Difference between revisions of "Fitting upwell structures"
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− | {{ | + | {{Cleanup|The images linked in the intro have been removed. Can someone recreate images based on the text?}}{{stub}} |
+ | {{structures}} | ||
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. | 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. | ||
− | [ | + | |
+ | |||
+ | [[File:Upwell fitting.png|920px|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. | To 'online' the service you must have fuel in the fuel bay which only seems accessible while controlling the citadel. | ||
− | [ | + | [https://i.imgur.com/Gq4yjtc.png] |
− | |||
− | |||
− | |||
− | + | This is the same with the fighter bay (which works like the carrier version, if not more buggy{{Verify|title=This still true?}} and the ammo hold (if you want the Missile/bomb launcher to reload automatically the ammo must be placed in there. | |
− | [ | + | [https://i.imgur.com/etneky6.png] |
+ | [https://i.imgur.com/0vOxoVy.png] | ||
+ | Upwell structure fits can be saved and shared like ship fits, but currently{{Verify|title= When is currently and is this still true?}} fitting from a saved fit is bugged. | ||
+ | [[File:Upwell Fitting Save.png|frame|left|The fitting management screen for a Fortizar Upwell Structure]] | ||
+ | {{Clear}} | ||
== Structure equipment == | == 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. | |
+ | {|class=wikitable style="width: 900px;" | ||
+ | |||
+ | |- style="background: #222222;" | ||
+ | ! colspan=2 | Service modules | ||
− | |||
− | |||
|- | |- | ||
− | + | | [[File:Icon standup cloning center.png|link=|]] | |
− | + | | '''{{co|wheat|Standup Cloning Center}}''' is required for using cloning services in the structure. | |
− | |[[File:Icon standup cloning center.png|link=|]] | + | |
− | |'''{{co|wheat|Standup Cloning Center}}''' is required for using cloning services in the structure. | ||
|- | |- | ||
+ | | [[File:Icon standup market hub.png|link=|]] | ||
+ | | '''{{co|wheat|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. | ||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon standup manufacturing plant.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Manufacturing Plant}}''' enables manufacturing of everything except capital and supercapital ships. | ||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon standup manufacturing plant.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Capital Shipyard}}''' enables manufacturing of capital ships in the structure.<br> | ||
+ | Can be fitted to large and XL structures only. Not allowed in high-security space. | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon standup manufacturing plant.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Supercapital Shipyard}}''' enables manufacturing of supercapital ships.<br> | ||
+ | Can only be fitted on the Sotiyo engineering complex. Requires Supercapital Construction Facilities sovereignty upgrade. | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon standup invention lab.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Invention Lab}}''' enables running invention jobs. | ||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Industry Icon.png|64px|link=|]] | ||
+ | | '''{{co|wheat|Standup Research Lab}}''' enables ME research, TE research, and copying jobs.<br>Both the normal and Hyasyoda research labs can be installed simultaneously. This makes it possible to seamlessly upgrade from one to the other. | ||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon standup biochemical reactor.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Biochemical Reactor}}''' enables refining of cytoserocing and mykoserocin gases. These are used for [[booster]] manufacturing.<br> | ||
+ | Can be fitted to refineries only. Due to CONCORD health and safety regulations, this service module may not be used within high security space. | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon standup composite reactor.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Composite Reactor}}''' enables composite reactions that turn moon goo into T2 components.<br> | ||
+ | Can be fitted to refineries only. Due to CONCORD health and safety regulations, this service module may not be used within high security space. | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon standup hybrid reactor.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Hybrid Reactor}}''' enables composite reactions. These are used in T3 production.<br> | ||
+ | Can be fitted to refineries only. Due to CONCORD health and safety regulations, this service module may not be used within high security space. | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon standup moon drill.png|link=|]] | ||
