Difference between revisions of "Capital ships"

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Capital ships -- Dreadnaughts, Carriers, Supercarriers ("Motherships"), Titans and Rorquals -- can't use gates, and Supercarriers and Titans can't even dock. Instead they use their own jump drives to travel around. In order to do this, they require fuel (racial isotopes: Helium for Amarr, Oxygen for Gallente and the Rorqual, Nitrogen for Caldari and Hydrogen for Minmatar) and a cynosural field to jump to. Jump Freighters and [[Battleship#Black Ops|Black Ops battleships]] also require a cyno field to use their jump drives, but they can use gates as well, while Black Ops have the unique ability to lock onto a covert cyno field too.
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{{ShipTypes}}
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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]].
  
Cynos cannot be lit in highsec, so capitals can't go there. It was, however, once possible to build capitals there, 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 break these rules, he or she will recieve a temporary ban, and the capital ship will be moved to a station in a nearby low sec system.
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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.
 +
 
 +
All capital ships are immune to the [[Micro Jump Field Generator]] of [[Command Destroyer]]s.
 +
 
 +
{{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 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.
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 +
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 categories ==
 +
There are three major categories of capital ships.
 +
 
 +
=== Capital size ships ===
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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.
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 +
Capital size ships are:
 +
* [[Freighters]]
 +
* [[Jump Freighters]]
 +
 
 +
=== Capital ships ===
 +
Capital ships are true capitals that can fit capital size modules. They cannot enter high-sec, and cannot dock at many structures.
 +
 
 +
Capital ships are:
 +
* [[Dreadnoughts]]
 +
* [[Carriers]]
 +
* [[Force Auxiliaries]]
 +
* [[Rorqual|Capital Industrial Ships]]
 +
* [[Dreadnoughts#Lancer Dreadnoughts|Lancer Dreadnoughts]]
 +
 
 +
=== Supercapital ships ===
 +
Supercapital ships are extremely large capital ships. They can only dock at XL size citadels, [[Keepstar]]s.
 +
 
 +
Supercapitals can only be built in systems with a ''Supercapital Construction Facilities'' in the Infrastructure Hub, thus building them is restricted to [[Sovereignty|Sovereign Nullsec]]. This combined with there being no [[Wormhole_attributes|wormhole types]] that are large enough for supercapitals means that supercapital ships cannot be encountered in wormhole space. (While there is one Wormhole class, K329 C4 -> Nullsec, which is large enough for a supercarrier to travel, wormholes of that class never generate.)
 +
 
 +
Supercapital ships are:
 +
* [[Supercarriers]]
 +
* [[Titans]]
 +
 
 +
== Docking ==
 +
{|class="wikitable sortable" style="text-align: center;"
 +
|- style="background: #222222;"
 +
! rowspan="2" | Type
 +
! Station
 +
! colspan="3" | Citadel
 +
! colspan="3" | Engineering Complex
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! colspan="2" | Refinery
 +
|- style="background: #222222;"
 +
! NPC Station
 +
! Astrahus (M)
 +
! Fortizar (L)
 +
! Keepstar (XL)
 +
! Raitaru (M)
 +
! Azbel (L)
 +
! Sotiyo (XL)
 +
! Athanor (M)
 +
! Tatara (L)
 +
|-
 +
|Capital size ships
 +
|[[image:Tick.png|16px|link=]]
 +
|[[image:Tick.png|16px|link=]]
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|[[image:Tick.png|16px|link=]]
 +
|[[image:Tick.png|16px|link=]]
 +
|[[image:Tick.png|16px|link=]]
 +
|[[image:Tick.png|16px|link=]]
 +
|[[image:Tick.png|16px|link=]]
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|[[image:Tick.png|16px|link=]]
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|[[image:Tick.png|16px|link=]]
 +
|-
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|Capital ships
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|[[image:Tick.png|16px|link=]]
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|[[image:Cross.png|16px|link=]]
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|[[image:Tick.png|16px|link=]]
 +
|[[image:Tick.png|16px|link=]]
 +
|[[image:Cross.png|16px|link=]]
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|[[image:Cross.png|16px|link=]]<ref name= "BuildOnly" />
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|[[image:Tick.png|16px|link=]]
 +
|[[image:Cross.png|16px|link=]]
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|[[image:Cross.png|16px|link=]]<ref>Rorquals can dock.</ref>
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|-
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|Supercapital ships
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|[[image:Cross.png|16px|link=]]
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|[[image:Cross.png|16px|link=]]
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|[[image:Cross.png|16px|link=]]
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|[[image:Tick.png|16px|link=]]
 +
|[[image:Cross.png|16px|link=]]
 +
|[[image:Cross.png|16px|link=]]
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|[[image:Cross.png|16px|link=]]<ref name= "BuildOnly" />
 +
|[[image:Cross.png|16px|link=]]
 +
|[[image:Cross.png|16px|link=]]
 +
|}
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 +
<small>
 +
<references>
 +
<ref name="BuildOnly">Can be built here, but not dock again once undocked.</ref>
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</references>
 +
</small>
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== Freighters ==
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{{main|Freighters}}
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'''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.
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 +
* {{sh|Providence}}
 +
* {{sh|Charon}}
 +
* {{sh|Obelisk}}
 +
* {{sh|Fenrir}}
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* {{sh|Bowhead}}
 +
 
