Difference between revisions of "Ark"
m (Remove parameters caption and race) |
m (Change skill link to {{Sk}}. Synchronize ship info with in-game.) |
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| tech=2 | | tech=2 | ||
| ecmprio=0 | | ecmprio=0 | ||
+ | |||
| powergrid=3 MW | | powergrid=3 MW | ||
| cpu=5 tf | | cpu=5 tf | ||
| capacitor=37,500 GJ | | capacitor=37,500 GJ | ||
+ | |||
| highs=0 | | highs=0 | ||
| turrets=0 | | turrets=0 | ||
Line 25: | Line 27: | ||
| mediums=0 | | mediums=0 | ||
| lows=3 | | lows=3 | ||
+ | |||
| mass=900,000,000 kg | | mass=900,000,000 kg | ||
| volume=18,500,000 m³ | | volume=18,500,000 m³ | ||
+ | |||
| cargohold=135,000 m³ | | cargohold=135,000 m³ | ||
− | |||
| extraholdtype=Fuel Bay | | extraholdtype=Fuel Bay | ||
+ | | extrahold= 12,000 m³ | ||
+ | |||
| dronebay= | | dronebay= | ||
| bandwidth= | | bandwidth= | ||
− | | info=At the end of days when they descend<br>Watch for the coming of the Ark<br>For within it<br>Salvation is carried. | + | |
− | | bonuses=<b>Amarr Freighter bonuses (per skill level):</b><br>5% bonus to ship cargo capacity<br>5% bonus to ship inertia modifier<br><b>Jump Freighters bonuses (per skill level):</b><br>10% bonus to ship armor and hull hitpoints<br>10% reduction in jump fuel requirement<br><b>Role Bonus:</b><br>100% reduction in Reinforced Bulkhead CPU requirements<br>90% reduction to effective distance traveled for jump fatigue | + | | info= At the end of days when they descend<br> |
+ | Watch for the coming of the Ark<br> | ||
+ | For within it | ||
+ | <br>Salvation is carried. | ||
+ | |||
+ | <i>-The Scriptures, Apocalypse Verses 32:6</i> | ||
+ | |||
+ | Developer : Carthum Conglomerate | ||
+ | |||
+ | Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited. | ||
+ | | bonuses= <b>Amarr Freighter bonuses (per skill level):</b><br> | ||
+ | 5% bonus to ship cargo capacity<br> | ||
+ | 5% bonus to ship inertia modifier<br> | ||
+ | <b>Jump Freighters bonuses (per skill level):</b><br> | ||
+ | 10% bonus to ship armor and hull hitpoints<br> | ||
+ | 10% reduction in jump fuel requirement<br> | ||
+ | <b>Role Bonus:</b><br> | ||
+ | 100% reduction in Reinforced Bulkhead CPU requirements<br> | ||
+ | 90% reduction to effective distance traveled for jump fatigue | ||
+ | |||
| structurehp=120,000 HP | | structurehp=120,000 HP | ||
+ | |||
+ | | armorhp=55,200 HP | ||
+ | | armorem=50 | ||
+ | | armortherm=35 | ||
+ | | armorkin=34.38 | ||
+ | | armorexp=40 | ||
+ | |||
| shieldhp=12,000 HP | | shieldhp=12,000 HP | ||
| shieldem=0 | | shieldem=0 | ||
+ | | shieldtherm=20 | ||
+ | | shieldkin=47.5 | ||
| shieldexp=62.5 | | shieldexp=62.5 | ||
− | + | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| maxvelocity=84 m/sec | | maxvelocity=84 m/sec | ||
| inertia=0.055 | | inertia=0.055 | ||
| warpspeed=1.5 AU/s | | warpspeed=1.5 AU/s | ||
| warptime=68.62 s | | warptime=68.62 s | ||
− | | targetrange= | + | |
− | + | | targetrange=0 km | |
| maxlockedtargets=0 | | maxlockedtargets=0 | ||
+ | | sigradius= 9,800 m | ||
+ | | scanres=0 mm | ||
| sensortype=RADAR | | sensortype=RADAR | ||
| sensorvalue=86 points | | sensorvalue=86 points | ||
− | + | ||
| reqskills=*{{RequiredSkill|Amarr Freighter|IV}} | | reqskills=*{{RequiredSkill|Amarr Freighter|IV}} | ||
** {{RequiredSkill|Advanced Spaceship Command|V}} | ** {{RequiredSkill|Advanced Spaceship Command|V}} | ||
Line 70: | Line 99: | ||
**** {{RequiredSkill|Navigation|I}} | **** {{RequiredSkill|Navigation|I}} | ||
*** {{RequiredSkill|Science|V}} | *** {{RequiredSkill|Science|V}} | ||
+ | | totaltraintime=100d 5h 43m 20s | ||
− | |||
| externallinks= | | externallinks= | ||
| highlights1=Massive Cargo Hold | | highlights1=Massive Cargo Hold | ||
Line 86: | Line 115: | ||
== Skills == | == Skills == | ||
− | As a Jump Freighter, the Ark is not suited for combat and any situation that might put the Ark in danger should be avoided at all costs. However, there are measures the pilot can take to help reduce the chance he loses his ship if attacked. Thanks to the massive base structure health of the Ark, | + | As a Jump Freighter, the Ark is not suited for combat and any situation that might put the Ark in danger should be avoided at all costs. However, there are measures the pilot can take to help reduce the chance he loses his ship if attacked. Thanks to the massive base structure health of the Ark, {{Sk|Mechanics}} is a very desirable skill to have trained to V, increasing the chance the freighter can escape combat. The Ark also has a notable amount of armor, making {{Sk|Hull Upgrades}} another obvious and quick choice for extra cargo space. And even more so than both of those skills combined, the {{Sk|Jump Freighters}} skill boosts your ship's hitpoints by an incredible amount, far beyond that which a normal Freighter could reach. |