+ | | '''{{co|wheat|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.<br> | ||
+ | Can be fitted to refineries only. | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon standup reprocessing facility.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Reprocessing Facility}}''' enables reprocesing & Compression (not for Moon-Ores). | ||
− | |||
− | |||
|} | |} | ||
Other modules for upwell structure will not consume fuel. | Other modules for upwell structure will not consume fuel. | ||
− | {|class=wikitable style="width: 900px;background:# | + | {|class=wikitable style="width: 900px;" |
+ | |||
+ | |- style="background: #222222;" | ||
+ | ! colspan=2 | Weapons modules | ||
+ | |||
|- | |- | ||
− | | | + | | [[File:Icon standup anticapital missile launcher.png|link=|]] |
+ | | '''{{co|wheat|Standup Anticapital Missile Launcher}}''' fires anti-capital missiles. Good against capital ships but struggles to apply damage to subcapital ships. | ||
+ | |||
|- | |- | ||
− | |[[File:Icon standup anticapital missile launcher.png|link=|]] | + | | [[File:Icon standup anticapital missile launcher.png|link=|]] |
− | |'''{{co|wheat|Standup | + | | '''{{co|wheat|Standup Large Festival Launcher}}''' fires structure festival charges. Will not agress NPCs or violate system security. |
+ | |||
|- | |- | ||
+ | | [[File:Icon standup multirole missile launcher.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Multirole Missile Launcher}}''' fires anti-subcapital missiles. Good against subcapital ships but not strong enough for capital ships. | ||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon standup guided bomb launcher.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Guided Bomb Launcher}}''' fires an area of effect bomb that will deal damage to all ships in 30 km radius.<br> | ||
+ | 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. | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon standup point defence battery.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Point Defense Battery}}''' AOE weapon that deals damage to everyone in its area.<br> | ||
+ | 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. | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon doomsday.png|link=|]] | ||
+ | | '''{{co|wheat|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.<br> | ||
+ | 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. | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon standup ballistic control system.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Ballistic Control System}}''' increases missile damage and rate of fire. | ||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon missile guidance enhancer i.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Missile Guidance Enhancer}}''' improves missile application and range. | ||
− | |||
− | |||
|} | |} | ||
− | {|class=wikitable style="width: 900px;background:# | + | {|class=wikitable style="width: 900px;" |
+ | |||
+ | |- style="background: #222222;" | ||
+ | ! colspan=2 | EWAR modules | ||
+ | |||
|- | |- | ||
− | | | + | | [[File:Icon target max.png|link=|]] |
+ | | '''{{co|wheat|Standup Variable Spectrum ECM}}''' jams one target. Can be scripted for any of the sensor types. | ||
+ | |||
|- | |- | ||
− | |[[File:Icon | + | | [[File:Icon remote sensor dampening.png|link=|]] |
− | |'''{{co|wheat|Standup | + | | '''{{co|wheat|Standup Remote Sensor Dampener}}''' damps one target. Unlike the ship counterpart, this module can not be scripted. |
+ | |||
|- | |- | ||
+ | | [[File:Icon stasis webifier i.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Stasis Webifier}}''' webs one target. The module has 30 second cycles and 60 second reactivation delay so it can not be used constantly. | ||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon target painter i.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Target Painter}}''' blooms the signature of one target. | ||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon energy neutralizer i.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Heavy Energy Neutralizer}}''' drains the capacitor of a target. Comes in normal size for subcapitals and XL size for capitals. | ||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon track disruptor 64.png|link=|]] | ||
+ | | '''{{co|wheat|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. | ||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon focused warp disruption script.png|link=|]] | ||
+ | | '''{{co|wheat|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. | ||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon standup ecm jammer burst projector.png|link=|]] | ||