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== Jump Freighters ==
 +
{{main|Jump Freighters}}
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'''Jump Freighters''' are [[Tech 2]] [[Freighters]] with jump drive, they use [[cynosural field]]s to move between systems, which allows ships to move around the universe in null-sec and low-sec without the use of [[stargates]]. Jump Freighters contribute notably to the availability of modules and items into the outreaches of the universe, and represent the way those items are primarily moved between empire space, nullsec, and player-staged systems.
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* {{sh|Ark}}
 +
* {{sh|Rhea}}
 +
* {{sh|Anshar}}
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* {{sh|Nomad}}
  
 
== Dreadnoughts ==
 
== Dreadnoughts ==
If you want pure dps, this used to be as good as it gets, but they have now been surpassed by supercarriers doing 8k dps (10k for the nyx) with max skills and a full flight of fighter bombers, and Titans which can reach similar dps numbers as dreads, but also get a super gun that does 3m damage/shot, but can only be fired once every 10 minutes. Dreads do amazing damage, and can reach almost 5k dps when in siege even in a long range fit. When not sieged though, they generally just match a BS. Their tracking though is extremely bad, so they can basically only hit other caps and POSs/outposts, unless the target isn't moving at all. The exception is the moros, which gets an awesome 50%/level bonus to drone damage and hitpoints, so the drones are lethal for any size of ships, but especially frigs. 5 T2 warriors with a 250% damage bonus before counting drone interfacing and stuff like that will kill any frig, except possibly for an AF (but that will die pretty fast too), in almost no time at all.  
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{{main|Dreadnoughts}}
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'''Dreadnoughts''' ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. This is achieved through the [[siege module]] which can only be fitted to dreadnoughts. A Sieged Dreadnought is immobilized, and cannot receive remote repairs or targeted assistance from allies, but in exchange is nearly immune to electronic warfare and gains significant bonuses to local repair modules. Dreadnoughts cannot deal meaningful damage without entering Siege.
  
The effects of the siege mod (which only dreads can fit) when activated, are:
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* {{sh|Revelation}}
* -75% scan res
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* {{sh|Phoenix}}
* +625% damage mod
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* {{sh|Moros}}
* -50% tracking
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* {{sh|Naglfar}}
* -60% explosion velocity
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* {{sh|Vehement}}
* -100% speed
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* {{sh|Chemosh}}
* +100% shield boost/armor rep amount
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* {{sh|Caiman}}
* -50% shield booster/armor rep cycle time
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* {{sh|Zirnitra}}
* Can't recieve remote support
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* {{Sh|Revelation Navy Issue}}
* Immunity to EW
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* {{Sh|Phoenix Navy Issue}}
* Max amount of targets lockable set to 2
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* {{Sh|Moros Navy Issue}}
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* {{Sh|Naglfar Fleet Issue}}
  
Cycle time is 10 minutes and require 500 - (level of tactical weapon reconfiguration skill)*50 strontium clathrates (stront), during that time you can't move in any way, not even by warping/jumping out.
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== Lancer Dreadnoughts ==
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{{main|Dreadnoughts#Lancer Dreadnoughts|Lancer Dreadnoughts}}
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'''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.  
  
