Fitting upwell structures

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Fitting an upwell structure is much like fitting a ship: if you have the roles required to take control of a citadel, you can just open up the fitting window and drop modules in just like a ship.


A simulated fitting of a Fortizar Upwell Structure


To 'online' the service you must have fuel in the fuel bay which only seems accessible while controlling the citadel. [1]

This is the same with the fighter bay (which works like the carrier version, if not more buggy[Verify] and the ammo hold (if you want the Missile/bomb launcher to reload automatically the ammo must be placed in there. [2] [3]

Upwell structure fits can be saved and shared like ship fits, but currently[Verify] fitting from a saved fit is bugged.

The fitting management screen for a Fortizar Upwell Structure

Structure equipment

An unfitted structure offers only the most basic services and can do nothing to defend itself. To get the full benefits of a structure it needs to be fitted with various modules.

Structure service modules extend the available services of the structure. The service modules will consume fuel constantly and if no fuel is available they will go offline. The "Service Module Cycle Fuel Need" listed in the in game info is the hourly fuel usage.

Service modules
Icon standup cloning center.png Standup Cloning Center is required for using cloning services in the structure.
Icon standup market hub.png Standup Market Hub is required for using market in the structure. Contracts and direct trades can be used even without this service module. Can only be installed in L or XL Structures other than Refineries.
Icon standup manufacturing plant.png Standup Manufacturing Plant enables manufacturing of everything except capital and supercapital ships.
Icon standup manufacturing plant.png Standup Capital Shipyard enables manufacturing of capital ships in the structure.

Can be fitted to large and XL structures only. Not allowed in high-security space.

Icon standup manufacturing plant.png Standup Supercapital Shipyard enables manufacturing of supercapital ships.

Can only be fitted on the Sotiyo engineering complex. Requires Supercapital Construction Facilities sovereignty upgrade.

Icon standup invention lab.png Standup Invention Lab enables running invention jobs.
Industry Icon.png Standup Research Lab enables ME research, TE research, and copying jobs.
Both the normal and Hyasyoda research labs can be installed simultaneously. This makes it possible to seamlessly upgrade from one to the other.
Icon standup biochemical reactor.png Standup Biochemical Reactor enables refining of cytoserocing and mykoserocin gases. These are used for booster manufacturing.

Can be fitted to refineries only. Due to CONCORD health and safety regulations, this service module may not be used within high security space.

Icon standup composite reactor.png Standup Composite Reactor enables composite reactions that turn moon goo into T2 components.

Can be fitted to refineries only. Due to CONCORD health and safety regulations, this service module may not be used within high security space.

Icon standup hybrid reactor.png Standup Hybrid Reactor enables composite reactions. These are used in T3 production.

Can be fitted to refineries only. Due to CONCORD health and safety regulations, this service module may not be used within high security space.

Icon standup moon drill.png Standup Moon Drill allows the structure to mine ore from a moon. Can be used only if the structure is anchored on the moon mining beacon.

Can be fitted to refineries only.

Icon standup reprocessing facility.png Standup Reprocessing Facility enables reprocesing & Compression (not for Moon-Ores).


Other modules for upwell structure will not consume fuel.

Weapons modules
Icon standup anticapital missile launcher.png Standup Anticapital Missile Launcher fires anti-capital missiles. Good against capital ships but struggles to apply damage to subcapital ships.
Icon standup anticapital missile launcher.png Standup Large Festival Launcher fires structure festival charges. Will not agress NPCs or violate system security.
Icon standup multirole missile launcher.png Standup Multirole Missile Launcher fires anti-subcapital missiles. Good against subcapital ships but not strong enough for capital ships.
Icon standup guided bomb launcher.png Standup Guided Bomb Launcher fires an area of effect bomb that will deal damage to all ships in 30 km radius.

Limited to one module of this type per structure. Can be fitted to large and XL structures only, and can not be used in high-security space.

Icon standup point defence battery.png Standup Point Defense Battery AOE weapon that deals damage to everyone in its area.

