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added fuel blocks to rank table, rank = 3 confirmed in-game and using eve-ref.net |
m Bot: Adding category Industry; cosmetic changes |
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{{Template:Industry_Links}} | {{Template:Industry_Links}} | ||
'''Research''' is the process of improving a [[Blueprint|Blueprint Original (BPO)]]. Two types of research are performed: ''Material Efficiency'' research and ''Time Efficiency'' research, also known as ME and TE. Material Efficiency research decrease the amount of materials required for the production of the blueprint, whilst Time Efficiency research decrease the production time of the item produced. | '''Research''' is the process of improving a [[Blueprint|Blueprint Original (BPO)]]. Two types of research are performed: ''Material Efficiency'' research and ''Time Efficiency'' research, also known as ME and TE. Material Efficiency research decrease the amount of materials required for the production of the blueprint, whilst Time Efficiency research decrease the production time of the item produced. | ||
Research may also involve blueprint copying, which produces Blueprint Copies (BPC). As the blueprint is researched and copied, the ME and TE levels of the original blueprint will be transferred onto the blueprint copy. | Research may also involve blueprint copying, which produces Blueprint Copies (BPC). As the blueprint is researched and copied, the ME and TE levels of the original blueprint will be transferred onto the blueprint copy. | ||
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* {{sk|Cybernetics|mult=yes}} - allows the use of implants.<br>The Zainou 'Beancounter' line of implants boost research & copying speeds. A dedicated researching character would benefit greatly from one or more of these implants. | * {{sk|Cybernetics|mult=yes}} - allows the use of implants.<br>The Zainou 'Beancounter' line of implants boost research & copying speeds. A dedicated researching character would benefit greatly from one or more of these implants. | ||
==Material Efficiency Research== | == Material Efficiency Research == | ||
[[File:Mineral rounding 1.png|thumb|300px|The ME increase is not big enough to have any effect on the amount of tritanium needed for single run.]] | [[File:Mineral rounding 1.png|thumb|300px|The ME increase is not big enough to have any effect on the amount of tritanium needed for single run.]] | ||
[[File:Mineral rounding 2.png|thumb|300px|The same BP as in above image but this time in a job requiring multiple runs. Since the ME is applied for the job as a whole the tritanium ammount is now reduced.]] | [[File:Mineral rounding 2.png|thumb|300px|The same BP as in above image but this time in a job requiring multiple runs. Since the ME is applied for the job as a whole the tritanium ammount is now reduced.]] | ||
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Materials will always round up to the next whole number, so you will never need 23.75 units of tritanium to build a module, for example, or you will never need 0.75 [[Atron]]s to build an [[Ares]]. | Materials will always round up to the next whole number, so you will never need 23.75 units of tritanium to build a module, for example, or you will never need 0.75 [[Atron]]s to build an [[Ares]]. | ||
It is important to note that material rounding happens ''after'' you have multiplied by the number of runs. Here's an example, the Scourge Rocket BPO. You can see that at 0% ME, the Scourge rocket requires 31 Tritanium and 26 Pyerite to build. If you researched it to 2% ME, it would require 30.38 Tritanium and 25.48 Pyerite. Because minerals round up, if you only did a single run to build a single batch of rockets, the amount of materials required would not actually change. | It is important to note that material rounding happens ''after'' you have multiplied by the number of runs. Here's an example, the Scourge Rocket BPO. You can see that at 0% ME, the Scourge rocket requires 31 Tritanium and 26 Pyerite to build. If you researched it to 2% ME, it would require 30.38 Tritanium and 25.48 Pyerite. Because minerals round up, if you only did a single run to build a single batch of rockets, the amount of materials required would not actually change. | ||
However, if you did 100 runs to build 100 batches of rockets, because material rounding occurs ''after'' you multiply by the number of runs, you would need 3038 Tritanium and 2548 Pyerite to build 100 rocket batches. In this way, even researching to -1% or -2% ME can be worthwhile if you intend to mass produce items. | However, if you did 100 runs to build 100 batches of rockets, because material rounding occurs ''after'' you multiply by the number of runs, you would need 3038 Tritanium and 2548 Pyerite to build 100 rocket batches. In this way, even researching to -1% or -2% ME can be worthwhile if you intend to mass produce items. | ||
