A while back I started in on the long skill path to get to tech II heavy missile launchers for my alt. And as I was setting that up, I thought that perhaps I ought to start working on making some tech II missiles to go with them.
If you’re going to mount tech II launchers, you might as well be shooting the best ammo out of them.
Fortunately it was going to be some time before my alt was ready for those missiles. I had time to plan.
Nothing like this is ever quick in EVE Online.
This was going to be another foray into invention, and unlike some of my past ventures, I wanted to keep this light on the wallet.
I already had original blueprints (BPOs) for the four heavy missile types as well as their cruise missile variants. All of them had material research done on them previously, so I was setup in that regard. It was time to make copies.
You can only do invention on a copy of a BPO, called a BPC. The queue for doing copying can be quite long. I counted myself lucky that I found a system not too far off from my home base with a facility where the queue was only 14 days.
So the copies once the copies were in the oven it was time to start looking into datacores. You need datacores, usually two types in my limited experience, for an invention job.
One of the datacore types, Electronic Engineering, I already had coming in from an R&D agent to use in the creation of tech II mining crystals.
The second datacore type, Rocket Science, was new to me. I had to find an R&D agent that was within a reasonable distance with whom I had enough standing to start in on research with. I used EVE Online Agent Finder to locate some likely suspects.
I actually found a level II agent with whom I had enough standing pretty easily. The nice thing about having done enough missions to get 8+ standing with three Amarr coprorations is that I have run enough storyline missions to have my base standings with all Amarr corporations bumped up quite a bit. I had never done anything for this corporation but I was already eligible for a level II R&D agent.
However, I saw that if I did a little bit of mission running with the corp, I could raise my standing enough to get a much better level III R&D agent working for me.
I went that route because I wanted the better agent, and thus more datacores per day, and because I had some time before I could start doing any Rocket Science research. First I had to go buy the skill Rocket Science (that will be 10 million ISK please) and train it up to level III to use the agent.
Plus I had to go free up a research agent slot. I have the skills to have five R&D agents working for me, so one had to go if I was going to pick up Rocket Science. I had started research on Mechanical Engineering for some past plan that never came to fruition and had just been harvesting and selling the datacores for a tidy profit.
I made a note to go collect my final datacores from that agent and cancel the research while I ran a few missions.
Again, fortune favors the silly and I was cleared for missions with a level III agent with the very corporation with which I needed standing. Membership has its privileges… or something.
So I was able to run some missions and get my faction up, break things off with my old R&D agent, and take up with a new one offering me Rocket Science datacores.
And then I waited for copying to finish, to get a couple more skills up to snuff, and to get a supply of Rocket Science. datacores
Finally, the day came. I had some datacores. The copies were done. My skills were primed. It was time to invent.
And for once I got a hit on my first shot.
The limited number of runs seemed a bit disappointing to me until I looked at the new blueprint. Unlike regular missile blueprints, which only turn out 100 missiles per run, the tech II versions turn out 5,000 missiles per run. A six run blueprint like this can make 30,000 missiles.
So then I had to start making the missiles.
I was a bit worried at how much the missiles would cost to make.
Yes, they required some exotic materials like Phenolic Composites, Plasma Pulse Generators, and Rocket Fuel, the origins of which are a mystery to me, as well as morphite, megacyte, zydrine, nocxium and a good pile of tritanium. All of those combined add up to a production cost of about 140 ISK per missile. At that price I can afford to shoot them or make some money selling them.
I have started producing the fury version of the four basic heavy missiles, Widowmakers, Thunderbolts, Havocs, and Scourges. They seem to work well and the sell well.
The precision version of the missiles I am less sure about. I have made a few blueprints, but my tests with them against smaller ships didn’t seem to show them as dramatically better than standard heavy missiles, which run about 20 ISK each to make. That and the market for them, the sell price around my area is about my cost to make, discourages me from doing much else with them.
The blueprint copies for the cruise missile versions should be ready soon and I can look into making a few of those as well.