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Invention is the means by which you produce blueprint copies for Tech II items and ships in EVE, which can then be sold on the market, or (more popularly) be used to manufacture those items for sale or personal use in the game. | |||
{{expansion past| | |||
* Once upon a time, CCP decided that Tech II items and ships would be a cool thing to offer to EVE players. | |||
* This, however, presented a problem. To maintain balance, T2 items had to be more expensive and harder to get than T1 items, since they represent a significant improvement in performance. They couldn't simply seed T2 BPOs in stations, as T1 BPOs are provided, or else no one would ever make T1 items anymore. And so, in their infinite wisdom, CCP created the T2 BPO lottery, where a limited number of T2 blueprint originals were awarded to players, based on the number of research datacores they owned. This happened with the Castor expansion in 2003. | |||
* This solution, naturally, presented some new problems. The production of T2 items was reserved to a relatively small number of experienced EVE players who were lucky enough to get one of the BPOs. This allowed them to control the prices completely, making T2 items dreadfully expensive. Also, there were rumors abound that CCP was rigging the lottery to favor certain players or corporations, making it unfair. | |||
*So, in their now smarter infinite wisdom, CCP developed the invention process with the Revelations expansion in 2006, which allows any EVE player to produce T2 blueprint copies, after a significant investment in skills, materials, and equipment. The invention process produces limited-run T2 BPCs, but with a chance of failure, thus making T2 item production more difficult, but still attractive enough to warrant investment by players. Since BPCs produce limited runs of items, unlike BPOs, the invention process also keeps T2 item production at a much more intensive but more limited level than T1 production. | |||
* T2 BPOs still exist in EVE, and are highly prized and hideously expensive. Their owners have gotten very rich in the game, and they guard their use very diligently. Many have speculated that T2 BPOs may one day be discontinued - if this ever happens, then the invention process will be the sole source of advanced tech items in the game.}} | |||
A player using the invention process takes a BPC for a lower tech item, adds certain specialized equipment, and attempts to create a BPC for a corresponding higher tech item. Although it sounds simple, invention can be very expensive and difficult to do successfully. | |||
The (hopefully) created BPC will have a single run on a ship BPC, and 10 runs on everything else. It will have ME -2% and TE -4%. These values are regardless of those on the input T1 BPC. The Runs, ME and TE levels on the created BPC can be adjusted using decryptors (see optional items below). | |||
== Skills Required == | |||
You need to train several different types of skills in order to perform the invention process: | |||
* Encryption Method skills - there are one for each of the four races (Amarr, Gallente, Caldari, Minmatar) and every Tech II item requires a specific one | |||
* Advanced Science skills - each Tech II item requires at least two of these | |||
There are four racial encryption methods skills: | |||
** | * {{sk|Amarr Encryption Methods}} | ||
** Encryption | * {{sk|Caldari Encryption Methods}} | ||
* {{sk|Gallente Encryption Methods}} | |||
* {{sk|Minmatar Encryption Methods}} | |||
Each T2 item is associated with one of these encryption methods. | |||
* | Each item also has two advanced science skills associated with it. The advanced science skills are: | ||
** | * {{sk|Amarrian Starship Engineering}} | ||
** | * {{sk|Caldari Starship Engineering}} | ||
* | * {{sk|Gallentean Starship Engineering}} | ||
* {{sk|Minmatar Starship Engineering}} | |||
* {{sk|Electromagnetic Physics}} | |||
* {{sk|Electronic Engineering}} | |||
* {{sk|Graviton Physics}} | |||
* {{sk|High Energy Physics}} | |||
* {{sk|Hydromagnetic Physics}} | |||
* {{sk|Laser Physics}} | |||
* {{sk|Mechanical Engineering}} | |||
* {{sk|Molecular Engineering}} | |||
* {{sk|Nanite Engineering}} | |||
* {{sk|Nuclear Physics}} | |||
* {{sk|Plasma Physics}} | |||
* {{sk|Quantum Physics}} | |||
* {{sk|Rocket Science}} | |||
[[File:Invention info.png|right]]An inventor must have the proper encryption method skill and the two science skills trained, as required for each item, in order to start an Invention job. Higher skill levels of the encryption methods and science skills lead to a better chance of invention. In order to see which skills are required, look in the Invention tab in a blueprint for any Tech I item. | |||
For example, this Scourge Rocket Blueprint (see right) requires: | |||
* Rocket Science I | |||
** Mechanics V | |||
** Science V | |||
* Electronic Engineering I | |||
** Science V | ** Science V | ||
** Hacking II | ** CPU Management V | ||
* Minmatar Encryption Methods I | |||
** Hacking II | |||
*** Electronics Upgrades III | |||
**** CPU Management II | |||
**** Power Grid Management II | |||
*** Science III | |||
You should train the encryption method skills to at least level 3, and the science skills at least to level 4, to have a good chance of invention success. | |||
Use this handy calculator to work out your invention chance using different combinations of skills & optional items: [http://games.chruker.dk/eve_online/invention_chance.php http://games.chruker.dk/eve_online/invention_chance.php] | |||
=== Other Related Skills === | |||
{{sk|Laboratory Operation}} and {{sk|Advanced Laboratory Operation}} will govern how many concurrent science jobs you can perform. {{sk|Scientific Networking}} will govern from how many jumps away you can start science jobs. | |||
== Items required == | |||
There are 3 mandatory items and 2 optional items needed for invention. To find out what items are required, look in the Invention tab in a blueprint for any Tech I item. | |||
For example, this same you look on the "Info" for the BPC, there will be an Invention tab under the Bill of Materials. This tab will show all the needed items for the job. It does not include the optional items. | |||
* | ===Mandatory Items=== | ||