*Amarr : [http://wiki.eveonline.com/wiki/Revelation Revelation]
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* {{Sh|Bane}}
*Caldari : [http://wiki.eveonline.com/wiki/Phoenix Phoenix]
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* {{Sh|Karura}}
*Gallente : [http://wiki.eveonline.com/wiki/Moros Moros]
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* {{Sh|Hubris}}
*Minmatar : [http://wiki.eveonline.com/wiki/Naglfar Naglfar]
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* {{Sh|Valravn}}
  
 
== Carriers ==
 
== Carriers ==
These are giant logistics platforms. They have the ability to store 1.000.000 m3 of '''assembled''' ships in their ship maintenance bay so that people that lose their ship can quickly pick up a new one, and other ships from your corp (or fleet if you have configured your carrier for that) can use you to refit in space. They get a 50%/level range bonus to 2 of the following, varying depending on which racial carrier it is: Capital energy transfer, capital shield transporter and capital remote armor repairers. The amarr archon get cap transfer and armor rep, the gallente thanathos and minmatar nidhoggur get shield and armor and the caldari chimera get cap transfer and shield. In addition to that, all carriers get an additional 5%/level bonus to the following: the Chimera and Archon get a resist bonus (armor for Archon, shield for Chimera), the Nidhoggur get a capital remote rep amount bonus and the Thanatos get a fighter damage bonus. All carriers get the ability to control one extra drone in addition to the normal 5/level of racial carrier and the ability to use fighters (but not fighter bombers). They can't fit any guns or launchers at all, so the high slots are usually used for neuts, smartbombs (drone/small ship defense) and remote reps.
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{{main|Carriers}}
However, just like dreads, carriers also get a special module that only they can fit (5 minute cycle): the triage module.  
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'''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.
  
The effects of it are:
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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.
* -100% speed
 
* -100% amount of drones controllable
 
* +900% scan res
 
* +4 max targets
 
* +100% shield boost/armor rep amount (both local and remote)
 
* -50% shield booster/armor repper cycle time (both local and remote)
 
* +100% remote hull rep/cap transfer amount
 
* -50% remote hull rep/cap transer cycle time
 
* +9999900% EW cap use (all EW mods will therefore take more cap then the ship could ever get, making them impossible to use)
 
* Immune to EW
 
* Can't recieve remote support
 
* Can't jump out or warp away
 
  
The triage mod also use stront, just like the siege mod. The amount used per cycle is 250 - 25 * (level of tactical logistics reconfiguration).
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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 and supercarriers can also use warfare links, but just like with battlecruisers and field command ships, they don't get a ship bonus to strength.
 
  
*Amarr : [http://wiki.eveonline.com/wiki/Archon Archon]
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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.  
*Caldari : [http://wiki.eveonline.com/wiki/Chimera Chimera]
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*Gallente : [http://wiki.eveonline.com/wiki/Thanatos Thanatos]
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* {{sh|Archon}}
*Minmatar : [http://wiki.eveonline.com/wiki/Nidhoggur Nidhoggur]
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* {{sh|Chimera}}
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* {{sh|Thanatos}}
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* {{sh|Nidhoggur}}
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== Force Auxiliaries ==
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{{main|Force Auxiliaries}}
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'''Force Auxiliaries''' (singular: "'''Force Auxiliary'''", sometimes abbreviated as "FAX") are capital-sized logistics and fleet boosting ships. Force Auxiliaries receive bonuses to logistics drones. Most of the Force Auxiliaries' remote repair power is caused by the [[triage module]] which can only be fitted to them. The triage module works similarly to the dreadnought's siege module: when active, the FAX is immobilized, and cannot receive remote repairs, but is resistant to electronic warfare and gains massively improved local and outgoing remote repair power. However, the triage module does not reduce the capacitor cost of these repair modules, making FAXes extremely cap-hungry.
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 +
* {{sh|Apostle}}
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* {{sh|Minokawa}}
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* {{sh|Ninazu}}
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* {{sh|Lif}}
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* {{sh|Dagon}}
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* {{sh|Loggerhead}}
  
