Battle Pirates Blueprints Guide
Battle Pirates Blueprints Guide by Paul Preece
‘Blueprints’ is one of the more sophisticated features of Battle Pirates and we think it deserves a more thorough explanation of the rules and behaviors behind it!
Blueprints are given to the player by successfully attacking Draconian fleets. After a successful attack on a Draconian fleet there exists a chance that the player will loot a piece of Draconian technology in the form of a Blueprint Piece. After many successful attacks a player may assemble enough pieces of a particular Blueprint to unlock it. Once unlocked the technology within the Blueprint becomes available to the player just as if they had researched it in one of the labs.
Currently only Weapon Blueprints can be looted. Each Blueprint is made from between 4 and 8 pieces. Each piece represents a part of a Draconian weapon. Once all the pieces of a Blueprint have been collected, and any research requirements have been met, the Blueprint will automatically unlock. High level Blueprints require the player to be in possession of high level Forsaken (player) technology to be able to use the Blueprint but in each case the Blueprint weapon is more powerful than the existing Forsaken technology that is required to use it.
Blueprint Drop Rate
Blueprint Pieces drop completely randomly. There is a percentage chance to ‘win’ a Blueprint piece after each successful Draconian fleet battle above a certain level. This chance varies between 2% and 6% depending on the Blueprint. There is no positive or negative streak-breaker. Please note, randomness is just as likely to give you a run of bad or good luck as it is to give you a run of average luck. Random does not equal fair.
Blueprints drop from both Cargo Fleets and Terrain Defense Fleets and are grouped into 3 tiers:
- Tier 1 – drops from fleets power level between 16 and 23, contains 7 Blueprints in total.
- Tier 2 – drops from fleets power level between 24 and 31, contains 12 Blueprints in total.
- Tier 3 – drops from fleets power level greater than 32, contains 17 Blueprints in total.
At most a player can have four active Blueprints per Tier. An active Blueprint is one that the player has collected at least one piece. Once the player has four active Blueprints they will only be given Blueprint pieces from one of those four improving their completion rate.
Blueprints given as prizes for an event cannot be won from normal combat. This includes the Hammerhead Hull.
Draconians have access more advanced research labs than the Forsaken. Their technologies are significantly more advanced than the Forsaken. This manifests in their weapons being not only more powerful but also more customized. Draconian weapons can improve a ship’s armor or speed, ignore certain armor types or gain bonus damage. Many of these bonuses stack when multiple Drac weapons are put onto a Forsaken ship.
Generally, Draconian weapons are split into three groups: Light (these weapons have a name), Assault (customized for ship to ship combat) & Siege (customized for ship to land combat).
Over time more Draconian technology will be able to be looted such as armor, hulls, defensive structures and buildings. We are also fine tuning the drop rates and are considering adding an unbiased streak-breaker, meaning that it will break runs of good and bad luck. Draconian fleets will also be updated to use the Draconian Blueprint tech.
I hope this addresses many of the question surrounding the Blueprint feature. Answers to further questions may be added to this post over time, feel free to ask Blueprint related questions in this thread.
Construction Requirements for Draconian Technology by The R.
Impact Cannons: Oil: 50.000__Metal: 40.000__Energy: 40.000__Zynthium: 150.000__Time: 15min
Assault Cannons: Oil: 950.000__Metal: 760.000__Energy: 760.000__Zynthium: 1.350.000__Time: 9h 43min
Siege Cannons: Oil: 1.900.000__Metal: 1.520.000__Energy: 1.520.000__Zynthium: 3.800.000__Time: 2d 36min
Strike Missiles: Oil: 125.000__Metal: 100.000__Energy: 100.000__Zynthium: 375.000__Time: 1h 6min
Assault Missiles: Oil: 2.000.000__Metal: 1.600.000__Energy: 1.600.000__Zynthium: 3.000.000__Time: 1d 2h 23min
Siege Missiles: Oil: 3.000.000__Metal: 2.400.000__Energy: 2.400.000__Zynthium: 6.000.000__Time: 1d 15h 30min
