by Brendan Drain
Dec 27th 2009 at 6:00PM
Filed under: Sci-fi, EVE Online, Economy, Game mechanics, Guides, Crafting, Professions, Making money, Tips and tricks, PvE, EVE Evolved
In the first two parts of this guide to Research in
EVE Online, I covered
the basics of Tech 1 blueprint research and
the "Invention" system that allows players to make their own Tech 2 blueprint copies. The reverse engineering process used to make Tech 3 blueprints is a lot like invention except with a new set of materials, equipment and skills. Though the process used to create it will be familiar to inventors, the end product is a strange beast. Unlike Tech 2, Tech 3 isn't just a straight improvement over lower tech levels and doesn't use Tech 1 or 2 as a base. Instead, it's an entirely new technology used to make
custom, modular ships. At the moment, the only Tech 3 products we have are the modular "Strategic Cruiser" class but more is planned for future patches. Tech 3 frigates are rumoured to be next on the development table and it's entirely possible that we'll see strange new Tech 3 modules thrown into the mix too at some point.
In today's part of this bumper guide to research, I look into
EVE's newest addition to the researcher's repertoire as I examine Tech 3 and "Reverse Engineering". I'll look at how it all fits together to make a finished product, what's required to get involved and best practices for staying profitable in what has become a very competitive marketplace.
Tags: blueprint, ccp, ccp-games, engineering, eve, eve-evolved, eve-online, featured, guide, legion, loki, profit, proteus, re, research, reverse, reverse-engineering, skills, sleepers, strategic-cruisers, subsystem, tech-1, tech-2, tech-3, tengu, tips, tips-and-tricks, wormhole-exploration, wormholes