 
== Supercarriers ==
 
== Supercarriers ==
A larger carrier with the ability to use fighter bombers, greatly increasing their dps to roughly twice as much as a sieged dread with a full flight of bombers and max skills. It gets +3 drones/carrier level instead of 1, but it can't dock and it has shorter jump range (equivalent to a dread/jump freighter). However, it is no longer able to triage, but they're always immune to EW anyway due to being a super capital. They can only be tackled by dictors and HICs (well, and anchorable bubbles I guess, but that's not practical due to the anchoring time required before they activate combined with limited range).
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{{main|Supercarriers}}
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Supercarriers are a more powerful version of carriers with the additional ability to control Heavy Fighters, allowing them to effectively engage other capital and supercapital ships.
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Supercarriers are also able to equip Burst Projectors, fleet-scale area-of-effect electronic warfare systems.
  
*Amarr : [http://wiki.eveonline.com/wiki/Aeon Aeon]
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* {{sh|Aeon}}
*Caldari : [http://wiki.eveonline.com/wiki/Wyvern Wyvern]
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* {{sh|Wyvern}}
*Gallente : [http://wiki.eveonline.com/wiki/Nyx Nyx]
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* {{sh|Nyx}}
*Minmatar : [http://wiki.eveonline.com/wiki/Hel Hel]
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* {{sh|Hel}}
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* {{sh|Revenant}}
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* {{sh|Vendetta}}
  
 
== Titans ==
 
== Titans ==
Like supercarriers, they are immune to EW and can only be tackled by dictors and hics. They're all able to fit and activate the largest and most lethal gun in the game: a doomsday device, which does 2-3m damage depending on skills, but can only be fired once/10 minutes, cost 50k racial isotopes to activate, and prevents the titan from moving at all for 30 seconds and it can't use its jump drive for 10 minutes. Activating it takes 10 seconds, so you have some time to get out before the damage is applied, and the range of it is 250 km (aka the hard coded max lock range, nothing can do damage at longer range then that). Titans can also fit a jump bridge module, which works in a similar way to the cov ops jump bridge described above that the black ops use, but this one can bridge any type of ship, has longer range and can only lock on to normal cynos, not cov ops ones. They have bonuses to their racial capital weapons, and after dominion, most titans actually fit them and take part in capital fights. The doomsday device create a very effective counter against people playing docking games with capitals, the 3m damage it does is enough to kill any capital that is not either tanked specifically for that damage type (which is a stupid thing to do, unless you know that a specific titan is ready to jump in and DD someone and want to bait it) or fitted for max ehp. It is possible to tank a capital against every type of DD at once, but it requires completely gimping the fit, loosing damage and range mods on a dread, or the vital cap recharge on a carrier, combined with good leadership bonuses and preferably slave implants. Titans also have the ability to give out great leadership bonuses, even if they don't have any warfare links fitted (they are able to fit 1/titan skill level). Depending on the race of the titan, it gives out 7.5%/titan skill level to armor amount for gallente, shield amount for caldari, cap recharge for amarr and signature radius for minmatar.
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{{main|Titans}}
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'''Titans''' are the largest and most powerful ships in EVE, able to fit several unique modules such as Doomsday devices, Jump Portal Generators, and Phenomena Generators.
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 +
* {{sh|Avatar}}
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* {{sh|Leviathan}}
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* {{sh|Erebus}}
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* {{sh|Ragnarok}}
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* {{sh|Vanquisher}}
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* {{sh|Azariel}}
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* {{sh|Molok}}
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* {{sh|Komodo}}
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== Capital Industrial Ships ==
 +
{{main|Rorqual}}
 +
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}}
 +
 
 +
== 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.
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 +
== History ==
 +
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 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.
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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.
  
