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Question about blueprints

atrofastatrofast Member Posts: 11

Hello,

I was wondering how the whole blueprint thing works. I know there are BPOs and BPCs and that you can do an unlimited number of runs on BPOs. However how can you acquire blueprints? I know they  can be bought on the market but can you also produce them yourself? If so how? And if not, where should you be looking for them? Thanks everyone!

Alex

Comments

  • SobaManSobaMan Member Posts: 384

    Well, no, you can't make a BPO.  You buy the BPO unless it's a Tech 2 or a Faction Ship BPO.

    BPCs are what you make yourself using the BPO.

    As far as aquiring them, people sometimes get them in missions, people steal them from other players, people win them in the T2 lottery, etc...

    T1 blueprints can all be bought though.

    We can agree to disagree, or we can bicker constantly... either way, I'm right.
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  • Nu11u5Nu11u5 Member Posts: 597

    Well, when the next expansion (Kali) comes out, there will be a new system for "Reverse Engineering". Basically, this will allow you to make inefficient BPC (not BPOs) for Tech 2 items from just the Tech 1 variant. This is so production of these items get shifted down a little and into the hands of 'the little man'. I'm not sure if its been mentioned yet whether or not you will be able to produce T1 BPC with this method, but since they are already available on the market from NPCs to fix the price, probably not.

    //insert sig here
  • Tech1 BPOs can be bought on the market, even the new ships and capital ships BPOs can be bought on the market.

    Tech2 BPOs can only be acquired through R&D agents for very few corps, 2 for each faction, in not non.

    some Tech2 BPOs have already been distributed and no longer can be acquired through these agents anymore to limite the production of these powerful items.

    Reverse engineering will allow you to make a limited run BPC from the item itself, so let's say you have a faction ammo, you can use it to reverse engineer it to make a blueprint of it, and produce more of that item, of course you have a chance to lose that item and fail to produce any BPCs, to prevent abuse of this ability.

  • Nu11u5Nu11u5 Member Posts: 597


    Originally posted by ob1sr
    Reverse engineering will allow you to make a limited run BPC from the item itself, so let's say you have a faction ammo, you can use it to reverse engineer it to make a blueprint of it, and produce more of that item, of course you have a chance to lose that item and fail to produce any BPCs, to prevent abuse of this ability.


    Last I heard a statement from the Devs (in a blog somewhere I think), Reverse Engineering was only for Tech 2 items. Its purpose is to make a new tech 2 production route that is in every way independent from the current producers and their arguable monopolies. So you will be able to create a tech 2 BPC (very inefficient, and not researchable) from a Tech 1 item. This way you are not tied to the current T2 producers an the prices/availability they set on their items, and should ultimately lead to a decrease in T2 prices. Those with the actual BPOs will still have the advantage in being able to produce at high volume and efficiency.

    If they do decide to allow named/faction items to be reverse engineered, it will be quite interesting to see what kind of effects it will lead to. At the moment, R.E. is really only need for T2, because currently its limited by players (a few players no less), while named/faction items are just rare, not really controlled. A simple modification to loot tables and agent rewards will fix that.

    When/if the Devs get around to personal modifications of mods/ships, then I think they should look into allowing players to manufacture named/faction items, depending on how their system works.

    //insert sig here
  • atrofastatrofast Member Posts: 11
    Thanks, I think this answers a few of my questions... Still not sure how and what the difference is between Tech 1 and 2 stuff etc. Maybe there is a good site for beginners like me?

    Alex
  • Nu11u5Nu11u5 Member Posts: 597

    Originally posted by atrofast
    Thanks, I think this answers a few of my questions... Still not sure how and what the difference is between Tech 1 and 2 stuff etc. Maybe there is a good site for beginners like me?

    Alex

    With the little details, you really just have to learn them as you get em. The in game tutorial is extremely useful, but it can't teach you everything there is to know, there is just too much. It will get you passed that first step, but its a HUGE step, and even then a few people don't survive the fall :P

    Anyway,

    Tech 2 items are the next plateau in improvements from tech 1 items. Some are very common, some are very rare, and rage from anything to mining lasers to specialized covert escort cruisers. The things that are similar to them are that all of them are 100% player produced and supplied, and they offer some form of advantage or specialization over their tech 1 counterparts. Some will have more obvious improvements to their stats or abilities, others will just have reduced fitting requirements when it comes to putting it on your ship. Pretty much all of them, however, have much higher skill prerequisites than their tech 1 versions. This specialization, combined at their rarity and player controlled prices and supplies, often mean these items also come at a hefty price.

    This also makes having the blueprint to build a tech 2 item extremely lucrative. People often compare getting a tech 2 BPO to winning the Jackpot lottery - it actually happens using a similar lottery system (when researching with agents), and the rewards are just as big). A very large separation tends to grow between producers of tech 2 items and the rest, to a point were many claim that these people are operating monopolies or cartels. While this type of game play is allowed in the game, the Devs have been working on methods to positively deal with it. The upcoming addition of Reverse Engineering in Kali and a rumored revision of the research system are their efforts to curb the tech 2 issue.

    //insert sig here
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