Showing posts with label Tech III. Show all posts
Showing posts with label Tech III. Show all posts

Retail Therapy

Our corporate hanger, where all operations into wormholes stem from, has several ships all of differing designs for differing roles. Singularity serves as a sounding board for these designs and, at present I’m attempting to condense the roles of some of these ships into as few as possible. This increases the costs, but also reduces operation times considerably and in some cases is less of a risk with less exposure.

Scratching my head for the last few weeks it has been decided that the only way to fulfil this mandate is to produce my first Tech III hull(s). So late night study periods have enabled my brain some gain in the field of Strategic Cruisers, including a Neural remap, but I ain't no engineer...

Required Modules
Expanded Probe Launcher
Small Tractor beam
Covert Operations Cloaking Device II
Electronic Counter Measures
Salvager II

Desired Equipment
Code-Breaker II/Analyzer II
Electronic Warfare Drones

Desired Abilities
Tank: Omni - Sustained Defence Ability; 1k dps
Capacitor: NOS Proof
Speed: 1km/second
Warp-Core: Stable/Immune to Interdiction
Sensors: Reinforced
Gank: Minimum; 750 dps

Legion
Lows
Damage Control II
Energized Adaptive Nano Membrane II
Medium Armor Repairer II x2

Mediums
10MN Afterburner II
Codebreaker II
Large Capacitor Battery II
Medium Hull Repairer II

Highs
Heavy Beam Laser II x2
Salvager II
Expanded Probe Launcher I
Covert Ops Cloaking Device II
Small Tractor Beam I
Rocket Launcher II

Rigs
Capacitor Control Circuit II
Anti-Thermic Pump II
Auxiliary Nano Pump II

Sub-systems
Legion Defensive - Nanobot Injector
Legion Electronics - Emergent Locus Analyzer
Legion Engineering - Power Core Multiplier
Legion Propulsion - Interdiction Nullifier
Legion Offensive - Covert Reconfiguration

Designed primarily for exploration, the current fit does everything I need except the DPS, which is dissappointing, but realistically it's too much to ask of a ship of this type and size. Already at around 1 billion ISK, this is a serious investment and one which I may still lavish faction equipment onto. Clearly I have more money than sense, or I know how to steal...

Related Soundtrack

Tech III Production Detail

Here follows a breakdown of how the components are manufactured to produce the elements required for T3 production and invention.

Polymer Creation
Polymers are made in the Polymer Reactor Array which can only be anchored using a POS in 0.3 space and below (and may be run in wormhole space). A polymer reaction requires a Polymer reaction which are seeded on the NPC market under Manufacture & Research / Reactions / Polymer Reactions, 2 of the 9 different types of fullerene gas and a normal mineable mineral.

Example - Making Fulleroferrocene.

To make this we require 1,000 units of Tritanium per cycle (per hour), 200 units of Fullerite-C50 gas per cycle and 100 units of Fullerite-C60 gas per cycle.


To make this reaction we require a POS/Starbase with at least the following equipment:


The total CPU and power needed for the above reaction is 2,750 CPU and 325,000 MW, so a large control tower is recommended.

Reverse Engineering (RE)
Reverse engineering provides Tech 3 blueprint copies of the strategic cruiser hulls and the various subsystem modules it requires. There are six different types of relic and each one corresponds to a different piece of the Tech 3 ship - the hull, defensive subsystem, electronics subsystem, engineering subsystem, propulsion subsystem and offensive subsystem. The five subsystem relics can be unearthed in deadly magnetometric archeology sites all throughout Sleeper space. Hull sections can be recovered from the wrecks of ancient Talocan ships in Sleeper radar sites.

To be able to perform RE you will require a POS with an Experimental Lab (can be anchored in high sec) or access to a Caldari Outpost. You cannot do RE in normal NPC stations.

There are 3 different categories of Ancient Relics, these are Intact, malfunctioning and Wrecked. Reverse Engineering, like Invention is based on chance which is affected by skills and by the type of Ancient Relic you are using (intact = best chance and wrecked = worst chance).
Sucessful reverse engineering delivers different run BPCs based on type of Ancient Relic:
Intact Relic yields a 20-run BPCMalfunctioning Relic yields a 10-run BPCWrecked Relic yields a 3-run BPC>

Materials Needed to Perform RE

All items above are consumed by the RE job (it's not like invention where the interface isn't consumed).

There are varying degrees of success, if you aren't successful then you may get back a datacores, a decryptor or the hybrid tech and then there's the utter failure where you completely fail and get nothing at all.

If you use "intact" relics there's a chance you may get a wrecked relic back from a failed RE attempt.

Relic Type RE Outcome Type
Armor Nanobot Defensive Subsystem
Electromechanical Component Electronics Subsystem
Power Cores Engineering Subsystem
Thruster Sections Propulsion Subsystem
Weapon Subroutines Offensive Subsystem
Hull Section Ship Hull section

Tech III Production Overview

Tech III(T3) products are built from new fulleride-enhanced mineral polymers and the reverse-engineered relics of ancient and powerful civilisations.T3 production requires extensive exploration of Wormholes for the following materials:

Tech III Production Chain
1. Harvest fullerite gases from gas cluds in WormHole/Sleeper (WH) space.
2. Polymer Creation - React the Fullerene gases in a POS Polymer Reactor Array to create Hybrid Polymers.
3. Salvage Sleeper NPCs and T3 ship wrecks for Ancient Salvaged Materials.
4. Using T3 Hybrid Component Blueprints available from the market under Blueprints / Components / Hybrid Components, manufacture T3 Subsystem Components from Hybrid Polymers + Ancient Salvaged Materials.
5. Reverse Engineering: - Ancient Relics are Reverse Engineered (RE) using a POS Experimental Laboratory (or Caldari Research Outpost) to produce T3 Hull BPCs and T3 Subsystem BPCs.
6. T3 Ship Hull & Subsystem manufacture at a POS Subsystem Assembly Array (or Amarr Factory Outpost) using the reverse engineered T3 Hull/Subsystem BPC and T3 Subsystem Components.

Tech III Production Flowchart

Flowchart by Tareen Kashaar.

Tech Demo

Apart from their looks, the Tech III class ship is designed to fulfill dozens of focused roles. Using a racial hull as a base, as the 5 different sub-systems change altering the appearance of the vessel, each combination of sub-system (of which there are 4 types) changes specific bonuses and attributes on the ship. This means there's almost nothing a well fitted Tech III vessel can't do. My kind of fun.

Tech III Designs

Tech III ships can become an unhealthy obsession simply because of the vast array of combinations possible. This preview video shows how all the different sub-systems fit together to create any ship you may desire. Enjoy...

Tech III Tengu

Testing Tech III.

Tech III Legion

Testing Tech III.