* | # Blueprint copy | ||
#* You must have a T1 blueprint copy (BPC) of the T2 item you wish to create. Whether the invention job is successful or not, this BPC will be returned to you with one fewer runs remaining on it. If it only has one run remaining, it will be consumed. | |||
#* The ME, TE and Runs Remaining on the input BPC are irrelevant. | |||
# Datacores | |||
#* Each invention job will require two types of datacores. The number of datacores needed depends on the size of the object created. Small modules only require one datacore of each type while battleships require 32 of each type. | |||
#* Datacores are primarily obtained through [[Factional Warfare]] loyalty point stores. They can also be 'farmed' from Research agents, although much less effectively, whilst some datacores can be found in exploration sites. However obtained, they tend to end up on the market, in the Manufacture & Research > Research Equipment > Datacores tab. | |||
#*Whether the invention job is successful or not, these datacores will be consumed. | |||
# Data Interface | |||
#* Each job will require a data interface. | |||
#* There are different sets of interfaces for ships, ship equipment, and rigs. Each race has its own set of interfaces. The interface name has two parts, the Racial title, and the object type. For Racial title, Amarr use the Occult, Caldari the Esoteric, Gallente the Incognito, and Minmatar the Cryptic. For object type, ships use the Ship Data Interface, Modules & Ammo use the Data Interface, and Rigs use the Tuner Data Interface. So, for example, to invent on Caldari ships, you would use the ''Esoteric Ship Data Interface''. | |||
#* The racial interface required is the same as the racial encryption method skill needed. For example, the Scourge Rocket above requires the Caldari Encryption Methods skill, and therefore an Esoteric Data Interface for invention. | |||
#* These items are only used to start the Invention process and '''are not consumed'''. That means a single interface can start an infinite number of jobs. If you ever decide to go into T2 manufacturing on a large scale, you only need to purchase a single set of interfaces. | |||
=== Optional Items === | |||
# Base Item (recommended) | |||
* | #* One optional item that can be included is a base item - a "named" Tech 1 item of the type you are trying to invent. | ||
#* These items increase the chance of a successful invention job significantly. The "Meta Level" of an item is the key factor. | |||
* | #* You can use Meta Level 1 to 4 ("named" tech I items) as a base item for invention - Meta 0 items have no effect, and you cannot use higher Meta Level items than Meta 4. The higher the Meta Level of the base item, the better chances of success. Like datacores, this base item will be consumed during the Invention process, whether you are successful or not. | ||
# Decryptors (recommended for big expensive invention jobs, like T2 ships) | |||
#* Decryptors are an optional item that can be added to the invention process. Decryptors affect the invention chance of the process as well as the material efficiency, time efficiency, and number of runs of the created T2 BPC. Decryptors will be consumed during the Invention process, successful or not. | |||
#* Add the values from the decryptor to the base values to calculate the final outcome of the T2 BPC. | |||
#* Excellent guide to decryptors: [http://eve-prosper.blogspot.com/2013/07/everything-you-never-wanted-to-know.html http://eve-prosper.blogspot.com/2013/07/everything-you-never-wanted-to-know.html] NOTE: pre-Crius guide, use with caution | |||
* | |||
Use this handy calculator to work out your invention chance using different combinations of skills & optional items: [http://games.chruker.dk/eve_online/invention_chance.php http://games.chruker.dk/eve_online/invention_chance.php] | |||
== The invention process == | |||
Gather your BPC, all mandatory items and any optional items you desire to use in a station with invention facilities, or in a Design Laboratory at a POS. The Design Laboratory also has a 50% reduction in the time required on invention, which is highly useful. | |||
Select the relevant BPC in the Industry window, and choose Invention on the activity list. The resulting window will tell you your invention chance, taking into account your skills and any selected optional items. | |||
The optional items can be selected using the two boxes in the upper left hand corner of the Industry UI. All possible items will be listed, but items not available for use (i.e. not found in the input material location) will be faded out. You can use the decryptor selection box to look at how each different decryptor affects invention chance and outcome. | |||
Be sure to select the correct Outcome, because some T1 BPCs can invent more than one T2 item (for example, a Scourge Rocket BPC invents both the Scourge Rage Rocket and Scourge Javelin Rocket BPCs, two different types of T2 rocket ammunition). | |||
Currently, there are no [[Teams] that work on Invention, although this may change in the future (CCP has committed to looking at Invention in the next patch/expansion after Crius). | |||
[[File:Invention ui.png]] | |||
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WIP below here... | |||
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* When you select a completed job (from the Science & Industry listing on your [[NeoCom|NeoCom]]), there will be a Deliver button at the bottom of the dialog. Click that to have the product of your job delivered to you. | * When you select a completed job (from the Science & Industry listing on your [[NeoCom|NeoCom]]), there will be a Deliver button at the bottom of the dialog. Click that to have the product of your job delivered to you. | ||
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=== Maximizing invention success === | === Maximizing invention success === | ||
The chance for a succesful invention is calculated by this formula: Invention_Chance = Base_Chance * (1 + (0.01 * Encryption_Skill_Level)) * (1 + ((Datacore_1_Skill_Level + Datacore_2_Skill_Level) * (0.1 / (5 - Meta_Level)))) * Decryptor_Modifier | |||
** Base Chance | ** Base Chance | ||
*** Modules and Ammo have a base probability of 40% | *** Modules and Ammo have a base probability of 40% | ||