Development

Development is second half of the crafting system with research being the first half.

Overview
When a new blueprint is unlocked it will appear on the Development screen. It can then be crafted, provided the necessary resources are available.

Players can craft new weapons, armor, ND1 Nomad upgrades, and special items using blueprints and resources on the Development screen. To access the Development screen, interact with any Research Center, such as the one on the Tempest, and select "Development."

All acquired blueprints are also listed under the research tab in the Inventory screen. Blueprints do not count towards the Inventory item limit.

It should be noted that a number of blueprints are immediately available for development but certain blueprints are locked until certain requirements are met.

Navigating the menu
The Development screen is divided into five tabs. Any new blueprints will show as small blue circles with numbers over the tab icons at the top of the screen. Navigating to the appropriate tab and moving to the new blueprints will remove the numbered blue circles.

Within each subfolder, blueprints are listed by tier X-I, with the highest at the top, and alphabetically within the tier from A-Z. Pathfinder Weapons do not follow this pattern and are grouped alphabetically with the Tier I items.

Nomad upgrades and special items are listed alphabetically, with no subdivisions.

Some items are named differently in the Research and Development screens compared to the Inventory screen. For example, the M-5 Phalanx is shown as Phalanx in Development.

Ready to Develop
All blueprints the player currently has the necessary resources to build are shown on this tab. Blueprints will not be shown in this screen if the resources are unavailable. It is possible for this screen to be completely empty while the other four tabs have all of the blueprints unlocked so far.

Due to the vast amount of blueprints, and no way to sort them, this tab is of limited use. The other four tabs allow sorting by subcatgories and will indicate if required resources are missing.

Weapons
This tab contains all of the offensive melee weapons and firearms.

Assault Rifles
Assault rifles are best for mid-range combat, with a balance of fire rate, accuracy, and stopping power. They generally carry a greater ammo capacity than other weapon classes.

Pistols
A mixture of "hand cannons" and submachine guns (SMGs), pistols are generally the lightest weapons on the battlefield. The light weight allows more frequent use of powers.

Single-shot pistols tend to be more effective against armor than SMGs, but require careful aim.

Sniper Rifles
Deisgned for long-range engagements, sniper rifles are generally the hardest hitting and most precise weapons available. The sniper rifle's power comes at the cost of ammo capacity and reload rate.

Sniper rifles are effective against armored foes.

Shotguns
Ideal for combat at close range, most shotguns fire a deadly blast in a wide cone, but are ineffective over longer distances.

Melee
Melee weapons are wielded in close-quarters combat. Typically, they are most effective against unarmored and unshielded foes.

Armor
This tab contains all of the defensive pieces of equipment such as helmets and body armor.

Helmet
Helmets help protect the wearer from hazardous environments and the dangers of combat.

You can visually hide your helmet—but retain it's gameplay benefits—in the Gameplay Settings menu.

Chest
Body armor helps protect the wearer from hazardous environments and the dangers of combat.

Legs
Leg armor helps protect the wearer from hazardous environments and the dangers of combat.

Arms
Arm and hand armor help protect the wearer from hazardous environments and the dangers of combat.

Nomad
This tab is locked until certain requirements are met.

Once available, this tab contains permanent upgrades for the ND1 Nomad.

Only blueprints that haven't been developed yet will be listed here. Once an item is developed, it disappears from this tab and you can no longer find these blueprints on any menu. It is possible to see changes to the Nomad on the Nomad Stats tab on the Statistics menu.

Nomad blueprints are also unlocked at specific levels and will not appear on this menu until the appropriate level has been reached.

Special Items
This tab contains blueprints for unique special items required for certain missions. Items will not appear on this menu until they are needed for the mission in question. Most items disappear permanently like Nomad blueprints once they are developed.

Crafting items
Navigate to a blueprint for an item to develop. Required resources can be verified by pressing the appropriate button. If all the resources aren't available the blueprint name will be grey in color. Press the appropriate button to review information on how to obtain each required resource. All missing resources will also be grey in color. If the required resources are available the name will be in light blue in color and you can press the appropriate button to begin the creation process.

