This is from a blog by an in game character known to me and some others as Bobfish.
It is dated July 13, 2008 but everything here is useful in our current day and age.
Rather than re-invent the wheel lets use COPY and PASTE! :-)
Close knit industrial and science corporations have long held the keys to production in the high tech fields until recently. With the release of high performance data interfaces and technical data sheets the once thoroughly controlled market of high tech goods has been opened to scientists and industrial pilots across New Eden. What is this new and astounding science, why none other than Invention.
Invention requires dedication and no small amount of luck as there are varying factors to the success of any one particular science job. The basic skills required for Invention are ;
Electronic Upgrades 5
Gallente Encryption Methods 1 (Caldari, Amarr and Minmatar Encryptions are also available)
The above is the encryption skill which is relevant to all of a single races inventions. The ones below are two science skills relevant to the example invention we shall be performing. The italicized skills are ones that directly affect the chance of success and higher training is always recommended in these fields.
Mechanical Engineering 1
Electronic Engineering 1
With those skills a pilot could then utilize the components required of invention jobs to attempt to output an advanced blue print copy.
The components required vary for each of the races just like the encryption skills do. So for reference here are each of the four race data interfaces ;
And the three types of interface that allow you to work with the complex formulas that are part of this new science are ;
Data Interface – This piece of hardware allows the user to retrieve module data on which ever race it is associated with. Through the use of this interface (which is reusable and only required to start the invention) the scientist can hope to gain the vital information required to piece together a more advanced blueprint from the data of a simpler design, more on that later.
Tuner Data Interface – This allows access to the data on ship rigging and allows inventions in that field.
Ship Data Interface – The final type allows access to that races ship data and allows ship invention jobs.
Another element is the datacores. These hold a small but relevant portion of the accumulated knowledge of its field. Through the use of these and the data interface, a user can hope to draw the required data from the cores and produce a more advanced version of the current copy they are working from.
The datacores themselves are available in several ways and the R&D agent method is mentioned in additional techniques.
For our example we will be using a set of mechanical engineering datacores and electronic engineering datacores.
The final element required in the invention process is a blueprint copy. An important detail of the copy is the number of production runs which for modules, drones and rigs should always be maximum, the same is not essential for ships which wont output more than a single run on a success without the use of decryptors. Many of the original copy runs are lost in the upgrade process with a base value output for each item type being so ;
Modules : 10
Ammo : 10 (which equals 1,000 rounds of ammunition) – This one I cannot confirm.
Drones : 10
Rigs : 10
Ships : 1
Ok before we start working through the process of installing an invention job lets quickly step through the list of items we will need again ;
1 x Blueprint Copy of Hammerhead I (maximum runs, 0 ME / 0 PE)
2 x Mechanical Engineering datacores
2 x Electronic Engineering datacores
1 x Incognito Data Interface
Assuming you have found an appropriate station (here we shall use the Algogille based headquarters of New Eden Press) that can install and process the invention job ; first select your blueprint copy, open options with a right click (default setting) and select invention from the list displayed.
The science and industry interface is pretty simple to navigate, select an open invention slot on the bottom list (figure 1) and select install job in the bottom right of the window. With the new window several options are available ; for the basic test run we wont use a base item or decryptor but these elements are covered in additional techniques.
Several options are present, we’ve already selected the location and the hangar floor is selected for us regards input / output so all we have to do is accept. Of note is the final option “Output Type” which allows you to select which variation of the original item you would like to try for, this is often only available for ships that sometimes have multiple designs on a single hull ; for instance the Thorax hull has both the Deimos and Phobos designs based on it.
(Several cups of tea and a choc chip muffin later) So the little light has gone green on the project by now, select it and deliver the project. Assuming good fortune you should now have a hammerhead II blueprint copy with 10 runs on it, this will be at -4 ME (Material Efficiency) and -4 PE (Production Efficiency) but you have succeeded at your first invention. You can now proceed to produce the items or perhaps simply sell off your newly acquired bpc.
In the following section “Additional Techniques” I will discuss the use of varying the output, how to gather datacores without resorting to the market and reference the different corporations of New Eden that have R&D departments that you can work with.
Decryptors allow the inventor to vary the outcome of the project in several different ways including a higher run count, better production or material efficiency and even a higher chance of success. The different decryptors and their effects are displayed below grouped by race.
Decryptors offer a series of benefits and some offset this with hindrances but what should be clarified now is that the additional runs displayed on the tables are a set output. What this means is if your original output was 10 runs (as in our hammerhead bpc) then it is increased by the number shown on the table and not factored into the equation for how many runs you would get out (This is why you should always use a max run bpc on anything but ships). A better example would be a ship blueprint copy output which always output at a value of 1 and are then improved by the decryptor afterwards.
Decryptors have varying usefulness depending on the choice of invention, on ships they can offer an advantage in both improving the odds of success and also keeping the cost of production down. The same cannot be said for all modules, rigs and ammos which, unless the decryptor was obtained freely via exploration, can eat heavily into your profit margin.
Meta items can increase the odds of success on inventions and are only used in module invention. The reason they aren’t, or shouldn’t be, used in ship, rig and ammo invention is the level of the meta item directly affects the chance increase. Meta item 0 and 1 items have no effect on the formula so are next to useless and only eat into profits and provide no benefit.
Meta item levels 2-4 are usable in invention and since these items can only be bought on the market or looted from enemy kills (from patrolling or during missions for example) they can provide a useful boost to invention chance but only really if acquired without cost.
Research and Development Agents
The final part to this guide is Research and Development agents, here I’ll list the various corporations you can use to gain the datacores you will use in invention. Firstly the corporations available to you are (grouped via faction) ;
Core Complexion Inc.
Lai Dai Corporation
I will later (in an update) define which corps cover which sciences but not at the moment. The corporations listed all have R&D personnel who you can work for using the science skill associated with the datacore that you want. If you have geared towards invention as above then gaining R&D agents is as simple as gaining the necessary reputation as you will likely already have the skill.
To maximise the gain from an R&D agent the skill level of the science your after and effective standing are the two key attributes to raise, the level of the agent also has a dramatic impact as with normal agents. You can also run the daily (approx every 20-24 hours) R&D mission which normally involves the acquiring of tritanium (due to a budget shortage) or a simple courier mission (because your agent clearly has never moved beyond the lab kitchen). These double your RP gain for that day and help towards gaining additional datacores.
One final skill that will help with R&D agents is the “Research Project Management” which allows you to run multiple agents. Stopping a research project will cancel all RP gained so make sure to use it all before moving agents if you find you need to do so.
This is a really brief guide that tries to cover a bit of every base associated with Invention, feel free to comment so I can improve the article and I hope this guide helps you into the invention process in New Eden.
Various sources were used for reference including my own invention experience ;
http://games.chruker.dk/eve_online/default.php ; a great resource for all things EvE and a calculator for invention chance.
http://www.eve-production.org/invention/guide.html ; Used for decryptor name references and a useful first guide for most inventors.