+ | | '''{{co|wheat|Standup ECM Jammer Burst Projector}}''' AOE jamming module. Can jam targets in a 10 km area for 40 seconds.<br> | ||
+ | Limited to one module of this type per structure. Can not be used in high-security space. | ||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon standup energy neutralization burst projector.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Energy Neutralization Burst Projector}}''' AOE energy neutralizing module.<br> | ||
+ | Limited to one module of this type per structure. Can not be used in high-security space. | ||
− | |[[File:Icon standup | + | |- |
− | |'''{{co|wheat|Standup | + | | [[File:Icon standup sensor dampening burst projector.png|link=|]] |
+ | | '''{{co|wheat|Standup Sensor Dampening Burst Projector }}''' AOE sensor dampening module<br> | ||
+ | Limited to one module of this type per structure. Can not be used in high-security space. | ||
+ | |- | ||
+ | | [[File:Icon standup stasis webification burst projector.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Stasis Webification Burst Projector }}''' AOE stasis webifier module.<br> | ||
Limited to one module of this type per structure. Can not be used in high-security space. | Limited to one module of this type per structure. Can not be used in high-security space. | ||
+ | |||
|- | |- | ||
+ | | [[File:Icon standup target illumination burst projector.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Target Illumination Burst Projector }}''' AOE target painting module.<br> | ||
+ | Limited to one module of this type per structure. Can not be used in high-security space. | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | + | | [[File:Icon standup warp disruption burst projector.png|link=|]] | |
− | |[[File:Icon standup | + | | '''{{co|wheat|Standup Warp Disruption Burst Projector }}''' AOE warp disruption module.<br> |
− | |'''{{co|wheat|Standup | ||
− | |||
Limited to one module of this type per structure. Can not be used in high-security space. | Limited to one module of this type per structure. Can not be used in high-security space. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | + | | [[File:Icon standup weapon disruption burst projector.png|link=|]] | |
− | |[[File:Icon standup | + | | '''{{co|wheat|Standup Weapon Disruption Burst Projector }}''' AOE weapon disruption module.<br> |
− | |'''{{co|wheat|Standup | ||
− | |||
Limited to one module of this type per structure. Can not be used in high-security space. | Limited to one module of this type per structure. Can not be used in high-security space. | ||
− | |||
− | | | + | |} |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | {| class=wikitable style="width: 900px;" | ||
+ | |- style="background: #222222;" | ||
+ | ! colspan=2 | Engineering equipment | ||
− | |||
|- | |- | ||
− | + | | [[File:Icon armor plate.png|link=|]] | |
− | + | | '''{{co|wheat|Standup Layered Armor Plating}}''' increases armor HP by a percentage amount. | |
− | + | ||
− | |'''{{co|wheat|Standup Layered Armor Plating}}''' increases armor HP by a percentage | ||
|- | |- | ||
+ | | [[File:Icon cap battery.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Cap Battery}}''' increases capacitor size. | ||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon capacitor recharger.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Capacitor Power Relay}}''' improves capacitor recharge rate. | ||
− | |||
− | |||
|- | |- | ||
+ | | [[File:Icon powergrid.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Reactor Control Unit}}''' increases available powergrid. | ||
− | | | + | |} |
− | |||
− | |||
+ | {| class=wikitable style="width: 900px;" | ||
+ | |- style="background: #222222;" | ||
+ | ! colspan=2 | Electronics and sensor equipment | ||
− | |||
|- | |- | ||
− | + | | [[File:Icon co-processor.png|link=|]] | |
− | + | | '''{{co|wheat|Standup Co-Processor Array}}''' increases available CPU. | |
− | + | ||
− | |'''{{co|wheat|Standup Co-Processor Array}}''' increases available CPU. | ||
|- | |- | ||
+ | | [[File:Icon auto targeting system i.png|link=|]] | ||
+ | | '''{{co|wheat|Standup Signal Amplifier}}''' improves targeting speed and targeting range and allows targeting more targets. | ||
− | |||
− | |||
|} | |} | ||
=== Structure rigs === | === Structure rigs === | ||
− | Structure rigs can be used to improve certain aspects of | + | 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. |
− | {| class="wikitable collapsible collapsed" | + | {| class="wikitable collapsible collapsed" style="width: 100%" |
− | + | |- style="background: #222222;" | |
− | |- | + | ! colspan = 4 | Manufacturing rigs |
− | !Effect !! | + | |- style="background: #222222;" |
