Difference between revisions of "Active module"
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A module that differs from a [[passive module]] in that it must be manually activated by the player for the effects to take place. Generally, these modules will require capacitor to run. | A module that differs from a [[passive module]] in that it must be manually activated by the player for the effects to take place. Generally, these modules will require capacitor to run. | ||
Examples include most weapons, active hardners or resistance boosters like Damage Controls. Also repairers, like Shield boosters or Armour repairers. | Examples include most weapons, active hardners or resistance boosters like Damage Controls. Also repairers, like Shield boosters or Armour repairers. |
Revision as of 03:05, 18 February 2010
A module that differs from a passive module in that it must be manually activated by the player for the effects to take place. Generally, these modules will require capacitor to run.
Examples include most weapons, active hardners or resistance boosters like Damage Controls. Also repairers, like Shield boosters or Armour repairers.