Using augmentations
Most blueprints at Tier II or higher have augmentation slots for special devices that can be incorporated into a gun or armor piece during the development process. These augmentations boost stats or profoundly change an item's behavior.

To use an augmentation, press the appropriate button to select an augmentation slot on the selected blueprint and choose which augmentation to use. Only augmentations that work with the item will be shown (i.e., augmentations that only work with armor won't be available while developing a weapon, those that only work with weapons won't be available while developing armor).

Completing development
Once the desired augmentations are set, press the appropriate button to "Start Development". A menu prompt will appear showing the item and the default name. There is an option at this time before the item is created to rename the item. You must choose to rename the weapon at this point before creation is completed or the default name is locked in. Nomad upgrades and special items cannot be renamed. The menu prompt changes to "Confirm Development" to reflect these items.

Development issues
Certain items have discrepancies and/or changes to the resources from the normal pattern used during development. These are confirmed through development to actually use the resources listed and are not display errors. These differences are listed below:

Resource type changes

 * The Hesh X uses Element Zero instead of Vanadium.
 * The Omni-Blade V uses Shell Filaments instead of Silicon.
 * The Pathfinder Arms I, Pathfinder Helmet I, and Pathfinder Legs I use Titanium instead of Platinum.
 * The Remnant Heritage Arms I, Remnant Heritage Helmet I, and Remnant Heritage Legs I use Titanium instead of Platinum.
 * The Remnant Heritage Chest VII uses Platinum instead of Titanium.
 * The Sandstorm X uses Element Zero instead of Vanadium.
 * The Thokin VII uses Iron instead of Silicon.
 * The Ushior VI, VII, VIII, IX, and X use Element Zero instead of Vanadium.
 * The Zalkin I uses Silicon instead of Beryllium.

Decreased resource amounts

 * The Titanium requirement for the Angaran Guerrilla Chest III is less for this tier and is out of line with the other tiers.
 * The Iron requirement for the Biotic Amplifier V is less for this tier and is out of line with the other tiers.
 * The Titanium requirement for the HyperGuardian Chest III is less for this tier and is out of line with the other tiers.
 * The Titanium requirement for the Initiative Chest III is less for this tier and is out of line with the other tiers.
 * The Platinum requirement for the Maverick Skirmisher Chest III is less for this tier and is out of line with the other tiers.
 * The Platinum requirement for the N7 Chest III is less for this tier and is out of line with the other tiers.
 * The Platinum requirement for the Pathfinder Chest III is less for this tier and is out of line with the other tiers.
 * The Titanium requirement for the Remnant Heritage Chest III is less for this tier and is out of line with the other tiers.

Increased resource amounts

 * The Angaran Meditation Crystal requirement for the Angaran Guerrilla Arms III is more for this tier and is out of line with the other tiers.
 * The Angaran Meditation Crystal requirement for the Angaran Guerrilla Helmet III is more for this tier and is out of line with the other tiers.
 * The Angaran Meditation Crystal requirement for the Angaran Guerrilla Legs III is more for this tier and is out of line with the other tiers.
 * The Shell Filaments requirement for the Isharay X is more for this tier and is out of line with the other tiers.

Display errors

 * The Maverick Skirmisher Arms IX and Maverick Skirmisher Arms X are incorrectly named as Remnant Heritage Arms IX and Remnant Heritage Arms X in the development screen. The image in the center of the screen correctly shows the Maverick Deadeye Arms and when developed will be the correct armor.

Unable to develop

 * Maverick Skirmisher Legs VI, VII, VIII, IX, and X blueprints don't exist. While these items can't be developed, these armor pieces can be found during gameplay.
 * The Pathfinder Chest I blueprint doesn't exist and so this armor piece can't be developed. While this item can't be developed, this armor piece can be found during gameplay.
 * The L-89 Halberd I blueprint doesn't exist and so this weapon can't be developed. While this item can't be developed, this weapon can be purchased from a merchant during gameplay.