+ | ! Effect !! Medium !! Large !! eXtra Large | ||
|- | |- | ||
| T2 component material usage reduction || Advanced Component Manufacturing Material Efficiency || rowspan="2" | Advanced Component Manufacturing Efficiency || style="border-bottom:solid 2px;" rowspan="6" | Structure and Component Manufacturing Efficiency | | T2 component material usage reduction || Advanced Component Manufacturing Material Efficiency || rowspan="2" | Advanced Component Manufacturing Efficiency || style="border-bottom:solid 2px;" rowspan="6" | Structure and Component Manufacturing Efficiency | ||
Line 309: | Line 315: | ||
|} | |} | ||
− | {| class="wikitable collapsible collapsed" | + | {| class="wikitable collapsible collapsed" style="width: 100%" |
− | + | |- style="background: #222222;" | |
− | + | ! colspan=4 | Resource processing rigs | |
− | + | |- style="background: #222222;" | |
− | + | ! Effect !! Medium !! Large !! eXtra Large | |
− | |||
− | |||
− | |- | ||
− | |||
− | |||
− | |||
− | | | ||
|- | |- | ||
− | | Improved refining | + | | Improved refining yield for asteroid ores |
| Asteroid Ore Grading Processor | | Asteroid Ore Grading Processor | ||
+ | | rowspan="3" style="border-bottom:solid 2px;"| Reprocessing Monitor | ||
+ | | rowspan="3" style="border-bottom:solid 2px;"| Reprocessing Monitor | ||
|- | |- | ||
− | | Improved refining | + | | Improved refining yield for moon asteroids |
| Moon Ore Grading Processor | | Moon Ore Grading Processor | ||
|- | |- | ||
− | | style="border-bottom:solid 2px;"|Improved refining | + | | style="border-bottom:solid 2px;"|Improved refining yield for ice |
| style="border-bottom:solid 2px;"|Ice Grading Processor | | style="border-bottom:solid 2px;"|Ice Grading Processor | ||
|- | |- | ||
Line 351: | Line 352: | ||
| style="border-bottom:solid 2px;"|Hybrid Reactor Time Efficiency | | style="border-bottom:solid 2px;"|Hybrid Reactor Time Efficiency | ||
|- | |- | ||
− | | | + | | Increased moon drilling yield |
| Moon Drilling Efficiency | | Moon Drilling Efficiency | ||
− | | rowspan="2" | Moon Drillng | + | | rowspan="2" | Moon Drillng Proficiency |
|- | |- | ||
| improved moon chunk stability, more compact asteroid field<br>and longer lasting asteroid field | | improved moon chunk stability, more compact asteroid field<br>and longer lasting asteroid field | ||
Line 359: | Line 360: | ||
|} | |} | ||
− | {| class="wikitable collapsible collapsed" | + | {| class="wikitable collapsible collapsed" style="width: 100%" |
− | + | |- style="background: #222222;" | |
− | |- | + | ! colspan=4 | Combat rigs |
− | ! Effect | + | |- style="background: #222222;" |
− | ! | + | ! Effect !! Medium !! Large !! eXtra Large |
− | ! | ||
− | ! | ||
|- | |- | ||
| Reduced EWAR capacitor usage | | Reduced EWAR capacitor usage | ||
Line 375: | Line 374: | ||
| Electronic Warfare Projection | | Electronic Warfare Projection | ||
|- | |- | ||
− | | Reduced energy neutralizer | + | | Reduced energy neutralizer capacitor usage |
| Energy Neutralizer Economy | | Energy Neutralizer Economy | ||
| rowspan="2" style="border-bottom:solid 2px;" | EW Expert System | | rowspan="2" style="border-bottom:solid 2px;" | EW Expert System | ||
Line 411: | Line 410: | ||
|} | |} | ||
− | ==Skills== | + | == Skills == |
Citadel fighters can be used without fighter skills and fighter skill bonuses do not apply. | 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: | There are a few relatively quick to train (2x) skills that affect Upwell structures: | ||
− | * Structure Doomsday Operation: 2% reduction in Arcing Vorton Projector duration per level | + | * {{Sk|Structure Doomsday Operation}}: 2% reduction in Arcing Vorton Projector duration per level |
− | * Structure Electronic Systems: 3% reduction in capacitor consumption of all structure electronic warfare and tackle modules per level | + | * {{Sk|Structure Electronic Systems}}: 3% reduction in capacitor consumption of all structure electronic warfare and tackle modules per level |
− | * Structure Engineering Systems: 2% reduction in capacitor consumption of all structure energy neutralizers and point defense batteries per level | + | * {{Sk|Structure Engineering Systems}}: 2% reduction in capacitor consumption of all structure energy neutralizers and point defense batteries per level |
− | * Structure Missile Systems: 2% bonus to all structure missile and guided bomb damage per level | + | * {{Sk|Structure Missile Systems}}: 2% bonus to all structure missile and guided bomb damage per level |
+ | |||
+ | |||
+ | [[Category:Structures]] |
Latest revision as of 07:29, 26 June 2024
The reason is: The images linked in the intro have been removed. Can someone recreate images based on the text?
