shield Operation Iv 1, Engineering Iv 1, Weapon Upgrades Iv 1


Breacher (125 CPU, 30 grid)
High Slots: 3 X Standard Launcher I (75 CPU, 24 grid)
Medium Slots: 1 X Small Shield Booster I (25 CPU, 2 grid) & 1 X Magnetic Scattering Amplifier I (25 CPU, 1 grid)
Low Slots:
Ammo:2000 X Piranha Light Missile I

Skills: Minmatar Frigate Iv 3, Missile Launcher Operation Iv 2, Standard Missile Iv 1, Shield Operation Iv 1, Engineering Iv 1





Kestrel (125 CPU, 30 grid)
High Slots: 3 X Standard Launcher I (75 CPU, 24 grid)
Medium Slots: 1 X Small Shield Booster I (25cpu, 2 grid) & 1 X Magnetic Scattering Amplifier I (25 CPU, 1 grid)
Low Slots: 1 X Power Diagnostic System I (20 CPU)
Ammo: 2000 X Bloodclaw Light Missile I

Skills: Caldari Frigate Iv 3, Missile Launcher Operation Iv 2, Standard Missile Iv 1, Shield Operation Iv 1, Engineering Iv 1


Merlin (150 CPU, 35 Grid)
High Slots: 2 X 125mm Railgun I (30 CPU, 14 Grid) & 2 X Standard Launcher I (50 CPU, 16 Grid)
Medium Slots: 1 X Small Shield Booster I (25 CPU, 2 grid) & 1 Cap Recharger I (10 CPU, 1 Grid)
Low Slots: 2 X Tracking Enhancer I (20 CPU, 2 Grid)
Ammo: 1500 X Iron Charge S I & 500 X Piranha Light Missile I

Skills: Caldari Frigate Iv 3, Small Hybrid Turret Iv 1, Missile Launcher Operation Iv 2, Standard Missile Iv 1, Engineering Iv 2, Shield Operation Iv 1, Science Iv 1, Energy Grid Upgrades Iv 2, Weapon Upgrades Iv 1







Tristan (125 CPU, 35 Grid)
High Slots: 2 X Light Neutron Blaster I (40 CPU, 22 Grid) & 1 X Standard Launcher I (25CPU, 8 Grid)
Medium Slots: 1 X Small Shield Booster (25 CPU, 2 Grid) & 2 X Cap Recharger I (20 CPU, 2 Grid)
Low Slots: 3 X Nanofiber Internal Structure I
Drones: 2 X Acolyte Drones
Ammo: 2000 X Antimatter Charge S I & 500 X Flameburst Missile I

Skills: Gallente Frigate Iv 3, Small Hybrid Turret Iv 1, Missile Launcher Operation Iv 2, Standard Missile Iv 1, Shield Operation Iv 1, Engineering Iv 2, Science Iv 1, Energy Grid Upgrades Iv 2, Drones Iv 2, Scout Drone Iv 1

Atron (100 CPU, 20 Grid)
High Slots: 2 X 125mm Railgun I (30 CPU, 14 Grid)
Medium Slots: 1 X Small Shield Booster I (25CPU, 1 grid) & 1 X Cap Recharger I (10CPU, 1 Grid)
Low Slots: 2 X Tracking Enhancer I (20 CPU, 2 Grid)
Drones: 1 X Acolyte Drone I
Ammo: 1500 X Iron Charge S I

Skills: Gallente Frigate Iv 2, Small Hybrid Turret Iv 1, Missile Launcher Operation Iv 2, Standard Missile Iv 1, Shield Operation Iv 1, Engineering Iv 2, Science Iv 1, Energy Grid Upgrades Iv 2, Weapon Upgrades Iv 1, Drones Iv 1, Scout Drone Iv 1
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