Showing posts with label Industry. Show all posts
Showing posts with label Industry. Show all posts

Monday, 26 July 2010

Boosters

I got an alliance email over the weekend with a brief summary of booster benefits which I have never looked at before.  So being the inquisitive type, I decided it was time to educate myself a little more on what they do and how to make them.

In summary boosters are an easy way of boosting a number of your combat related skills without the need for an implant.  Be warned though they do have drawbacks that might leave you in a worse position.  In order for you to use boosters there are a number of skills that are either essential or beneficial for you to train up.
  • Biology; allows you to use boosters, the higher the skill the higher the grade of booster you can use.  In addition to this, for each level you will increase the duration of the booster for 20%.
  • Nanite Control; reduces the effect of side effects by 5% per level.
  • Neurotoxin Recovery; reduces the chance of a side effect by 5%
  • Drug Manufacture; required to manufacture drugs, the higher the level the higher grade drug that can be manufactured.
A good forum guide for boosters can be found here.

The spreadsheet below provides you with the base data for boosters along with a sheet where you can enter your relevant skills and it will show you what the duration and side effects are for your pilot.


As a final entry here I have added a small flow chart that shows you the overall outline for manufacturing your drugs (can also be found in this Dev Blog).


Wednesday, 21 July 2010

Nanite Repair Paste

For those of you that have been in the game a little while then paste (or Nanite Repair Paste) will not be new to you, and you may already be spending a fortune on this stuff.  There is some argument about its value vs just repairing in station, whatever your stance on this (and you can comment here or continue the argument out on the forums), however it exists out there, people use it and it is not cheap (EVE-Metrics quote).  Therefore it is definitely worth starting to produce this if you plan on using it in any sort of quantity.

Paste is used to repair modules that have become damaged either through overheating or because you are hull tanking and ran it a little too close to the bone.  To repair this you can get yourself to a station and get yourself repaired up or you can use paste to fix your modules (but only if they have not reach 100% damage, in which case they will need to be repaired in station).

In order to use paste you will need the science skill Thermodynamics (requires Engineering V, Science IV and Energy management III).  This will allow you to use paste with each level reduces the amount of heat damage you receive by 5% per level.  I wont go into overheating in too much detail as there are some great write ups on this already.  In addition to this there are two additional skills that will improve the effectiveness of your paste: Nanite Interfacing (requires Mechanic V and Nanite Operation 3) and Nanite Operation (requires Mechanic V).  Operation reduces the amount of paste you use per level and Interfacing increases the repair amount per level.  These are very worthwhile skills if you are planning on using paste.

Anyhow that is the basics on using paste and skill requirements.  To make paste you will need to get yourself involved in Planetary Interaction which came out with the latest expansion Tyrannis.  There are some great PI guides out there; EVE Online Forum Sticky ... forum post gives a great source for everything PI.  The only thing I found I needed (and you will find this below) was an operational map that said where I should extract what and then where those items needed to be moved to for production.  I still need to optimise the balance of extractors and processors per planet to make sure I can maximise output etc., however the planet orientated map below gives a good production base for paste.

Thursday, 24 June 2010

DIY Charon

Well she's made and sitting in an alts hanger ready to be assembled and flown.  Funny how I always manage to get the ship before I can fly it.  Anyway at least there is no fittings to worry about here.

Freighter seem to fall in to an odd bracket; they are officially not capital ships, yet due to their size you need capital construction to build this ship, along with capital parts, which in turn needs a fair amount of minerals.  However time and effort can see you make one of these for considerably less than market value .. especially if you have access to capital BPC.  Anyway will climb into this beast short and take her for a wallow (could never spin in this thing).