Limited to one module of this type per structure. Can be fitted to large and XL structures only, and can not be used in high-security space.

Icon doomsday.png Standup Arcing Vorton Projector is a structure doomsday weapon. It will hit multiple targets near its firing area and deal 4 million omni damage to them.

Can be fitted to Keepstar structures only. Limited to one module of this type per structure and can not be fitted in high-security space.

Icon standup ballistic control system.png Standup Ballistic Control System increases missile damage and rate of fire.
Icon missile guidance enhancer i.png Standup Missile Guidance Enhancer improves missile application and range.


EWAR modules
Icon target max.png Standup Variable Spectrum ECM jams one target. Can be scripted for any of the sensor types.
Icon remote sensor dampening.png Standup Remote Sensor Dampener damps one target. Unlike the ship counterpart, this module can not be scripted.
Icon stasis webifier i.png Standup Stasis Webifier webs one target. The module has 30 second cycles and 60 second reactivation delay so it can not be used constantly.
Icon target painter i.png Standup Target Painter blooms the signature of one target.
Icon energy neutralizer i.png Standup Heavy Energy Neutralizer drains the capacitor of a target. Comes in normal size for subcapitals and XL size for capitals.
Icon track disruptor 64.png Standup Weapon Disruptor disrupts the weapons of a target. This module applies to both turrets and missiles simultaneously. Unlike its ship counterpart, it can not be scripted.
Icon focused warp disruption script.png Standup Focused Warp Disruptor powerful propulsion jamming system that will interfere with a target ship's navigation computer, disabling warping and jumping. This module has an incredible range and is capable of disrupting all ships. The module has 30 second cycles and 60 second reactivation delay so it can not be used constantly.
Icon standup ecm jammer burst projector.png Standup ECM Jammer Burst Projector AOE jamming module. Can jam targets in a 10 km area for 40 seconds.

Limited to one module of this type per structure. Can not be used in high-security space.

Icon standup energy neutralization burst projector.png Standup Energy Neutralization Burst Projector AOE energy neutralizing module.

Limited to one module of this type per structure. Can not be used in high-security space.

Icon standup sensor dampening burst projector.png Standup Sensor Dampening Burst Projector AOE sensor dampening module

Limited to one module of this type per structure. Can not be used in high-security space.

Icon standup stasis webification burst projector.png Standup Stasis Webification Burst Projector AOE stasis webifier module.

Limited to one module of this type per structure. Can not be used in high-security space.

Icon standup target illumination burst projector.png Standup Target Illumination Burst Projector AOE target painting module.

Limited to one module of this type per structure. Can not be used in high-security space.

Icon standup warp disruption burst projector.png Standup Warp Disruption Burst Projector AOE warp disruption module.

Limited to one module of this type per structure. Can not be used in high-security space.

Icon standup weapon disruption burst projector.png Standup Weapon Disruption Burst Projector AOE weapon disruption module.

Limited to one module of this type per structure. Can not be used in high-security space.


Engineering equipment
Icon armor plate.png Standup Layered Armor Plating increases armor HP by a percentage amount.
Icon cap battery.png Standup Cap Battery increases capacitor size.
Icon capacitor recharger.png Standup Capacitor Power Relay improves capacitor recharge rate.
Icon powergrid.png Standup Reactor Control Unit increases available powergrid.


Electronics and sensor equipment
Icon co-processor.png Standup Co-Processor Array increases available CPU.
Icon auto targeting system i.png Standup Signal Amplifier improves targeting speed and targeting range and allows targeting more targets.

Structure rigs

Structure rigs can be used to improve certain aspects of structure usage. Larger structure rigs improve a larger number of attributes at once. This means that a single large structure can have the same rig bonuses as six medium structures while a single XL structure can have combined bonuses of up to 12 medium structures.

Skills

Citadel fighters can be used without fighter skills and fighter skill bonuses do not apply.

There are a few relatively quick to train (2x) skills that affect Upwell structures: