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Capital ships: Difference between revisions

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'''Capital ships''' are the largest player-piloted ships in EVE. True capitals can only operate outside of [[high-sec]] space. While they can use stargates to travel (except to high-sec), they can also jump between star systems using built-in [[jump drives]].
'''Capital ships''' are the largest player-piloted ships in EVE. True capitals can only operate outside of [[high-sec]] space. While they can use stargates to travel (except to high-sec), they can also jump between star systems using built-in [[jump drives]].


Most defensive and utility modules designed for subcapital ships can also be used on capital ships. However, there are also certain capital-ship-sized modules which can only be used on capital ships, and some modules whose functions are entirely unique to capital ships. The [[Capital Ship Modules]] page details these unique modules.
Most defensive and utility modules designed for subcapital ships can also be used on capital ships. However, certain capital-ship-sized modules can only be used on capital ships and some modules whose functions are unique to capital ships. The [[Capital Ship Modules]] article details these unique modules.


Capital ships are constructed from capital ship components, instead of materials.
Capital ships are constructed from capital ship components, instead of materials.
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{{expansion past
{{expansion past
|It was once possible to build capital ships in highsec, so there are still a few that never jumped out of the system they were built in. If they ever do jump out, they will never be able to return, and while they're in highsec they are not allowed to be used for anything that gives the owner any kind of advantage compared to someone that does not own a high sec capital ship; during wars, they're not even allowed to undock. If the pilot breaks these rules, they will receive a temporary ban, and the capital ship will be moved to a station in a nearby low sec system.
|It was once possible to build capital ships in highsec, so there are still a few that never jumped out of the system they were built in. If they ever do jump out, they will never be able to return, and while they're in highsec they are not allowed to be used for anything that gives the owner any kind of advantage compared to someone who does not own a high sec capital ship; during wars, they're not even allowed to undock. If the pilot breaks these rules, they will receive a temporary ban, and the capital ship will be moved to a station in a nearby low sec system.


Additionally, capital ships were considerably re-balanced in the Citadel expansion (Spring 2016), in particular introducing Force Auxiliary capital ships.
Additionally, capital ships were considerably re-balanced in the Citadel expansion (Spring 2016), in particular introducing Force Auxiliary capital ships.
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=== Capital size ships ===
=== Capital size ships ===
Capital size ships are ships that cannot fit any capital size modules. They use the capital ship hanger in stations and structures. They can enter high-sec and docking without problem. Freighters don't have a built in jump drive. They are constructed from capital ship components like true capital ships.
Capital size ships are ships that cannot fit any capital size modules. They use the capital ship hangar in stations and structures. They can enter high-sec and dock without a problem. Freighters don't have a built in jump drive. They are constructed from capital ship components like true capital ships. Like other capital ships, they are valid targets of Doomsdays.


Capital size ships are:
Capital size ships are:
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* [[Force Auxiliaries]]
* [[Force Auxiliaries]]
* [[Rorqual|Capital Industrial Ships]]
* [[Rorqual|Capital Industrial Ships]]
* [[Dreadnoughts#Lancer Dreadnoughts|Lancer Dreadnoughts]]


=== Supercapital ships ===
=== Supercapital ships ===
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== Docking ==
== Docking ==
{|class="wikitable sortable" style="text-align: center;"
{|class="wikitable sortable" style="text-align: center;"
|- style="background: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! rowspan="2" | Type
! rowspan="2" | Type
! Station
! Station
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! colspan="3" | Engineering Complex
! colspan="3" | Engineering Complex
! colspan="2" | Refinery
! colspan="2" | Refinery
|- style="background: #222222;"
|- style="background-color: var(--background-color-warning-subtle);"
! NPC Station
! NPC Station
! Astrahus (M)
! Astrahus (M)
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== Freighters ==
== Freighters ==
{{main|Freighters}}
{{main|Freighters}}
'''Freighters''' are cargo ships with vast cargo holds, they are unarmed ships and cannot fight others. Freighters can often be spotted on New Eden's major high-sec trade routes. They are the only capital class without a built in jump drive.
'''Freighters''' are cargo ships with vast cargo holds. With the exception of the Avalanche, they are unarmed ships and cannot fight others. Freighters can often be spotted on New Eden's major high-sec trade routes. They are the only capital class without a built in jump drive.