Shockwave Mortars: Oil: 200.000__Metal: 160.000__Energy: 160.000__Zynthium: 600.000__Time: 2h 5min
Assault Mortars: Oil: 3.000.000__Metal: 2.400.000__Energy: 2.400.000__Zynthium: 4.500.000__Time: 1d 5h 10min
Siege Mortars: Oil: 4.200.000__Metal: 3.360.000__Energy: 3.360.000__Zynthium: 8.400.000__Time: 1d 19h 45min
Firestorm Rockets: Oil: 350.000__Metal: 280.000__Energy: 280.000__Zynthium: 1.050.000__Time: 2h 21min
Assault Rockets: Oil: 3.000.000__Metal: 2.400.000__Energy: 2.400.000__Zynthium: 4.500.000__Time: 1d 2h 23min
Siege Rockets: tba
Hailstorm A: Oil: 150.000__Metal: 120.000__Energy: 120.000__Zynthium: 300.000__Time: 2h 21min
Hailstorm B: Oil: 450.000__Metal: 360.000__Energy: 360.000__Zynthium: 900.000__Time: 4h 43min
Hailstorm C: Oil: 1.350.000__Metal: 1.080.000__Energy: 1.080.000__Zynthium: 2.700.000__Time: 9h 26min
Construction requirements for Draconian Specials
Small Cargo Hold: Oil: 50.000__Metal: 40.000__Energy: 40.000__Zynthium: 200.000__Time: 12min
Medium Cargo Hold: Oil: 200.000__Metal: 160.000__Energy: 160.000__Zynthium: 200.000__Time: 50min
Large Cargo Hold: Oil: 1.000.000__Metal: 800.000__Energy: 800.000__Zynthium: 200.000__Time: 4h 10min
Hull Streamlining 1: Oil: 75.000__Metal: 60.000__Energy: 60.000__Zynthium: 56.250__Time: 45min
Hull Streamlining 2: Oil: 375.000__Metal: 300.000__Energy: 300.000__Zynthium: 281.250__Time: 2h 15min
Hull Streamlining 3: Oil: 1.875.000__Metal: 1.500.000__Energy: 1.500.000__Zynthium: 1.406.250__Time: 7h 30min
Compound Armor E: Oil: 30.250__Metal: 26.125__Energy: 42.500__Zynthium: 28.333__Time: 1h 56 min
Compound Armor M: Oil: 982.800__Metal: 928.200__Energy: 1.092.000__Zynthium: 728.000__Time: 6h 56min
Compound Armor X: Oil: 3.990.000__Metal: 3.768.333__Energy: 4.433.333__Zynthium: 2.955.556__Time: 10h 26min
Compound Panels A: Oil: 38.250__Metal: 30.600__Energy: 47.813__Zynthium: 28.688__Time: 1h 56min
Compound Panels B: Oil: 525.500__Metal: 420.400__Energy: 656.875__Zynthium: 394.125__Time: 4h 26min
Compound Panels C: Oil: 982.800__Metal: 786.240__Energy: 1.228.500__Zynthium: 737.100__Time: 6h 56min
Compound Panels D: Oil: 3.187.500__Metal: 2.550.000__Energy: 3.984.375__Zynthium: 2.390.652__Time: 8h 41min
Compound Panels E: Oil: 3.990.000__Metal: 3.192.000__Energy: 4.987.500__Zynthium: 2.992.500__Time: 10h 26min
Construction requirements for Draconian Hulls
Hammerhead A: Oil: 2.800.000__Metal: 1.680.000__Energy: 1.400.000__Zynthium: 1.750.000__Time: 1d 3h
Hammerhead B: Oil: 2.800.000__Metal: 1.680.000__Energy: 1.400.000__Zynthium: 1.750.000__Time: 1d 6h
Battlecruiser: Oil: 1.562.500__Metal: 1.250.000__Energy: 1.250.000__Zynthium: 3.125.000__Time: 1d 0h
Battleship: Oil: 4.687.000__Metal: 3.750.000__Energy: 3.750.000__Zynthium: 9.375.000__Time: 3d 0h
Dreadnought: Oil: 14.062.500__Metal: 11.250.000__Energy: 11.250.000__Zynthium: 28.125.000__Time: 6d 0h
Sea Scorpion: Oil: 3.500.000__Metal: 2.100.000__Energy: 1.750.000__Zynthium: 2.187.500__Time: 1d 18h 12min
Tier System Guide
Blueprints are organized into 3 tiers, which are as follows:
Tier 1 – 7 weapons/2 advanced, 32/8 pieces:
Impact Cannon D30-N and L
Assault Cannon D33-X
Strike Missile D51-N, L, A
Firestorm Rockets D91-N
Small Cargo Hold
Hull Streamlining I
Tier 2 – 12 weapons/2 advanced, 67/10 pieces:
Impact Cannon D30-A
Assault Cannon D33-P and A
Siege Cannon D35-S
Assault Missile D53-C, M and R
Shockwave Mortar D71-N, L and A
Firestorm Rockets D91-L and A
Medium Cargo Hold
Hull Streamlining II
Tier 3 – 17 weapons/2 advanced, 123/12 pieces:
Siege Cannon D35-L and X
Siege Missile D55-A, E and V
Assault Mortar D73-C, M and R
Assault Rockets D93-C, M and R
Siege Mortar D75-S, V and D
Siege Rockets D95-F, W and D
Large Cargo Hold
Hull Streamlining III
In general, blueprints in Tier 1 are dropped by lvl 4 and 5 salvages (Drac fleets lvl 16-23), Tier 2 bps by lvl 6 and 7 salvs (Drac fleets lvl 24-31), Tier 3 bps by salvs lvl 8 and above (Drac fleets lvl 32+). However, when you do not have all blueprints for a given tier completed, salvages designed to drop higher level bps will also drop bps for the incomplete lower tier. Hence you should, for example, try to finish all Tier 2 prints before attacking lvl 8 salvs, in order to ensure they really will drop Tier 3 bps and not something you will get with much more ease from a lvl 6 salv.
