Author Topic: Tech 3 construction  (Read 16241 times)

Offline Rubino

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Tech 3 construction
« 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.





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Offline Mangala

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Re: Tech 3 construction
« Reply #1 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.

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Offline peo

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Re: Tech 3 construction
« Reply #2 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.

Offline Rubino

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Re: Tech 3 construction
« Reply #3 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.
« Last Edit: January 29, 2009, 03:57:14 PM by Rubino »



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Offline peo

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Re: Tech 3 construction
« Reply #4 on: January 29, 2009, 04:43:31 PM »
Will we be able to build the probes ourselves? (bpo/bpc?)

Offline Rubino

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Re: Tech 3 construction
« Reply #5 on: January 29, 2009, 05:12:20 PM »
Probably



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Offline peo

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Re: Tech 3 construction
« Reply #6 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.

Offline Rubino

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Re: Tech 3 construction
« Reply #7 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!



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Offline Rubino

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Re: Tech 3 construction
« Reply #8 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.



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Offline peo

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Re: Tech 3 construction
« Reply #9 on: February 11, 2009, 12:33:55 PM »
So we will need gas-harvesting there.

Offline Warcold

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Re: Tech 3 construction
« Reply #10 on: February 11, 2009, 12:35:08 PM »
lol, just posted that somewhere else   ;)
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Offline Rubino

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Re: Tech 3 construction
« Reply #11 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.



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Offline Rubino

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Re: Tech 3 construction
« Reply #12 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).



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Offline Rubino

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Re: Tech 3 construction
« Reply #13 on: February 11, 2009, 03:08:37 PM »
Materials required for the new Hybred Tuner Interface:




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Offline Rubino

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Re: Tech 3 construction
« Reply #14 on: February 15, 2009, 04:35:42 PM »



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