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zuul'a
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Posted - 2008.07.23 18:36:00 -
[1]
Hi im kinda trying to do my home work but its hard to peice all the bits together .
I want to use a hit sec pos which im ready for i have the standings and want to use it for research and invention also have research skill to lvl 5 , would a caldari pos be the best would a small pos be enough to maintain all the labs my skills could use?
also ive trained up and can use 5 research agents so an amount of data cores can be obtained for free but im not sure what else i need
My end goal is to build minmatar ships like hacs hics and command ships for my pvp corp at the cheapest price for a bit of fun any links or advice would be great thanks
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T'Amber
anomandaris demaleon Vaccaei Imperial
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Posted - 2008.07.23 19:05:00 -
[2]
Hey.
I would suggest using a station to manufacture your t2 ships and not a pos. Even with good skills and decent invention results you will find the POS modifier to material costs per item makes ships almost pointless to build.
One standard lab has 5 invention slots on it. Figure out how many invention jobs you'd like to run and then figure out the amount of labs you could run. The 1 copy slot on a standard mobile lab is slower than an advanced lab (which has 3), but I find these usefull for copying non-priority bpcs, or making 20x 1run cruiser BPCs.
You'd also have to take into consideration how often you would invent, and what else you'd be doing in the pos. Heres the lab details...
Mobile Laboratory 1 copy slot (0.75 job time bonus) 3 ME slots (0.75 job time bonus) 3 PE slots (0.75 job time bonus) 5 Invention slots (0.5 job time bonus)
CPU USAGE: 500tf POWERGRID USAGE: 100,000MW
COST: c. 90mil
Advanced Mobile Laboratory 3 copy slots (0.65 job time bonus) 2 ME slots (0.75 job time bonus) 2 Invention slots (0.5 job time bonus)
CPU USAGE: 600tf POWERGRID USAGE: 120,000MW
COST: c. 150mil
T a n o m a n d a r i s . d e m a l e o n
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T'Amber
anomandaris demaleon Vaccaei Imperial
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Posted - 2008.07.23 19:09:00 -
[3]
Some other skills to look at..
[Suggested Research Skills Minimum] Research V (-5% BPO PE Time p/ level) Science V (-5% BPO copying Time p/ level) Metallurgy V (-5% BPO ME research time p/ level) Laboratory Operation V (+1 Research Slots p/ level) Advanced Laboratory Operation III (+1 Research Slots p/ level) Scientific Networking III (+5 Jumps remote researching p/ level)
[Suggested Manufacturing Skills Minimum] Industry V (4% reduction in Manufacturing Time p/ level) Mass Production V (+1 Manufacturing Job p/ level) Advanced Mass Production III (+1 Manufacturing Job p/ level) Production Efficiency V (4% material Efficiency p/ level)
and...
Skills for common t2 components (Used to build every race t2 frigate, cruiser and battleship and most industrials)
[Common Skills] Electronics V Engineering V Mechanic V Science V
[Manufacturing] Electromagnetic Physics III Electronic Engineering III Graviton Physics III High Energy Physics III Hydromagnetic Physics III Molecular Engineering III Plasma Physics III
[Copying BPO] No Skills required
[ME Research] Metallurgy V Science IV
[PE Research] Research V Science III
and...
[t2 Frigate, Cruiser and Battleship Manufacturing Skills] Frigate Construction IV (or level V If you want to build t2 Frigates) Cruiser Construction IV (or level V If you want to build heavy Interdictors) Battleship Construction IV
[General Required Skills] Industry V Science V Mechanic V
[The follow to level 1 unless you want to build Marauders, Then train to IV] Amarrian Starship Engineering Caldari Starship Engineering Gallentean Starship Engineering Minmatar Starship Engineering
Hope that Helps..
T a n o m a n d a r i s . d e m a l e o n
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Piotr
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Posted - 2008.07.23 19:17:00 -
[4]
Really don't think there is more that anyone could add to that, Good job.
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Johhny Reb
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Posted - 2008.07.23 19:26:00 -
[5]
Edited by: Johhny Reb on 23/07/2008 19:31:56 Edited by: Johhny Reb on 23/07/2008 19:31:00 Invention is a totally different ball park, though thankfully some of the skills are shared between Research and Invention. Most notably, Science V, Lab Operation, and Advanced Lab Op, and Scientific Networking. Other than that, they don't share a whole lot in common.
The Base Skill requirements are as follows:
Electronics II Engineering II Electronics Upgrades V Science V Hacking II
Then you will need to choose which race you want to invent for (you can do all of them, but to start off with I would only suggest 1 or 2 races).
Following Skills for the Racial:
(racial) Encryption Methods, whoever you choose, try to get the skill to a minimum of Rank IV.
Once you choose the race, you will then need to choose which type of Module or Ship you want to invent, and find the an R&D agent (each one specializes in a different "method"). You will need the required skills before you can work for him / her.
There are a lot of these skills named along the lines of: (get the skills you use often to at least lvl 4)
Minmatar Starship Engineering Amarrian Starship Engineering Caldari Starship Engineering Gallentean Starship Engineering Graviton Physics High Energy Physics Electromagnetic Physics Hydromagnetic Physics Laser Physics and many more...
note: Each one of these books has there own skill requirements, such as Mechanic V, Electronics V, and Engineering V.
It will take a around 50 days of solid training to be able to efficiently start to invent. (from a new character)
(in order to have ALL the racial skills, and different types, it will take 180 days of training nothing but these skills) All of them to lvl 4 and 5, where appropriate (you need these to at least 4 or you will FAIL ALOT in the invention)
The cost is very close to a POS for the skills books (roughly 20mil each) and data encryptors (100mil each). IF you think you can slide by with theskills at lvl 1, then be prepared to fail a lot.
Even with the skills to lvl 4, be prepared for roughly a 40%-50% success rate on a job.
Also, if you are Inventing a tech 1 BPC that his multiple tech 2 variants, namely ships, you will get a random tech 2 varient.
For a more in depth guide, go here. It helped me ALOT!
http://www.eve-production.org/invention/skills.html
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zuul'a
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Posted - 2008.07.23 20:50:00 -
[6]
Thank u very much this has been very handy it seems i have a few more skills i need to train but im alot closer then i thought, i can use this time to research bpos and stock up on datacores
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Curiosity collector
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Posted - 2008.07.24 07:40:00 -
[7]
You don't actually need the skills to lvl4. The influence of skills on the success of the invention job is pathetically tiny; the difference between all the skills at 1 and all the skills at 5 is 3%-5%. The influence of meta-items is much more important than skills. I'm inventing right now modules with all the skills at 1, and I'm getting roughly 50% success chance (with meta 3 - meta 4 items) (out of more than 200 invent jobs so far).
So don't wait till you get your skills to 4. No need.
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RaTTuS
BIG Libertas Fidelitas
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Posted - 2008.07.24 09:05:00 -
[8]
i all helps -- BIG Lottery, BIG Deal, InEve
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JSquared
Quantum Warfare Research and Development
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Posted - 2008.07.24 14:09:00 -
[9]
Quote: Also, if you are Inventing a tech 1 BPC that his multiple tech 2 variants, namely ships, you will get a random tech 2 varient.
All great info here except the above quote is no longer correct. It's been changed so that you now you have a choice at the time you input the invent job to choose the tech II varient you wish to try for.
JŚ
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