However, no required materials can be reduced to less than one per run. If your 0% ME blueprint requires 1 unit of a material to build, even ME -10% will not reduce that amount of materials at all. This is most obvious in T2 ship manufacturing where you will always need one T1 hull for one T2 product even with high ME and multiple runs. For example you will always need 10 [[Rifter]]s to build 10 [[Jaguar]]s, never 9, even if your Jaguar blueprint is fully researched. | However, no required materials can be reduced to less than one per run. If your 0% ME blueprint requires 1 unit of a material to build, even ME -10% will not reduce that amount of materials at all. This is most obvious in T2 ship manufacturing where you will always need one T1 hull for one T2 product even with high ME and multiple runs. For example you will always need 10 [[Rifter]]s to build 10 [[Jaguar]]s, never 9, even if your Jaguar blueprint is fully researched. | ||
==Time Efficiency Research== | == Time Efficiency Research == | ||
Time Efficiency (TE) research reduces the amount of time required to manufacture the item from the blueprint. It can be seen that the faster you can build an item, and thus re-use your production slots for more items, the more profitable your business is likely to be. New BPOs bought from the market will have a TE of 0%, but you can often find BPO sellers in contracts or on the [https://forums.eveonline.com/c/marketplace/sales-ads Sell Orders] forum, that will sell you pre-researched BPOs (or BPCs) for your manufacturing business. You can also find blueprints ingame through contracts. | Time Efficiency (TE) research reduces the amount of time required to manufacture the item from the blueprint. It can be seen that the faster you can build an item, and thus re-use your production slots for more items, the more profitable your business is likely to be. New BPOs bought from the market will have a TE of 0%, but you can often find BPO sellers in contracts or on the [https://forums.eveonline.com/c/marketplace/sales-ads Sell Orders] forum, that will sell you pre-researched BPOs (or BPCs) for your manufacturing business. You can also find blueprints ingame through contracts. | ||
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==How long does research take?== | == How long does research take? == | ||
ME and TE research both take the same time to perform. The duration depends on the rank of the blueprint and the current research level. | ME and TE research both take the same time to perform. The duration depends on the rank of the blueprint and the current research level. | ||
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The table below shows the blueprint ranks for various blueprint groups. <br> | The table below shows the blueprint ranks for various blueprint groups. <br> | ||
''(Note that while T2 categories are listed below for completeness, T2 BPO's are no longer obtainable and T2 BPC's cannot be researched.)'' | |||
{| class="wikitable collapsible collapsed sortable" | {| class="wikitable collapsible collapsed sortable" | ||
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For example Carriers and Dreadnought BPOs are rank 200, giving them a time to research to ME from 0% to 1%: ''105 seconds × rank 200' = 21,000 seconds'', or 5hr 50m. In general, the bigger or more expensive a thing is, the higher rank its BPO is, and the longer it takes to research. | For example Carriers and Dreadnought BPOs are rank 200, giving them a time to research to ME from 0% to 1%: ''105 seconds × rank 200' = 21,000 seconds'', or 5hr 50m. In general, the bigger or more expensive a thing is, the higher rank its BPO is, and the longer it takes to research. | ||
==The cost of research== | == The cost of research == | ||
Installing research jobs is not free. Installing a ME or TE job will have the following cost: | Installing research jobs is not free. Installing a ME or TE job will have the following cost: | ||
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:: ''Facility tax = Job cost × Facility tax%'' | :: ''Facility tax = Job cost × Facility tax%'' | ||
==Copying== | == Copying == | ||
Copying a blueprint original produces a number of a blueprint copies with a specific number of runs. For example, in the image below we have chosen a [[Blackbird]] BPO, requested 5 runs, and each resulting copy would have 10 runs. | Copying a blueprint original produces a number of a blueprint copies with a specific number of runs. For example, in the image below we have chosen a [[Blackbird]] BPO, requested 5 runs, and each resulting copy would have 10 runs. The final output would produce 5 BPCs with 10 runs each, from which you could build 50 total Blackbirds. | ||
[[File:Copying.png]] | [[File:Copying.png]] | ||
