Tech 3 Production

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{{Update|reactions mechanics changed with Lifeblood update, and thus T3 production too}}
 
 
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[[File:T3s.png]]
 
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__TOC__
 
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==Introduction==
 
==Introduction==
Tech 3 ships - Strategic Cruisers and Tactical Destroyers - are made using materials obtained in [[Wormholes|wormhole]] space, and primarily constructed at a POS anchored in low or null security space (most commonly in w-space). As can be seen from the following flowchart there are 4 distinct manufacturing stages:
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Tech 3 ships - Strategic Cruisers and Tactical Destroyers - are made using materials obtained in [[Wormholes|wormhole]] space, some of which need to be processed in Refineries in Low/Null or WH Space and can be constructed in Upwell structures anywhere. As can be seen from the following flowchart there are 4 distinct manufacturing stages:
 
* React Polymers
 
* React Polymers
 
* Construct Components
 
* Construct Components
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=== Skills ===
 
=== Skills ===
No skills are directly required to start polymer reactions, however:
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* Reactions: 4% reduction of reaction time per skill level. Level 3 is needed for the Hybrid Polymer Reactions needed for T3 production.
* You will require a POS management role in your corporation, because the reactions can only be controlled through the management window of a POS anchored in low or null security space. Because of the security considerations, POS management roles in w-space corporations are very closely guarded.
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* Mass Reactions: One additional reaction slot per Level (from the one slot base allowance).
* {{sk|Anchoring|mult=yes}} is required at level II, in order to offline and online the reactors and silos during the set up of the reaction process.
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* Advanced Mass Reactions: One additional reaction slot per level (for a maximum of 11 with both skills at 5).
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* Remote Reactions: Allows to start reactions remotely - 5 jumps distance per level.
  
 
=== Materials ===
 
=== Materials ===
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===Process===
 
===Process===
# Anchor (do not online) one Silo, two Biochemical Silos, one [[Polymer Reactor Array]], and one Hybrid Polymer Silo.
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Reactions in Refineries now work just like normal industry jobs. The refinery needs a Standup Hybrid Reactor I service module online and can be rigged for material and time efficiency using T1 or T2 rigs. Please ignore the silos shown in the above flowchart, they refer to the old reaction mechanics.
# Place the Polymer Reaction you wish to use in the Reactor Array.
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* Choose Reaction formula
# Open the POS management using the ''Manage'' right-click option on the control tower, go to the Processes tab. You should see all your silos and reactor array, containing your chosen reaction.
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* Set number of runs
# Click 'Change Type' on each of the Silos, and choose the correct material to be stored in each (the Hybrid Polymer Silo being the output silo).
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* Set input & output location
# Drag and drop the output icon (right side) from each of the input silos onto the relevant input icons (left side) of the Polymer Reactor Array.
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* Press Start
# Drag and drop the output icon from the Polymer Reactor array onto the input icon of the Hybrid Polymer Silo.
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* After run time has passed, press deliver
# Left side icons should change colour to indicate successful linking. Press Apply.
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* Rinse and repeat
# Place your materials into the input silos.
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# Online everything, starting with the Reactor Array. You should see the text ''Online - Starting Up'' on the Reactor Array.
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To change the reaction being carried out after a run is complete, you will need to offline everything, remove all remaining materials from silos, ''Clear Links'' using the button, then start from 2. again, as above.  The exact order you online and drag & drop things doesn't always matter, but be aware this CCP's POS code, and therefore a bit buggy - another reaction set-up guide (with images) is available at the [[Polymer Reactor Array]] page, which is slightly different.
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== Subsystem Component Construction ==
 
== Subsystem Component Construction ==
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===Process===
 
===Process===
Subsystem construction can only be performed at a Subsystem Assembly Array anchored at a POS (or at an Amarr Factory Outpost - a player-owned station in sovereign nullsec). There is a popular misconception that T3 hull construction is also done at the subsystem construction array and cannot be done at an Advanced Ship Assembly Array, despite the name suggesting otherwise. This however was fixed a while back by CCP and T3 hulls can now only be produced at Advanced Medium Ship Assembly Arrays for cruisers and Advanced Small Ship Assembly Array for destroyers.
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Since Upwell, T3 components, subsystems and hulls can me manufactured in any Citadel or Engineering Complex with a Standup Manufacturing Plant I service module online. It works like any T1 industry job:
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* Choose Blueprint
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* Set number of runs
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* Choose input and output locations
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* Press Start
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* Wait until the run time has passed and press deliver
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* Rinse and Repeat
  
 
==Final thoughts==
 
==Final thoughts==

Revision as of 03:52, 5 November 2018

Industry Icon.png
Industry Portal

Industry

Production

Blueprints
Manufacturing
Research
Invention
Tech 3 Production
Reactions

Resource Collection

Mining
Ice harvesting
Gas cloud harvesting
Reprocessing
Planetary Interaction
Salvaging

Trade

Hauling
Trading

Other

Skills:Production
Skills:Resource Processing
Skills:Planet Management
Skills:Science
Skills:Trade

Other Resources

Third-party tools

T3s.png

Contents

Introduction

Tech 3 ships - Strategic Cruisers and Tactical Destroyers - are made using materials obtained in wormhole space, some of which need to be processed in Refineries in Low/Null or WH Space and can be constructed in Upwell structures anywhere. As can be seen from the following flowchart there are 4 distinct manufacturing stages:

  • React Polymers
  • Construct Components
  • Reverse Engineer subsystem and hull BPCs
  • Construct subsystems and hulls

These steps, and the skills and materials for each are detailed below.

T3 Flowchart.png

Polymer Reactions

Skills

  • Reactions: 4% reduction of reaction time per skill level. Level 3 is needed for the Hybrid Polymer Reactions needed for T3 production.
  • Mass Reactions: One additional reaction slot per Level (from the one slot base allowance).
  • Advanced Mass Reactions: One additional reaction slot per level (for a maximum of 11 with both skills at 5).
  • Remote Reactions: Allows to start reactions remotely - 5 jumps distance per level.

Materials

  • Polymer Reactions are seeded on the NPC market under Reactions > Polymer Reactions
  • Fullerenes are obtained by harvesting gas sites in w-space. See Gas Cloud Mining for more details.
  • Minerals are obtained from mining standard ores (either from Ores sites in w-space, or asteroid belts in k-space).

Process

Reactions in Refineries now work just like normal industry jobs. The refinery needs a Standup Hybrid Reactor I service module online and can be rigged for material and time efficiency using T1 or T2 rigs. Please ignore the silos shown in the above flowchart, they refer to the old reaction mechanics.

  • Choose Reaction formula
  • Set number of runs
  • Set input & output location
  • Press Start
  • After run time has passed, press deliver
  • Rinse and repeat

Subsystem Component Construction

Despite the name, these components are used to construct both the subsystems and the hulls. You can manufacture these in station facilities in k-space, or at a Component Assembly Array (contains major benefits for time and material efficiency) at a POS. The BPOs are available under Blueprints > Manufacture & Research > Components > Subsystem Components and may be researched & copied as normal.

Skills

Each subsystem component BPO needs:

Materials

Construction of subsystem components is from two material sources:

  • Ancient Salvage is obtained by salvaging Sleeper wrecks in w-space.
  • Hybrid Polymers obtained from the reaction process as previously described.

Invention of BPCs

Reverse engineering.png

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 invention (34% base), 20-run BPC
  • Malfunctioning - medium chance of BPC invention (30% base), 10-run 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):

  • Hull Section - used to invention a T3 cruiser hull BPC
  • Small Hull Section - used to invent a T3 destroyer BPC
  • Weapon Subroutines - used to invent an Offensive Subsystem BPC
  • Armor Nanobot - used to invent a Defensive Subsystem BPC
  • Power Cores - used to invent an Engineering Subsystem BPC
  • Electromechanical Component - used to invent an Electronic Subsystem BPC
  • Thruster Sections - used to invent a Propulsion Subsystem BPC

Skills

  • Sleeper Encryption Methods (4x) 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 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.

Materials

  • Ancient Relics are gathered from Relic sites in w-space using an Relic Analyzer (Archaeology skill). Some also drop from Data sites.
  • Tech 3 Subsystem Datacores, Data Interface and R.Db.s (Research Database) are obtained from Data sites in w-space using a Data Analyzer (Hacking skill).
  • Standard datacores are obtained from Factional Warfare LP stores, R & D agents, randomly from Data sites, or just the market.

Process

T3 invention is mostly identical to normal T2 invention, making sure all your inputs are in the correct corporation hangar. It can also only be performed at an Experimental Lab anchored at a POS (or at a Caldari Research Outpost - a player-owned station in sovereign nullsec).

Subsystem Construction

Skills

Construction of a subsystem requires the same two skills (not the Reverse Engineering skill) as needed to reverse engineer the ancient relic from which you found the BPC for this subsystem (see the previous section) plus three extra skills

T3 hull construction requires:

Materials

  • Components are created from salvage & hybrid polymers (see above)
  • R.A.M.- Starship Tech is additionally required for hull construction, for which the BPO is sold by NPCs in k-space.

Process

Since Upwell, T3 components, subsystems and hulls can me manufactured in any Citadel or Engineering Complex with a Standup Manufacturing Plant I service module online. It works like any T1 industry job:

  • Choose Blueprint
  • Set number of runs
  • Choose input and output locations
  • Press Start
  • Wait until the run time has passed and press deliver
  • Rinse and Repeat

Final thoughts

As you are now in no doubt, T3 construction is one of the most complex manufacturing process in EVE. Most of the T3 production activity in EVE is carried out by wormhole-based corporations at their own structutes in w-space (although a fair amount is also done by sov null based corporations). The additon of Upwell Stuctures made it possible to assemble a T3 ship inside a wormhole. Previously the finished ship hull needed to be shipped out to k-space, assembled in station, and flown back into w-space for use since it was impossible to assemble a ship inside a POS.

T3 ships are therefore very expensive, with prices for a hull and all four subsystems (currently, June 2018) around the 300m-400m ISK mark.

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