Topic: A new corporation - suggestions welcome

Hi,
I've recently come here due to word of mouth, and loving the game.
A friend and I, with a few more on the way, are setting up our own very small corp. The reason we do this, is we like to do things in our own pace, learn the ropes and just have fun.

But! - of course we want to make money and do well, so I was just wondering if anyone has any helpful suggestions on how people generally manage corporations of smaller sizes?

We are all miners / Industrialist types by heart, and enjoy the idea of making money while having fun, and contributing to the market as well by doing well at what we do.

Currently, we are all just learning the ropes, making a bit of NIC, and staying in starter area, but as I understand it, to get the rarer materials, we have to move to other islands, correct?

I was also thinking its a good idea to have someone focus on making CT's instead of everyone doing a bit of everything, right?

Anyways, just wanted to say "Hi", and of course hear if anyone has any great ideas how to be a small and still succesfull corporation.

Thanks, and see you in-game!

Re: A new corporation - suggestions welcome

yes, the secondary alpha isles have better materials, with the most expensive (epritron) being on the beta isles (free pvp).

as far as making ct's, you would need to train research, and prototyping extensions. Then consume (research) as many bot kernels as you can. I've been told it takes around 50k kernels to really tech out one character (not sure if that figure is with research maxed or not). and the only way to get them is by killing npc bots. Of course you can buy them from others, but that will be pretty expensive.

When you have learned a mod or bot 100% in your knowledge base, you go to a terminal and use prototyping to make a prototype that you then reverse engineer to make the ct. standard (T1) stuff is usually better to reverse engineer from buying it off of the market as prototyping is very expensive. Do not reverse engineer any non-standard mods that are not prototypes (T2-T4) it will result in a T1 CT of that mod. Higher tiers must be a prototype to reverse engineer for a CT of that tier.

3 (edited by Arga 2011-06-29 23:34:35)

Re: A new corporation - suggestions welcome

Hello competition smile

Any one can make a CT through reverse engineering, the extensions associated with this process only reduce the cost and the time, not the componentes.

What your probably thinking about is Research.

When a character researches Kernel's they gain %'s of knowledge. When you reach 100% on an item, you can Prototype that item.

The process of learning research is very time consuming, as it take many 1000's of kernels to learn the T2-T4 items. For this reason it is best to pick one agent in your corp to be the Prototyper. While there is only 1 research skill, which should be maxed, there are a number of skills that reduce the time and material costs of creating prototypes.

There are also some really great guides in th guides section.

Edit: What he said ^

Re: A new corporation - suggestions welcome

Just don't have everything on an account which is someone's only account. Sometime people leave the corp and you are left with nothing (or it get's deleted "because x gave me the account to do everything I want with it")

<GargajCNS> we maim to please

Re: A new corporation - suggestions welcome

When CIR first started out we basically did a mixture of everything,  farming, mining, harvesting, assigments..

Of course you want to specialise your characters skills if you prefer industry but you can do a lot of the basic stuff with light bots.

Getting loot, standings and equipment helps learn the ropes, have fun and provide some needed resources to get you going.

Mining and harvesting ops do need some kind of protection from roaming bots so its worth doing everything so that everyone knows whats going on or can be pressed into any role thats needed when others arnt on line.

Gl o/

Re: A new corporation - suggestions welcome

All for one in terms of corp managment is best for most corps in the game but really true for a small (5-10) account operation.

First get your true Indy guys Reputation up with one of the Faction Alpha islands. As reputations plays a big part in all steps of indy. Next I would say as Agra said Feed all your kernals to one player but as Norrdec stated make sure you know this persons true intentions. If you have the people I would have a dedicated CT person and a dedicated Factory person/people. Its not hard to make the prototype or CT but if your looking to streamline it all the way and lose as little nic in the process you will need to specialize people.

Fall back on to the All for One again.... Miners Mine/ Mission runners run/ Combat alts farm.... Wheres the end product for all of them going. Minerals -> Indy, Nic from missions -> heavy Tax to corp wallet, Kernals from NPC -> Research, Indy -> End product -> Market/upkeep of own corp.

Yeah sure every one wants their own NIC pool but when your a small close knit group you keep everyones nic in a pool in the corp funds.

Being Alpha only will limit you to your choices of End products... Probably only T2 max and Assaults mass produced and E-wars and Mechs when you gather up the required mats from either purchase orders or Ninjaing as Farming to recycle is not viable. Ammo would be a start but its been stated that you need a very dedicated indy toon to make a living off ammo as the start up will be a nic sink and end product vs mats to make will be very lopsided until proper skills are inplace.

I would suggest playing the mats market to "get started" check the price of Raw vs manufactured goods. You may find it easier to stockpile and sell to make Nic early then to produce T1 items or light bots and see marginal returns.

Hit me up in game if you need a hand with any thing as our corp is also a small selfsufficient corp.

FFS please keep your IMBA posts in the proper forum