− | Typically, Freighter pilots are moving cargo from place to place in order to make money, in one way or another. Keep costs down is vital, decreasing fuel requirements and increasing the jump range can reduce costs substantially over the long run. Train | + | Typically, Freighter pilots are moving cargo from place to place in order to make money, in one way or another. Keep costs down is vital, decreasing fuel requirements and increasing the jump range can reduce costs substantially over the long run. Train {{Sk|Jump Drive Calibration}} and {{Sk|Jump Fuel Conservation}} to at least IV, though preferably V as soon as possible, reducing the number of Cynosural Fields you need to move between two locations and cutting back on the amount of ISK you need to spend on fuel. The Jump Freighters skill further improves on fuel economy, so train that as far as you can. |
− | Though the Ark only needs level IV of this skill to be piloted, highly consider taking Amarr Freighter to V as soon as possible. This will both boost the cargo capacity of the ship, reducing the number of trips needed to transport goods, as well as improving the ships inertia allowing you to travel between stargates faster. | + | Though the Ark only needs level IV of this skill to be piloted, highly consider taking {{Sk|Amarr Freighter]} to V as soon as possible. This will both boost the cargo capacity of the ship, reducing the number of trips needed to transport goods, as well as improving the ships inertia allowing you to travel between stargates faster. |
== Tactics == | == Tactics == | ||
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''You can write additional notes for Ark here.'' | ''You can write additional notes for Ark here.'' | ||
− | {{ShipsMatrix|expgroup=freighters}} | + | {{ShipsMatrix|expgroup= freighters}} |
[[Category:Ship Database]] | [[Category:Ship Database]] | ||
[[Category:Jump Freighters]] | [[Category:Jump Freighters]] |
Revision as of 12:10, 16 February 2023
RELATED UNI-WIKI REFERENCES
EXTERNAL LINKS
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At the end of days when they descend -The Scriptures, Apocalypse Verses 32:6 Developer : Carthum Conglomerate Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon systems they provide a nice mix of offense and defense. On the other hand, their electronics and shield systems tend to be rather limited. SHIP BONUSES
Amarr Freighter bonuses (per skill level):
Ship Attributes
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Summary
The Amarrian Ark serves as the true jack of all trades amongst Jump Freighters. With the third largest cargo hold (falling _just_ behind the Anshar), and boasting the second highest structure hitpoints and second lowest align time, this freighter is a solid choice for all purposes. The on-board jump drive makes the Ark a desirable choice for transporting mass amounts of cargo through low and null security space quickly and safely, though incurs extra costs in exchange.
Skills
As a Jump Freighter, the Ark is not suited for combat and any situation that might put the Ark in danger should be avoided at all costs. However, there are measures the pilot can take to help reduce the chance he loses his ship if attacked. Thanks to the massive base structure health of the Ark, Mechanics is a very desirable skill to have trained to V, increasing the chance the freighter can escape combat. The Ark also has a notable amount of armor, making Hull Upgrades another obvious and quick choice for extra cargo space. And even more so than both of those skills combined, the Jump Freighters skill boosts your ship's hitpoints by an incredible amount, far beyond that which a normal Freighter could reach.
Typically, Freighter pilots are moving cargo from place to place in order to make money, in one way or another. Keep costs down is vital, decreasing fuel requirements and increasing the jump range can reduce costs substantially over the long run. Train Jump Drive Calibration and Jump Fuel Conservation to at least IV, though preferably V as soon as possible, reducing the number of Cynosural Fields you need to move between two locations and cutting back on the amount of ISK you need to spend on fuel. The Jump Freighters skill further improves on fuel economy, so train that as far as you can.
Though the Ark only needs level IV of this skill to be piloted, highly consider taking {{Sk|Amarr Freighter]} to V as soon as possible. This will both boost the cargo capacity of the ship, reducing the number of trips needed to transport goods, as well as improving the ships inertia allowing you to travel between stargates faster.
Tactics
- See also: Jump Freighters
As is typical for freighters, it is important for an Ark pilot to stay vigilant and ensure they spend as little time as possible in areas they can be attacked. Consider bringing allies or your own alts with you, with Stasis Webifiers on their ships. If you are heavily webbed once you've built up a small amount of speed towards your alignment, your new maximum speed will be lower than your current speed, and you will be able to enter warp far sooner than usual.
When placing a Cynosural Field near a station to immediately dock, take care not to place the beacon _too_ close to the station. If your freighter jumps through and lands _inside_ the station, they will be flung away at several hundred meters/second, and you will end up in an even more dangerous situation than if you had placed your beacon in empty space.
Notes
You can write additional notes for Ark here.