Hands of Justice

What we have played => EVE Online => Topic started by: Rubino on January 29, 2009, 03:35:37 PM

Title: Tech 3 construction
Post by: Rubino on January 29, 2009, 03:35:37 PM
Based on an idea somebody in the Eve-o forums suggested that NPC's/exploration in W-Space will be the basis of materials needed for Tech 3 construction - and that moon mining in W-Space won't be part of the equation.

Assuming that the NPC  & exploration loot are ready to use components for manufacture (otherwise the amount you would need to gather would be vastly more) then a current T2 cruiser requires (exlcluding minerals) approx 1314 components.

As Tech 3 is modular and has 5 sections - you would then need approx 262 components per section and as each component is approx 1m3 - the corresponding cargo capacity. 
This broadly corresponds to the number of salvage items required for a rig which can be between 200 & 350 items.

You can expect each NPC encounter in W-Space to last approx 20 mins and will comprise of approx 2 NPCs (based on the dev comments on the NPC AI thread).

So let's work with the following and assume drop rates are the same as salvage drop rates:
Assuming 20 components/hour - it would take 17 hours
Assuming 40 components/hour - it would take 8.5 hours

This is assuming you get only the parts needed to manufacture a specific ship section.


Title: Re: Tech 3 construction
Post by: Mangala on January 29, 2009, 03:44:52 PM
This is assuming they follow the T2 construction model though?

Rather than use T3 as the new T1 and follow its construction model, which is what I'd do, but using W-space items and such for the materials.

Just wish the other 10 teams where releasing blogs and NOW!!!!!!!!!!
Title: Re: Tech 3 construction
Post by: peo on January 29, 2009, 03:53:20 PM
Possible of course.
However would skew the balance between mining and other means. Essentially wouldn't it mean that they repeat the same thing they did with the drone regions ie mining with guns.
Title: Re: Tech 3 construction
Post by: Rubino on January 29, 2009, 03:55:40 PM
Aye - assuming they follow the T2 model.  I'd expect something along those lines - as it builds upon existing processes.
T1 has a purely mineral component - and I think it's unlikely they would bring in new types of ore/minerals - it would impact the existing infrastructure & skills too much.  Imagine having to learn all those mineral skills for processing/refining :s

I can imagine that new reactions are likely - and probably new moon minerals.  They've implemented some recently to deal with the rare types - so it's not unfeasible.
Probably a % of the existing T2 manufacturing process will be used - so not to impact the existing T2 too much and make T3 more of an expansion of it.

The model I suggested didn't include moon materials - only droppings from NPCs & exploration.  Should moon materials be part of the process - then it would impact the price a great deal and make things cheaper.
Part of the reason I was thinking of this was around moon scanning in W-Space and wondering how much effort we should apply to it.  It is after all a long-ish process and those probes are bulky.
Title: Re: Tech 3 construction
Post by: peo on January 29, 2009, 04:43:31 PM
Will we be able to build the probes ourselves? (bpo/bpc?)
Title: Re: Tech 3 construction
Post by: Rubino on January 29, 2009, 05:12:20 PM
Probably
Title: Re: Tech 3 construction
Post by: peo on January 29, 2009, 05:36:53 PM
Thinking a bit more. (I think to much...)

I acctually think they might introduce new minerals, the reason is that moon mining is done by pos's from what I understand and I have a feeling they might like to make it more accessible than the regular moon mining.
I mean that normal miners will be the base of the resource gathering in w-space as well.
Title: Re: Tech 3 construction
Post by: Rubino on February 11, 2009, 12:20:03 PM
From http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=995617&page=1#1:

Quote
Very briefly since the blog is not published yet, here is an overview of the current implementation on singularity:

    * Hybrid Polymers are made from reacting fullerenes (new types of gas found in wormhole space) with regular minerals using a new reactor/silo

    * Hybrid Components are manufactured from polymers and Sleeper Salvage in a component assembly array or assembly line

    * Subsystems and hulls are manufactured from hybrid components in a new subsystem assembly array or outpost assembly lines

    * Subsystem and hull blueprints are reverse engineered from ancient relics. Reverse engineering works in a similar way to invention does. Reverse engineering research lines are available in a new experimental laboratory mobile lab or outpost research lines



Current Singularity Status - 77718

    * The materials have been added to the market except for the hybrid components and subsystem technology skills. They should be added soon

    * The material icons are placeholders

    * The material requirements for reactions and the blueprints are ready for feedback

    * The material sources should be available soon when wormhole space opens, however as testing requires; QA or Bughunters may spawn the materials so you can test the individual steps.



Known Issues

    * Some ancient relics cannot be transferred to cargo

    * The skill requirements for reverse engineering an ancient relic are not listed in the infowindow


Feedback is most welcome!
Title: Re: Tech 3 construction
Post by: Rubino on February 11, 2009, 12:22:11 PM
And a little more info from a dev in the same thread:

Quote
     
Quote
Originally by: Mashie SaldanaEdited by: Mashie Saldana on 10/02/2009 20:08:31
    Please seed the Experimental Laboratory Mobile Lab.

    Also, are no skills at all required to reverse engineer?

    Will we be able to influence what racial BPC's it will be or is it just plain random? If so how?


There are five new science based skills, one for each subsystem (eg engineering subsystem technology). These are also used for manufacture of the subsystems and will be available soon. They will be required in addition to some of the existing skills.

You choose what racial BPC you use through the decryptor. Although they are called decryptors, they are not like invention decryptors, they do not currently modify the output blueprint at all. There is one decryptor for each race and it is required for each job to have at least one.

   
Quote
Quote:Ok, major problem that will prevent testing of this, the "Intact Hull Sections" can't be placed in cargoholds so impossible to move from the stations they are bought in.


    Quote:Intact Hull Section
    Malfunctioning Hull Section
    Wrecked Hull Section
    Malfunctioning Weapon Subroutines (Intact Weapon Subroutines can be loaded, though)
    Wrecked Weapon Subroutines


this has been fixed internally.

   
Quote
Quote:Are the restrictions on the new reactor the same like the moon/biochemical reactors, system security status 0.3 or lower? Can the reverse engineering lab be anchored in high sec?


the assembly arrays and experimental labs can be anchored anywhere, the polymer reactors must be used in low sec space. There is the possibility we will also add to station assemblylines but these would be expensive.
Title: Re: Tech 3 construction
Post by: peo on February 11, 2009, 12:33:55 PM
So we will need gas-harvesting there.
Title: Re: Tech 3 construction
Post by: Warcold on February 11, 2009, 12:35:08 PM
lol, just posted that somewhere else   ;)
Title: Re: Tech 3 construction
Post by: Rubino on February 11, 2009, 01:03:08 PM
Still not sure if it's the same skill & module or something new - will check it out and report back.
Title: Re: Tech 3 construction
Post by: Rubino on February 11, 2009, 02:58:14 PM
SISI is back and checked the gas cloud harvesting.

Looks like it's the same skill as before: Gas Cloud Harvesting - it's a rank 1 skill with a pre-req of mining lvl 4.
There doesn't appear to be any new harvesters - so the basic Gas Cloud Harvester I will be needed (or a higher Meta item) with a 30s cycle time, 10m3 of yeild and an optimal range of 1500m.

The reactions have been seeded on SISI but lacking the raw components to try it out (requires a low-sec pos with the new Polymer Reactor Array POS module).
Title: Re: Tech 3 construction
Post by: Rubino on February 11, 2009, 03:08:37 PM
Materials required for the new Hybred Tuner Interface:

(http://handsofjustice.co.uk/forum/gallery/59_11_02_09_3_07_51.png)
Title: Re: Tech 3 construction
Post by: Rubino on February 15, 2009, 04:35:42 PM
New DevBlog on T3 construction: http://myeve.eve-online.com/devblog.asp?a=blog&bid=623
Title: Re: Tech 3 construction
Post by: Mangala on February 15, 2009, 05:32:53 PM
Is there a guidei/image to this that shows the route T3 construction will take, so idiots like me can at least have an idea of all the steps involved?
Title: Re: Tech 3 construction
Post by: Rubino on February 15, 2009, 05:49:09 PM
Nothing current specific for the T3 - but it follows the general booster process:

For Revserse Engineering (POS):
Salvage Parts + Decryptor -> Parts/BPCs


For the reaction (POS):

Silo (From Gas harvesting) --------------->
                                                       Reaction Chamber (reaction BP) ->  Silo (product)
Silo (From mining) -------------------------->

The products + salvage are then used to construct T3 parts using either a POS or normal assembly lines and BP's from exploration in W-Space.


As soon as all the parts needed are on SISI - we can mockup and test the process.
Title: Re: Tech 3 construction
Post by: Mangala on February 15, 2009, 06:01:25 PM
I <3 SHC posters:

(http://i74.photobucket.com/albums/i262/Caol_Caol/t3manufacture.jpg)
Title: Re: Tech 3 construction
Post by: Caradir on February 15, 2009, 06:18:02 PM
oh noes that will give me flow diagram nightmares all over again :) gahhhh the number of days wasted in my life drawing those fucking things isnt funny.
Title: Re: Tech 3 construction
Post by: Rubino on February 15, 2009, 06:25:08 PM
lol - ok - I went with the ascii art approach :)

I thought some sleeper wrecks dropped complete subsystems?

Apart from a few things being sourced in empire (POS modules and reactions) - it looks like it's going to be easier to construct in-situ (W-Space) rather than empire.  The volume of the components are going to be far higher than the completed subsystems (currently weighing in at around 20m3).

Handy that the sleepers will be guarding the other side of what's needed for Tech3 :)
Title: Re: Tech 3 construction
Post by: Mangala on February 15, 2009, 06:37:18 PM
Official CCP picture:

(http://go-dl.eve-files.com/media/0902/TechIIIProd.jpg)
Title: Re: Tech 3 construction
Post by: Rubino on February 15, 2009, 06:40:45 PM
lol - just about to post that also - very nice.