* {{sh|Providence}}
* {{sh|Providence}}
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* {{sh|Fenrir}}
* {{sh|Fenrir}}
* {{sh|Bowhead}}
* {{sh|Bowhead}}
* {{sh|Avalanche}}


== Jump Freighters ==
== Jump Freighters ==
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* {{Sh|Moros Navy Issue}}
* {{Sh|Moros Navy Issue}}
* {{Sh|Naglfar Fleet Issue}}
* {{Sh|Naglfar Fleet Issue}}
== Lancer Dreadnoughts ==
{{main|Dreadnoughts#Lancer Dreadnoughts|Lancer Dreadnoughts}}
'''Lancer Dreadnoughts''' ("Lancers") are Tech 2 dreadnoughts. They can fit the special disruptive lance, which is a miniature version of the titan lance. Lancers deal less damage than Tech 1 or faction dreadnoughts but have better tank thanks to the Tech 2 resist profile.
* {{Sh|Bane}}
* {{Sh|Bane}}
* {{Sh|Karura}}
* {{Sh|Karura}}
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== Carriers ==
== Carriers ==
{{main|Carriers}}
{{main|Carriers}}
'''Carriers''' are capital ships with the ability to control Light and Support Fighters (frigate-sized [[drones]]). They also have the ability to store 1,000,000 m3 of '''assembled''' ships in their ship maintenance bay so pilots who lose their ships can quickly pick up a new one. Other ships from the carrier pilot's corporation (or fleet, depending on the carrier's settings) can also use it to refit in space.
'''Carriers''' are capital ships with the ability to control Light and Support Fighters (frigate-sized [[drones]]). They also can store 1,000,000 m3 of '''assembled''' ships in their ship maintenance bay so pilots who lose their ships can quickly pick up a new one. Other ships from the carrier pilot's corporation (or fleet, depending on the carrier's settings) can also use it to refit in space.


Carriers (and their supercapital counterparts, [[supercarriers]]) generally serve as anti-subcapital ships. To facilitate this role, they have access to the powerful [[Capital Ship Modules#Networked Sensor Array|Networked Sensor Array]], which increases their scan resolution but removes their ability to use electronic warfare modules and disables their warp drive while it is active.
Carriers (and their supercapital counterparts, [[supercarriers]]) generally serve as anti-subcapital ships. To facilitate this role, they have access to the powerful [[Capital Ship Modules#Networked Sensor Array|Networked Sensor Array]], which increases the scan resolution and sensor strength of both the carrier and its fighters but removes their ability to use electronic warfare modules and disables their warp drive while it is active.


Carriers are also able to equip [[Command Bursts]].
Carriers are also able to equip [[Command Bursts]], capital micro jump drives, and capital micro jump field generators. The Capital micro jump field generator works much the same way as the sub-capital one except that the jumping carrier can take up to 5 capital ships with it in addition to the subcapital ships.
 
Carriers also can [[conduit jump]], taking 5 sub-capital ships with them during an intersystem jump. The skill {{Sk|Capital Jump Portal Generation}} can increase this limit by 5 ships per skill level.  


* {{sh|Archon}}
* {{sh|Archon}}
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== Capital Industrial Ships ==
== Capital Industrial Ships ==
{{main|Rorqual}}
{{main|Rorqual}}
This ship is primarily intended for deep space mining support. It has a maintenance bay, corporate hangar, a huge ore hold, and the ability to fit bonused mining leadership links. The Rorqual can fit capital tractor beams and clone vat bays. In addition, the Rorqual has a jump drive and the ability to compress ore. The Rorqual does have a 50%/level range bonus to capital shield transfers, and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that. The Rorqual has a non-capital little sister, the Orca, that can be seen supporting many highsec mining fleets.
This ship is primarily intended for deep space mining support. It has a maintenance bay, corporate hangar, a huge mining hold, and the ability to fit bonused mining leadership links. The Rorqual can fit capital tractor beams and clone vat bays. In addition, the Rorqual has a jump drive and the ability to compress ore. The Rorqual does have a 50%/level range bonus to capital shield transfers and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that. The Rorqual has a non-capital little sister, the Orca, that can be seen supporting many highsec mining fleets.


* {{sh|Rorqual}}
* {{sh|Rorqual}}


== Other ships ==
== Other ships ==
The [[Orca]] sits on the border between capital and subcapital, as while it can only equip battleship-sized modules and does not require capital skills, it is larger, slower, and more durable than any battleship. It is constructed from capital ship components, and like other capital ships, it is immune to the [[Micro Jump Field Generator]] of [[Command Destroyer]]s.
The [[Orca]] sits on the border between capital and subcapital, as while it can only equip battleship-sized modules and does not require capital skills, it is larger, slower, and more durable than any battleship. It is constructed from capital ship components, and like other capital ships, it is immune to the [[Micro Jump Field Generator]] of [[Command Destroyer]]s.