Upwell |
---|
Mechanics |
CCP's Helpdesk |
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.
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.
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 | |
---|---|
Standup Cloning Center is required for using cloning services in the structure. | |
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. | |
Standup Manufacturing Plant enables manufacturing of everything except capital and supercapital ships. | |
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. | |
Standup Supercapital Shipyard enables manufacturing of supercapital ships. Can only be fitted on the Sotiyo engineering complex. Requires Supercapital Construction Facilities sovereignty upgrade. | |
Standup Invention Lab enables running invention jobs. | |
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. | |
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. | |
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. | |
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. | |
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. | |
Standup Reprocessing Facility enables reprocesing & Compression (not for Moon-Ores). |
Other modules for upwell structure will not consume fuel.
Weapons modules | |
---|---|
Standup Anticapital Missile Launcher fires anti-capital missiles. Good against capital ships but struggles to apply damage to subcapital ships. | |
Standup Large Festival Launcher fires structure festival charges. Will not agress NPCs or violate system security. | |
Standup Multirole Missile Launcher fires anti-subcapital missiles. Good against subcapital ships but not strong enough for capital ships. | |
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. | |
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. | |
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. | |
Standup Ballistic Control System increases missile damage and rate of fire. | |
Standup Missile Guidance Enhancer improves missile application and range. |
EWAR modules | |
---|---|
Standup Variable Spectrum ECM jams one target. Can be scripted for any of the sensor types. | |
Standup Remote Sensor Dampener damps one target. Unlike the ship counterpart, this module can not be scripted. | |
Standup Stasis Webifier webs one target. The module has 30 second cycles and 60 second reactivation delay so it can not be used constantly. | |
Standup Target Painter blooms the signature of one target. | |
Standup Heavy Energy Neutralizer drains the capacitor of a target. Comes in normal size for subcapitals and XL size for capitals. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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. | |
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 | |
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Standup Layered Armor Plating increases armor HP by a percentage amount. | |
Standup Cap Battery increases capacitor size. | |
Standup Capacitor Power Relay improves capacitor recharge rate. | |
Standup Reactor Control Unit increases available powergrid. |
Electronics and sensor equipment | |
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Standup Co-Processor Array increases available CPU. | |
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.
Manufacturing rigs | |||
---|---|---|---|
Effect | Medium | Large | eXtra Large |
T2 component material usage reduction | Advanced Component Manufacturing Material Efficiency | Advanced Component Manufacturing Efficiency | Structure and Component Manufacturing Efficiency |
T2 component time duration reduction | Advanced Component Manufacturing Time Efficiency | ||
Capital component material usage reduction | Basic Capital Component Manufacturing Material Efficiency | Basic Capital Component Manufacturing Efficiency | |
Capital component time duration reduction | Basic Capital Component Manufacturing Time Efficiency | ||
Structure, structure component, structure rig and fuel block material usage reduction |
Structure Manufacturing Material Efficiency | Structure Manufacturing Efficiency | |
Structure, structure component, structure rig and fuel block time duration reduction |
Structure Manufacturing Time Efficiency | ||
T1 small ship material usage reduction | Basic Small Ship Manufacturing Material Efficiency | Basic Small Ship Manufacturing Efficiency | Ship Manufacturing Efficiency |
T1 small ship time duration reduction | Basic Small Ship Manufacturing Time Efficiency | ||
T1 medium ship material usage reduction | Basic Medium Ship Manufacturing Material Efficiency | Basic Medium Ship Manufacturing Efficiency | |
T1 medium ship time duration reduction | Basic Medium Ship Manufacturing Time Efficiency | ||
T1 large ship material usage reduction | Basic Large Ship Manufacturing Material Efficiency | Basic Large Ship Manufacturing Efficiency | |
T1 large ship time duration reduction | Basic Large Ship Manufacturing Time Efficiency | ||
