Testing Tech 2 Invention and Production

Expanding Operations

In addition to trading, I’ve started up a small invention and Tech 2 production line. My initial approach is to start small and see how well items perform. For now I am going to be working with drones, bombers, and some popular modules. I’ve invented a few ships, but am holding off on producing them.

 

Invention Statistics 

I’m saving the invention job history to my database and wrote a small display to show overall and individual item invention success rates. I’ll add this summary to my monthly updates as I’m sure inventors will find it interesting.

Anshar Invention

My first Jump Freighter invention job was successful despite the ~39.8% calculated success rate given my 4-4-4 skills.

Attempting the job cost 36.3 M of items that are destroyed regardless of the job output:

1x Collision Measurements – 7.6 M
64x Mechanical Engineering Datacore  – 7.231 M
64x Gallente Starship Engineering Datacore – 21.438 M
Obelisk BPC – Copied from my BPO

Since I am not actively producing Freighters due to their low markup and currently dropping mineral prices, I put the Obelisk BPO back into an open copy slot. It takes around 43 days for one copy in an empire slot so you can see why Jump Freighters are slow to produce.

Further details of Jump Freighter production can be found here.


Phobos Roam

Last night I went on a roam into Syndicate with the Alliance.

Heavy Interdictors are a new class for me and I was sure to tell the FC that it was my first time out in the ship. I relied on his direction for bubble placement and up/down activations. There is a certain elegance in placing bubbles to catch incoming our outgoing traffic. You want to be able to trap while allowing your fellow Blues to engage.

It’s a learning experience but even in the hour roam that we were on, I learned a lot. The first thing I noticed is how much longer it takes me to align and get into warp compared to our fellow Drake and Hurricane pilots. This 1600 weighted beast sure takes its time.

I’m open to any tips from fellow Heavy Interdictor pilots and perhaps catching you in a bubble Soon(tm)!


Heavy Interdictors: Phobos

As luck would have it, Wildly Inappropriate. is disbanding just when I finish up Graviton Physics IV in order to be able to fit the Warp Disruption Field Generator I.

I need to polish my Advanced Weapon Upgrades skill to V in order to be able to fit some more guns (2% reduction of powergrid needs of weapon turrets and launchers per level).

Bonuses

Gallente Cruiser Skill Bonus: 5% bonus to medium hybrid turret damage and 5% bonus to armor resistances per level

Heavy Interdictors Skill Bonus: 10% bonus to medium hybrid turret falloff per level and 5% bonus to range of warp disruption fields per level

Fit

[Phobos, Nullsec]
Damage Control II
True Sansha Armor Explosive Hardener
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I

Sensor Booster II, Scan Resolution
Sensor Booster II, Scan Resolution
10MN Afterburner II
X5 Prototype I Engine Enervator

Dual 150mm Railgun II, Antimatter Charge M
Dual 150mm Railgun II, Antimatter Charge M
Dual 150mm Railgun II, Antimatter Charge M
[empty high slot]
Warp Disruption Field Generator I
Warp Disruption Field Generator I

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

Here is a shot of rails missing a frig because they are just terrible.