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Since their initial introduction in 2005 with the Red Moon Rising expansion, all combat related capital ships have received major overhauls to stats, bonuses, and abilities.
Since their initial introduction in 2005 with the Red Moon Rising expansion, all combat related capital ships have received major overhauls to stats, bonuses, and abilities.


Initially, capital ships had very little impact on the events in EVE. Small groups scrambled to be the first to field dreadnought fleets in order to bring down player owned starbases (POSes) which previously only had been possible with large fleets. Carrier fleets were also developed in order to bulk up the damage output of corporations and alliances with many low skilled pilots by remotely assigning fighter drones. In lowsec, groups of pirates found a use for "hot dropping" carriers into ongoing engagements to turn the tide with the properly applied remote repair of a skilled pilot. In this phase of the game evolution, titans and supercarriers (also known as motherships) were regarded as nearly unbuildable, with the first one to officially be created costing the building alliance dozens of POSes, an outpost and their entire presence in nullsec. It took almost a full year for the first titan to be revealed, and for that entire time - and a few months after - they were regarded as completely useless ships.
Initially, capital ships had very little impact on the events in EVE. Small groups scrambled to be the first to field dreadnought fleets to bring down player owned starbases (POSes) which previously only had been possible with large fleets. Carrier fleets were also developed to bulk up the damage output of corporations and alliances with many low skilled pilots by remotely assigning fighter drones. In lowsec, groups of pirates found a use for "hot dropping" carriers into ongoing engagements to turn the tide with the properly applied remote repair of a skilled pilot. In this phase of the game evolution, titans and supercarriers (also known as motherships) were regarded as nearly unbuildable, with the first one to officially be created costing the building alliance dozens of POSes, an outpost and their entire presence in nullsec. It took almost a full year for the first titan to be revealed, and for that entire time - and a few months after - they were regarded as completely useless ships.


However, with continued expansion of the ranks of capital pilots, carriers began to be deployed on the front lines of battleship-class conflicts to great effect, while fleets of ten, twenty, or thirty dreadnoughts could wipe out a hardened tower in less than thirty minutes - a feat previously unheard of without at least 100-150 battleship pilots. The introduction of titans to nullsec combat meant the death of hundreds of enemy ships in the blink of an eye, and alliance warfare was changed forever - capital ships had made their presence felt, and they were here to stay.
However, with the continued expansion of the ranks of capital pilots, carriers began to be deployed on the front lines of battleship-class conflicts to great effect, while fleets of ten, twenty, or thirty dreadnoughts could wipe out a hardened tower in less than thirty minutes - a feat previously unheard of without at least 100-150 battleship pilots. The introduction of titans to nullsec combat meant the death of hundreds of enemy ships in the blink of an eye, and alliance warfare was changed forever - capital ships had made their presence felt, and they were here to stay.


Capital ships as a whole were re-balanced upon the release of the April 2016 Citadel expansion. A large number of capital-size modules were added to the game, including armor plates, shield extenders, and capital electronic warfare modules, in order to facilitate more strategic capital ship fittings. The hitpoints of all capital shields, armor, and hull were reduced, and supercapitals were made vulnerable to electronic warfare, though they remain very resistant. Additionally, both a fleet hangar and ship maintenance bay were added to all dreadnoughts to make them more appealing for beginner capital pilots.
Capital ships as a whole were re-balanced upon the release of the April 2016 Citadel expansion. A large number of capital-size modules were added to the game, including armor plates, shield extenders, and capital electronic warfare modules, to facilitate more strategic capital ship fittings. The hitpoints of all capital shields, armor, and hull were reduced, and supercapitals were made vulnerable to electronic warfare, though they remained very resistant. Additionally, both a fleet hangar and ship maintenance bay were added to all dreadnoughts to make them more appealing for beginner capital pilots.


The Citadel expansion also introduced a new capital ship class: the force auxiliary. Force auxiliaries are capital logistics platforms, and inherited the role from carriers, which were converted to offensive ships. The triage module, previously unique to carriers, was reassigned to be unique to the new force auxiliaries, and any carrier equipped with a triage module upon Citadel's release was converted into a force auxiliary ship of the same race. Force auxiliaries cannot launch fighters, and instead have a very large drone bay and bonuses to logistics drone performance.
The Citadel expansion also introduced a new capital ship class: the force auxiliary. Force auxiliaries are capital logistics platforms, and inherited the role from carriers, which were converted to offensive ships. The triage module, previously unique to carriers, was reassigned to be unique to the new force auxiliaries, and any carrier equipped with a triage module upon Citadel's release was converted into a force auxiliary ship of the same race. Force auxiliaries cannot launch fighters, and instead have a very large drone bay and bonuses to logistics drone performance.