T2 Small ship material usage reduction | Advanced Small Ship Manufacturing Material Efficiency | Advanced Small Ship Manufacturing Efficiency | |
T2 small ship time duration reduction | Advanced Small Ship Manufacturing Time Efficiency | ||
T2 medium ship material usage reduction | Advanced Medium Ship Manufacturing Material Efficiency | Advanced Medium Ship Manufacturing Efficiency | |
T2 medium ship time duration reduction | Advanced Medium Ship Manufacturing Time Efficiency | ||
T2 large ship material usage reduction | Advanced Large Ship Manufacturing Material Efficiency | Advanced Large Ship Manufacturing Efficiency | |
T2 large ship time duration reduction | Advanced Large Ship Manufacturing Time Efficiency | ||
Ammunition material usage reduction | Ammunition Manufacturing Material Efficiency | Ammunition Manufacturing Efficiency | Equipment and Consumable Manufacturing Efficiency |
Ammunition time duration reduction | Ammunition Manufacturing Time Efficiency | ||
Drone and fighter material usage reduction | Drone and Fighter Manufacturing Material Efficiency | Drone and Fighter Manufacturing Efficiency | |
Drone and fighter time duration reduction | Drone and Fighter Manufacturing Time Efficiency | ||
Ship module, ship rig, deployable, implant and cargo container material usage reduction |
Equipment Manufacturing Material Efficiency | Equipment Manufacturing Efficiency | |
Ship module, ship rig, deployable, implant and cargo container time duration reduction |
Equipment Manufacturing Time Efficiency | ||
Blueprint copy ISK cost reduction | Blueprint Copy Cost Optimization | Blueprint Copy Optimization | Laboratory Optimization |
Blueprint copy time duration reduction | Blueprint Copy Accelerator | ||
ME research ISK cost reduction | ME Research Cost Optimization | ME Research Optimization | |
ME research time duration reduction | ME Research Accelerator | ||
TE research ISK cost reduction | TE Research Cost Optimization | TE Research Optimization | |
TE research time duration reduction | TE Research Accelerator | ||
Invention ISK cost reduction | Invention Cost Optimization | Invention Optimization | |
Invention time duration reduction | Invention Accelerator |
Resource processing rigs | |||
---|---|---|---|
Effect | Medium | Large | eXtra Large |
Improved refining yield for asteroid ores | Asteroid Ore Grading Processor | Reprocessing Monitor | Reprocessing Monitor |
Improved refining yield for moon asteroids | Moon Ore Grading Processor | ||
Improved refining yield for ice | Ice Grading Processor | ||
Biochemical reactions material usage reduction | Biochemical Reactor Material Efficiency | Reactor Efficiency | |
Biochemical reactions time duration reduction | Biochemical Reactor Time Efficiency | ||
Composite reactions material usage reduction | Composite Reactor Material Efficiency | ||
Composite reactions time duration reduction | Composite Reactor Time Efficiency | ||
Hybrid reactions material usage reduction | Hybrid Reactor Material Efficiency | ||
Hybrid reactions time duration reduction | Hybrid Reactor Time Efficiency | ||
Increased moon drilling yield | Moon Drilling Efficiency | Moon Drillng Proficiency | |
improved moon chunk stability, more compact asteroid field and longer lasting asteroid field |
Moon Drilling Stability |
Combat rigs | |||
---|---|---|---|
Effect | Medium | Large | eXtra Large |
Reduced EWAR capacitor usage | Electronic Warfare Economy | EW Expert System | EW and Emissions Co-ordinator |
Improved EWAR range | Electronic Warfare Projection | ||
Reduced energy neutralizer capacitor usage | Energy Neutralizer Economy | EW Expert System | |
Improved energy neutralizer range | Energy Neutralizer Projection | ||
Improved missile explosion velocity | Missile Precision | Missile Flight Processor | Missile Fire Control Computer |
Improved missile velocity | Missile Projection | ||
Improved guided bomb velocity and explosion velocity | Bomb Aimer | ||
Improved point defence battery range and reduced capacitor usage | Point Defense Battery Control | Extinction Level Weapons Suite | |
Improved targeting speed and range | Enhanced Targeting System | Target Acquisition Array | |
Increased maximum number of locked targets | Structure Target Multiplexing | ||
Additional doomsday targets and increased secondary target damage |
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:
- Structure Doomsday Operation: 2% reduction in Arcing Vorton Projector duration per level
- Structure Electronic Systems: 3% reduction in capacitor consumption of all structure electronic warfare and tackle modules per level
- Structure Engineering Systems: 2% reduction in capacitor consumption of all structure energy neutralizers and point defense batteries per level
- Structure Missile Systems: 2% bonus to all structure missile and guided bomb damage per level