More actions
Skill name corrections. |
removing references to reverse engineering |
||
| Line 58: | Line 58: | ||
== | ==Invention of BPCs== | ||
[[File:Reverse engineering.png|right|250px]] | [[File:Reverse engineering.png|right|250px]] | ||
This is the | This is the process by which T3 BPCs - for hulls and subsystems - are invented. The initial object required is an ancient relic, retrieved from Relic sites in w-space. Ancient relics look very like BPOs, except with a yellow background instead of a blue one. They come in three different flavours: | ||
* Intact - highest chance of BPC | * Intact - highest chance of BPC invention (34% base), 20-run BPC | ||
* Malfunctioning - medium chance of BPC | * Malfunctioning - medium chance of BPC invention (30% base), 10-run BPC | ||
* Wrecked - lowest chance of BPC | * Wrecked - lowest chance of BPC invention (22% base), 3-run BPC | ||
There are also six different types, prefixed by the specific flavour (i.e. Intact, Malfunctioning or Wrecked): | There are also six different types, prefixed by the specific flavour (i.e. Intact, Malfunctioning or Wrecked): | ||
* Hull Section - used to | * Hull Section - used to invention a T3 hull BPC | ||
* Weapon Subroutines - used to | * Weapon Subroutines - used to invent an Offensive Subsystem BPC | ||
* Armor Nanobot - used to | * Armor Nanobot - used to invent a Defensive Subsystem BPC | ||
* Power Cores - used to | * Power Cores - used to invent an Engineering Subsystem BPC | ||
* Electromechanical Component - used to | * Electromechanical Component - used to invent an Electronic Subsystem BPC | ||
* Thruster Sections - used to | * Thruster Sections - used to invent a Propulsion Subsystem BPC | ||
===Skills=== | ===Skills=== | ||
* {{sk|Sleeper Encryption Methods|mult=yes}} is the basic skill required for every type of Ancient Relic, and a higher level increases your chance at successfully | * {{sk|Sleeper Encryption Methods|mult=yes}} is the basic skill required for every type of Ancient Relic, and a higher level increases your chance at successfully inventing a blueprint, so preferably at IV or V for effective profit-making. | ||
Then each ancient relic needs its own two skills - again a higher level increases your chance at successfully | Then each ancient relic needs its own two skills - again a higher level increases your chance at successfully inventing a blueprint, so recommended at IV or V for effective profit-making. The Subsystem Technology skills themselves each require a specific science skill at IV. | ||
* Weapon Subroutines - {{sk|Plasma Physics}} & {{sk|Offensive Subsystem Technology}} (which requires High Energy Physics IV) | * Weapon Subroutines - {{sk|Plasma Physics}} & {{sk|Offensive Subsystem Technology}} (which requires High Energy Physics IV) | ||
* Armor Nanobot - {{sk|Hydromagnetic Physics}} & {{sk|Defensive Subsystem Technology}} (which requires Nanite Engineering IV) | * Armor Nanobot - {{sk|Hydromagnetic Physics}} & {{sk|Defensive Subsystem Technology}} (which requires Nanite Engineering IV) | ||
| Line 91: | Line 91: | ||
===Process=== | ===Process=== | ||
T3 invention is mostly identical to normal T2 [[invention]], making sure all your inputs are in the correct corporation hangar. It can be carried out anywhere you can normally carry out invention. | |||
==Subsystem Construction== | ==Subsystem Construction== | ||