With the new, improved spawning correlation in effect since the Revenge Raid II, salvs lvl 4 spawn next to players lvl (pl) 12-15, lvl 5 pl 16-19, lvl 6 pl 20-23, lvl 7 pl 24-27, salvs lvl 8 pl 28-31, lvl 9 pl 32-35. (Note that there can only be a certain number of salvs in any given space, so lower-lvl salvs of neighbours can block yours from spawning.) Mines lvl 6 are identical to salvs lvl 4, mines lvl 7 = salv lvl 5 and so on, with one exception: The lvl 10 Zynth mines now have an updated Drac fleet identical to a lvl 8 salv, however the fleet’s lvl is still displayed as 30, not 32, therefore it will not yield Tier 3 bps.
Now it is important to know that you can only have 4 blueprints of each tier in the works at once. Meaning once you have found pieces for 4 weapons of one tier, you will not find pieces for a new weapon in this tier before you have completed one of the 4 already discovered. Note that you can have more than 4 uncompleted bps at once if they belong to different tiers. Once you discover the final piece of a Drac weapon, the next blueprint you find will almost always be the first part for a new weapon.
Q: What are my chances of finding blueprints?
A: According to Paul Preece, the probability that a Drac fleet will drop a bp after a battle varies between 2% and 6%, depending on the weapon. This likely means that Tier 1 weapons will drop at a somewhat faster rate than Tier 2, and so on. Note that drop rates are completely random – you might go 3 days and over 100 battles without getting one, then you might find 3 in a row. Both is possible.
Q: What is a streak breaker?
A: The idea behind a streak breaker is that if you haven’t found a bp after a certain number of battles, you will automatically receive one at this point. This routine has been implemented in early February 2012, but we still need to accumulate data on how exactly it works.
Q: Does the level of your intel lab have any bearing on what bps you find or how many?
A: None whatsoever. It only determines what weapons you can actually build. Meaning you can find all the pieces to complete, say, a Siege Cannon, even if your lab is only lvl 1, but you will only be able to construct the weapon once the lab is lvl 8 as required.
Q: Does the player level have any bearing on what bps you can find?
A: None whatsoever. In theory even a lvl 1 player can get a Tier 3 blueprint, but of course he will hardly be able to take out a lvl 8 salvage.
Q: Does it influence my chances of getting bps whether I hit salvs in a continuous run or return to base in-between?
A: No, there’s no difference.
Q: Do I increase my chances of getting a bp by finishing battles on auto-pilot?
A: Some players have forwarded this theory, but personally I have not been able to confirm it.
Q: Once I have completed all weapons of one tier, does hitting salvs belonging to the finished tier still count towards my probability percentage to get a bp off of a fleet associated with the next-higher tier?
A: That’s a very interesting question, and one that’s impossible to answer given the random nature of drops. It would require the inclusion of a streak breaker to verify this. At the moment, we cannot be certain.
Q: Can mercenary fleets uncover blueprints?
Q: Is there any difference between the drop rate of salvs and mines?
Q: How is the bonus damage applied?
A: It’s added to the main damage value. For example, an Assault Mortar does 1200 dmg + 300 bonus dmg, for a total of 1500 (against buildings, total damage is 540). Note that building damage is not additive, it’s simply the strength of a given weapon against buildings as opposed to vessels.