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Old 03-28-2007, 06:36 AM   #1381 (permalink)
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Can anyone offer advice/information on options for improving my ship's power and/or making it run more efficiently? I bought guns for my vexor only to discover that I couldn't use all four given the power i had available. I THINK I've got my power situation under controll now, but I'm curious if anyone has any tips for increasing power. I figure yall know more fancy tricks than I do.
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Old 03-28-2007, 06:39 AM   #1382 (permalink)
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Engineering skill - the sooner you get it to 4 and then 5, the better. You will appreciate having the extra powergrid forever in all your ships; it should probably be one of the first skills you ever get to 5. You can also consider fitting powergrid-increasing mods in your low slots (Power Diagnostic Systems, Reactor Control Units, Micro Auxilary Power Cores) but low slots are useful for all kinds of things and it's a shame to "waste" a slot making something else fit.

Much later on, you can squeeze out another inch of powergrid with the Advanced Weapon Upgrades skill - each level of it decreases powergrid consumption of all weapons by 2%. It requires Weapon Upgrades 5 to start training, though, which is about a ten-day investment or so.
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Old 03-28-2007, 07:31 AM   #1383 (permalink)
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Storyline missions.

I just wanted to mention this because I know a lot of peeps don't do them. I have no clue if it has always been this way, or adjusted after the last patch.

In the last 5 days or so the named mobs in the encounter storyline missions have dropped 3 named faction loots for me--I never got anything before along those lines.

It's hardly scientific and maybe just my fortunate luck, I have no clue. A Dread Guristas Webifier thing, Dark Blood heat sink, and I don't remember what the other one is off hand. Nothing overly expensive. Maybe 40 to 50 million worth total.


edit: they are lvl 3 missions.

Last edited by Rotanee : 03-28-2007 at 07:41 AM.
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Old 03-28-2007, 07:47 AM   #1384 (permalink)
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What the fuck

Remember what the name of the missions were? Gurista Extravaganza gave me nothing again lastnight (level 4).
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Old 03-28-2007, 08:02 AM   #1385 (permalink)
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I have definitely gotten faction loot from level 3 storylines before, both prior to and since this patch.
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Old 03-28-2007, 08:05 AM   #1386 (permalink)
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They were all those special storyline, encounter mission offers you get after working with an agent for a bit. I have been playing a lot this last week, and probably done 5 or 6 of those in that time. That is about 50% drop rate. $

I don't think I have the names of the missions, no. I will keep track in the future. They were the simple show up, kill merc or whatever and leave 15 to 30 minutes later.


edit: Since they have had the potential to drop faction loot for a while, my drop rate is more like 2%, LOL. Oh well, I have had good luck this week, can't complain about that!

Last edited by Rotanee : 03-28-2007 at 08:08 AM.
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Old 03-28-2007, 08:15 AM   #1387 (permalink)
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alright, I'm planning on creating a manufacturing/industrial alt but never dipped into that area before, so anyone who is in the knows can give some advise on this one? like, what skills to boost (beside learnings), what crafted goods offer a good start and how to "get into" the production thing (guides etc)?
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Old 03-28-2007, 08:19 AM   #1388 (permalink)
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alright, I'm planning on creating a manufacturing/industrial alt but never dipped into that area before, so anyone who is in the knows can give some advise on this one? like, what skills to boost (beside learnings), what crafted goods offer a good start and how to "get into" the production thing (guides etc)?
Invention or tech 1 manufacturing?
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Old 03-28-2007, 08:34 AM   #1389 (permalink)
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Tech 1 manufacturing will be hard to turn a profit on, since the market has such low barrier for entry. Anyone with a tiny modicum of skills and a NPC-purchased BPO can produce their own goods, so the only thing you have to offer as a producer is higher efficiency due to your skills - and there are a lot of producers that already have maxed out skills.

The exception to this, of course, is if you can supply goods to a region in which they are in particular demand. That usually means 0.0.

Invention, on the other hand, is the Wild West of crafting right now. It seems very profitable but obtaining the interfaces and cores for yourself will require skills and friends and time.
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Old 03-28-2007, 08:37 AM   #1390 (permalink)
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Hey Biz, LOL.

Expanded Cargo Hold I's: 7,000 isk

Expanded Cargo Hold II's: 9 to 10 mil isk

The tech II's have a 5% additional cargo hold increase over the best named for tech I's ( I think they multiply also if you have 2 in low slots, so it makes it much better than two of the best named). 3% less speed penalty and 3% less structural hp penalty for the best named.


Get cracking. hahaha
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Old 03-28-2007, 08:48 AM   #1391 (permalink)
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Hey Biz, LOL.

Expanded Cargo Hold I's: 7,000 isk

Expanded Cargo Hold II's: 9 to 10 mil isk

The tech II's have a 5% additional cargo hold increase over the best named for tech I's ( I think they multiply also if you have 2 in low slots, so it makes it much better than two of the best named). 3% less speed penalty and 3% less structural hp penalty for the best named.


Get cracking. hahaha
Jesus, you empire fucks take a lot for granted. Best named cargo holds go for 15m out here, and tech 2s for 20m.
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Old 03-28-2007, 09:00 AM   #1392 (permalink)
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Invention or tech 1 manufacturing?
manufacturing, goal is to eventually create my own ammo, ships, modules etc
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Old 03-28-2007, 09:14 AM   #1393 (permalink)
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Jesus, you empire fucks take a lot for granted. Best named cargo holds go for 15m out here, and tech 2s for 20m.
wait, would it be feasible just to run crap from empire space to 0.0 space to resell? taking into account the occasional ganking for your cargo


----

also, will you be told when you become eligible for level 2 missions? or do you just have to keep trying one till they give you a mission?
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Old 03-28-2007, 09:43 AM   #1394 (permalink)
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wait, would it be feasible just to run crap from empire space to 0.0 space to resell? taking into account the occasional ganking for your cargo


----

also, will you be told when you become eligible for level 2 missions? or do you just have to keep trying one till they give you a mission?
If you have a safe way to get stuff from point A to point B, yes, it's absolutely feasible. Every time I'm in Empire to buy skillbooks or some particular rare module I make sure to fill up my cargo with things that I know are in demand in Goon space to resell.

The biggest gap is probably named modules - the better named modules are often ridiculously expensive (compared to Empire) in 0.0, because there just isn't near enough supply to keep up with demand. Some of the biggest culprits here in Goon space are fleeting webs and warp disruptors.

However, down here with Goons there are several mass-market importers already established who carrier jump goods down en masse and also on demand for buyers, so the market for an importer might not be as lucrative as some places.

As for level 2 agents, take a look in your character sheet under "standings" and go "show info" on the corp you have been working for. There should be an "agents" tab in the info window that has a list of all the agents for that corp, and which ones are accessible to you with your current standing toward them.

Last edited by Fog : 03-28-2007 at 09:46 AM.
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Old 03-28-2007, 09:47 AM   #1395 (permalink)
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Interesting. any advice on researching where to look into doing this? I haven't the foggiest clue about where the 0.0 space is in relation to my chunk of galixy or how to tell where a good place would be.

How do you identify a named module?
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