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1. Announcement:Industry Teams - Current Plans - in Science and Industry [original thread]
Great so now with it off the table Your team can now work on "bulk corp votes for locking and unlocking bpo's"
- by J3ST3R - at 2014.12.05 18:08:36
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2. First attempt at invention failed. I'm sad now :( - in Science and Industry [original thread]
I do 5 Jobs at a time with max skills but no decrypters, 2/3 or 3/5 is the norm on occasion I'll get 4/5 but thats rare.
- by J3ST3R - at 2011.08.04 14:00:00
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3. After 3 years absence, struggling to make profit. - in Science and Industry [original thread]
If you've managed to research T1 frig BPO's to some level maybe try inventing the electronic attack ships no BPO's exist for these so you will only have other inventers to compete against, margins may be better for you.
- by J3ST3R - at 2009.12.29 01:38:00
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4. 100% invention failure since Trinity - in Science and Industry [original thread]
So might have to modify title now but here is an update. Total Ship Jobs 25 Successes 8 10 straight failures then I reset my POS forcefield password 8/15 successes since.
- by J3ST3R - at 2007.12.12 22:38:00
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5. 100% invention failure since Trinity - in Science and Industry [original thread]
Behaves better since I reset the POS forcefield password. As for ships before trinity I saw no benefit to overall success adding a T1 ship to the process.
- by J3ST3R - at 2007.12.11 07:44:00
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6. 100% invention failure since Trinity - in Science and Industry [original thread]
Update 3/14 Had 2 Flycatcher and 1 Sabre Success.
- by J3ST3R - at 2007.12.10 05:40:00
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7. Invention base item / decryptor still caching? - in Science and Industry [original thread]
Your default hangar window is automatically Hangar division 1 you might have to change that. Otherwise I have found that advanced mobile labs are not finding decrypters and base mods no matter how long you wait where as the mobile labs will find ...
- by J3ST3R - at 2007.12.10 05:40:00
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8. 100% invention failure since Trinity - in Science and Industry [original thread]
No I was using the +4 and +2 run decrypters.
- by J3ST3R - at 2007.12.08 20:27:00
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9. 100% invention failure since Trinity - in Science and Industry [original thread]
I'm wondering if inventio in POS's got*****ed up with the patch I couldn't find any of the base items or decrypter types when trying an advanced lab, maybe a similar bug to the Dread ROF to 0 sec bug in siege invention chance to 0 when using a POS...
- by J3ST3R - at 2007.12.08 20:14:00
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10. 100% invention failure since Trinity - in Science and Industry [original thread]
3 Rupture-Broadsword 1 Blackbird-Falcon 5 Caracal-Cerberus All skills at level V All invention carried out in a POS mobile lab All BPC max run ME50+ on all the BPC Various decrypter types used 2 of the Caracal jobs had ships installed in the pro...
- by J3ST3R - at 2007.12.08 20:06:00
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11. Do I need all 3 invention skills at level 5 to have any success? - in Science and Industry [original thread]
Ship invention does it seem have a lower success rate than module invention. Personally I'm only attempting to invent items that I have the 3 relevant science skills trained to lvl V. I'm also using max run BPC with a minimum me/pe of 100 for mod...
- by J3ST3R - at 2007.10.31 19:21:00
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12. Invention: Formulae - in Science and Industry [original thread]
Originally by: Dwai Attic Originally by: J3ST3R Success rates with ships are always going to be low, As for invention success rates I would say I'm around 75-85% for modules and I'm generally doing stuff I have the skills very hig...
- by J3ST3R - at 2007.10.06 15:20:00
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13. Want get started: On High sec pos: - in Science and Industry [original thread]
Find a 0.5 sys and you'll only need faction standing of 5 then.
- by J3ST3R - at 2007.10.05 21:45:00
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14. Inventing an item with two possibilities? - in Science and Industry [original thread]
As paddlefoot mentioned it has been said that possibly in the future adding the R.Db of the corporation that developed the ship may come into the invention equation in order to influence the outcome.
- by J3ST3R - at 2007.10.05 21:42:00
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15. Invention does not see decrypter or base item - in Science and Industry [original thread]
I've bugreported this a couple of times and got the bog standard invention is working as intended response. My theory on the issue is however that it may be similar to market deliveries in that there is a small delay. Get the items ready in you P...
- by J3ST3R - at 2007.10.05 21:40:00
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16. Invention: Formulae - in Science and Industry [original thread]
Success rates with ships are always going to be low, As for invention success rates I would say I'm around 75-85% for modules and I'm generally doing stuff I have the skills very high in.
- by J3ST3R - at 2007.10.05 21:36:00
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17. Invention Love - in Science and Industry [original thread]
If the POS module Efficient Equipment Assembly Array actually reduced waste % by a half say instead of doing bugger-all it be part of the solution just a shame it doesnt work on mods or ships.
- by J3ST3R - at 2007.09.25 22:45:00
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18. Invention Love - in Science and Industry [original thread]
Originally by: Pizi thats a weak argument an inventor needs to copy the t1 bpo invent for ships with a 10% chance to get a measly 9 run then after all that hasslew he needs nearly 3 weeks to ME research it to ME 0 a char can have max ...
- by J3ST3R - at 2007.09.20 22:40:00
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19. Invention Love - in Science and Industry [original thread]
For ship, rig and mod bpc's the negative me levels really hamstring inventors right now allowing research on bpc's can only lead to a thriving and healthy marketplace for sellers and consumers.
- by J3ST3R - at 2007.09.16 21:06:00
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20. Invention Love - in Science and Industry [original thread]
I'm sure others have found this also but for Invention to be a viable option for supply of T2 ships over seeding of BPO's then i think the negative levels of ME need to be adressed. I was fortunate enough to create a 5 run Harpy BPC but with -7 m...
- by J3ST3R - at 2007.09.13 16:17:00
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