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Once you have used up all the runs on a BPC, it is destroyed (you simply won't get it back after the last manufacturing run). You cannot research BPCs, so make sure your BPO is researched to the ME and TE levels you require before you copy it. | Once you have used up all the runs on a BPC, it is destroyed (you simply won't get it back after the last manufacturing run). You cannot research BPCs, so make sure your BPO is researched to the ME and TE levels you require before you copy it. | ||
Different BPCs have a different maximum number of runs you can set. Ship BPCs for example can only be given 10 runs, whereas most modules and ammunition can have up to 600 runs. | Different BPCs have a different maximum number of runs you can set. Ship BPCs for example can only be given 10 runs, whereas most modules and ammunition can have up to 600 runs. You can see the maximum runs per copy in the information of a BPO. | ||
[[File:Copy-info.png]] | [[File:Copy-info.png]] | ||
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As well as the maximum runs per copy, you can also see the base copy time - a.k.a. time per run - in the information of a BPO. | As well as the maximum runs per copy, you can also see the base copy time - a.k.a. time per run - in the information of a BPO. | ||
Copying of a BPO always takes 80% of the build time, on a per run basis. | Copying of a BPO always takes 80% of the build time, on a per run basis. Note that this is before applying bonuses for skills and POS facilities - because manufacturing and copying have different skills & facilities affecting their duration, your personal copy time may not be exactly 80% of your personal build time. Copy time is also NOT affected by the level of TE on the BPO. For example, small ammunition and drones, and basic modules, typically take 5 minutes to build, and thus will take 4 minutes to copy. | ||
This base copy time is then multiplied by the number of runs and the runs per copy value. | This base copy time is then multiplied by the number of runs and the runs per copy value. Or, in other words, the total duration of your copy job is the base copy time, times the number of items you could build with the output copies. For example, whether you want five 10-run copies or ten 5-run copies, the total copy time would be 50 times the base copy time. | ||
=== The cost of copying === | === The cost of copying === | ||
The cost of copying a BPO is | The cost of copying a BPO is | ||
:<math> \displaystyle \text{Job cost} = \text{System cost index} \times \text{Copies} \times \text{Runs per copy} \times 0.02 \times \sum_{\text{all materials}} \text{Material quantity} \times \text{Material adjusted price} </math> | :<math> \displaystyle \text{Job cost} = \text{System cost index} \times \text{Copies} \times \text{Runs per copy} \times 0.02 \times \sum_{\text{all materials}} \text{Material quantity} \times \text{Material adjusted price} </math> | ||
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# Security | # Security | ||
#* Well-researched BPOs take a lot of time to produce, especially for the bigger ships such as capitals. Putting your BPO in a [[POS]] - for a facility reduction in materials and time - makes it vulnerable to attack. | #* Well-researched BPOs take a lot of time to produce, especially for the bigger ships such as capitals. Putting your BPO in a [[POS]] - for a facility reduction in materials and time - makes it vulnerable to attack. For this reason you can first copy the BPO, and then take only the BPC out to the POS for manufacturing, leaving your BPOs safely in station. | ||
#* In-corp security can also be increased using BPCs. If you don't trust your corp mates with your BPOs, you can instead keep a personal copy line running and release frequent BPCs for corp usage. | #* In-corp security can also be increased using BPCs. If you don't trust your corp mates with your BPOs, you can instead keep a personal copy line running and release frequent BPCs for corp usage. | ||
# [[Invention]] | # [[Invention]] | ||
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#* Selling well-researched BPCs, for other manufacturers to build from, can be a lucrative business in itself. | #* Selling well-researched BPCs, for other manufacturers to build from, can be a lucrative business in itself. | ||
==External links== | == External links == | ||
* [https://eve-industry.org/export/IndustryFormulas.pdf Formulas for EVE Industry (pdf)] | * [https://eve-industry.org/export/IndustryFormulas.pdf Formulas for EVE Industry (pdf)] | ||
* Dev-blog: [https://www.eveonline.com/article/eve-industry-all-you-want-to-know/ EVE Industry - All you want to know] | * Dev-blog: [https://www.eveonline.com/article/eve-industry-all-you-want-to-know/ EVE Industry - All you want to know] | ||
* Dev-blog: [https://www.eveonline.com/article/industry-3rd-party-developers/ Industry & 3rd Party Developers] | * Dev-blog: [https://www.eveonline.com/article/industry-3rd-party-developers/ Industry & 3rd Party Developers] | ||
[[Category:Industry]] | |||