There's one last issue....
..................................... you can't assemble the hull + parts at a POS/Orca/Carrier - only a station according to the latest dev info.
Title: Re: Tech 3 construction
Post by: Rubino on February 17, 2009, 12:01:37 PM
From: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=999792&page=3#78

Quote
General comments on the supply/demand of resources

The quantity and types of materials will be changing considerably over the next few weeks on singularity as we gauge better the opportunity cost factors of spending time harvesting tech 3 materials against other professions and just where these ships sit in the power curves and balance the numbers.

1. There is a massive amount of wormhole space (2500 systems) with a good and open probability of most of you finding a wormhole for a wormhole op. Those systems have a lot of resources within them with a high regeneration rate. This is very similar to the rigs production as we have a widely distributed resource of salvage. There is little chance of scarcity in this sense so the price of the materials will really be dependant on how good overall Tech 3 ships are.

2. The current implementation uses a large number of different materials - this is intended so that there is a large amount of liquid trade around the materials and in the same vein as salvage and rig production where you have the materials sold on the market, then processed and manufactured by secondary and tertiary producers.


Questions on guide prices of Strategic Cruisers

Ultimately you will pay what you think the strategic cruisers are worth Wink. Once we are past the new and shiny initial prices, the material prices will filter down from there and how much value T3 resource harvesting rates and wormhole ops will have.

However you can probably gauge yourselves how much you would be willing to pay for one and I personally would expect that price range to sit between 100-300 million for many people after the initial shiny phase is past.
Title: Re: Tech 3 construction
Post by: Rubino on February 18, 2009, 11:42:38 AM
Skill Pre-Reqs for Tech 3 Construction (these are the generic skillbooks for the Subsystem Tech: skills are all rank 5 skills):

Defensive Subsystem Technology
Research V
  Science III

Mechanical Engineering IV
  Science V
  Mechanic V

Electronic Subsystem Technology
Research V
  Science III

Electronic Engineering IV
  Science V
  Electronics V


Engineering Subsystem Technology
Research V
  Science III

Mechanical Engineering IV
  Science V
  Mechanic V


Offensive Subsystem Technology
Research V
  Science III

High Energy Physics IV
  Science V
  Engineering V

Propulsion Subsystem Technology
Research V
  Science III

Graviton Physics IV
  Science V
  Engineering V


The actual skills for the BP's are more complex - I'll grab some example screenies of them for one of the races.
It'll take a while - 5 BP's per subsystem and 5 subsystems per race to check.

Edit:
Luckily the only difference between each of the subsystems of a particular type for the race are the matieral requirements.
Title: Re: Tech 3 construction
Post by: Rubino on February 18, 2009, 11:53:36 AM
Skills needed for the Tech 3 Ship hull (ie the Loki):

Racial Starship Engineering V (ie Caldari Starship Engineering: Rank 5)
Mechanical Engineering IV (Rank 5)
Industry V (Rank 1)
Frigate Construction IV (Rank 2)
Cruiser Construction V (Rank 5)


With the skills needed (in this and the post above)- you're looking at around 50m in skillbooks for the primary skills (Graviton Physics, etc) and one of the races Starship engineering skillbooks - around 100m if you cover all races.
Title: Re: Tech 3 construction
Post by: Rubino on February 18, 2009, 12:08:34 PM
For the Loki specifically - the materials to build the Strategic Crsuier hull:

Emergent Neuroptical Interface x1
Integrated Thermoelectric Core x33
RAM - Starship Tech x15 [95%]
Warfare Computation Core x33

Title: Re: Tech 3 construction
Post by: Rubino on February 18, 2009, 12:20:51 PM
(http://handsofjustice.co.uk/forum/gallery/59_18_02_09_12_20_18.png)
Title: Re: Tech 3 construction
Post by: Rubino on February 18, 2009, 01:54:40 PM
From a dev at: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=999792&page=4#119

Quote
Will the component and subsystem/hull blueprints all be copies?
Yes, component blueprints are found in the profession sites so will be in constant demand. The subsystem and hull blueprints are reverse engineered from ancient relics. The polymer reactions however are seeded on the market along with the necessary structures.

With the focus on gas cloud harvesting and mini professions - will it get some love?
Yes, some minor changes are happening in Apocrypha. The gas cloud harvester blueprint will be seeded on the market and in addition the Tech II versions of the salvager, codebreaker, analyzer and gas cloud harvester have been added and can be invented.

In the future beyond Apocrypha 1.0, we are looking at the gas cloud harvesting mechanic, possibly repurposing the procurer to have a gas cloud harvesting bonus and the current bonus of the gas cloud harvesting skill.
Title: Re: Tech 3 construction
Post by: Warcold on May 22, 2009, 08:14:49 AM
to add to the shiney models, i found this one:

(http://go-dl.eve-files.com/media/corp/Luggage/t3prod_flowchart.gif)