*Amarr : [http://wiki.eveonline.com/wiki/Avatar Avatar]
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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.
*Caldari : [http://wiki.eveonline.com/wiki/Leviathan Leviathan]
 
*Gallente : [http://wiki.eveonline.com/wiki/Erebus Erebus]
 
*Minmatar : [http://wiki.eveonline.com/wiki/Ragnarok Ragnarok]
 
  
== Capital Industrial Ships: Rorqual ==
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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.
This ship is primarily intended for mining support with its huge tractor beam range and speed, ability to fit bonused mining leadership links and ability to compress ore. However, it 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.
 
  
* [http://wiki.eveonline.com/wiki/Rorqual Rorqual]
+
== See also ==
 +
* [[Jump drives]]
  
[[category:ships]]
+
[[Category:Ships]]

Latest revision as of 08:43, 28 September 2024

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, 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.

All capital ships are immune to the Micro Jump Field Generator of Command Destroyers.

Capital categories

There are three major categories of capital ships.

Capital size 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 ships

Capital ships are true capitals that can fit capital size modules. They cannot enter high-sec, and cannot dock at many structures.

Capital ships are:

Supercapital ships

Supercapital ships are extremely large capital ships. They can only dock at XL size citadels, Keepstars.

Supercapitals can only be built in systems with a Supercapital Construction Facilities in the Infrastructure Hub, thus building them is restricted to Sovereign Nullsec. This combined with there being no wormhole types that are large enough for supercapitals means that supercapital ships cannot be encountered in wormhole space. (While there is one Wormhole class, K329 C4 -> Nullsec, which is large enough for a supercarrier to travel, wormholes of that class never generate.)

Supercapital ships are:

Docking

Type Station Citadel Engineering Complex Refinery
NPC Station Astrahus (M) Fortizar (L) Keepstar (XL) Raitaru (M) Azbel (L) Sotiyo (XL) Athanor (M) Tatara (L)
Capital size ships Tick.png Tick.png Tick.png Tick.png Tick.png Tick.png Tick.png Tick.png Tick.png
Capital ships Tick.png Cross.png Tick.png Tick.png Cross.png Cross.png[1] Tick.png Cross.png Cross.png[2]
Supercapital ships Cross.png Cross.png Cross.png Tick.png Cross.png Cross.png Cross.png[1] Cross.png Cross.png

  1. ^ a b Can be built here, but not dock again once undocked.
  2. ^ Rorquals can dock.

Freighters

Main article: 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.

Jump Freighters

Main article: Jump Freighters

Jump Freighters are Tech 2 Freighters with jump drive, they use cynosural fields to move between systems, which allows ships to move around the universe in null-sec and low-sec without the use of stargates. Jump Freighters contribute notably to the availability of modules and items into the outreaches of the universe, and represent the way those items are primarily moved between empire space, nullsec, and player-staged systems.

Dreadnoughts

Main article: Dreadnoughts

Dreadnoughts ("dreads") are DPS machines, only surpassed as damage-dealers by Supercarriers and Titans. This is achieved through the siege module which can only be fitted to dreadnoughts. A Sieged Dreadnought is immobilized, and cannot receive remote repairs or targeted assistance from allies, but in exchange is nearly immune to electronic warfare and gains significant bonuses to local repair modules. Dreadnoughts cannot deal meaningful damage without entering Siege.

Lancer Dreadnoughts

Main article: 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.

Carriers

Main article: Carriers

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 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 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 Capital Jump Portal Generation can increase this limit by 5 ships per skill level.

Force Auxiliaries

Main article: Force Auxiliaries

Force Auxiliaries (singular: "Force Auxiliary", sometimes abbreviated as "FAX") are capital-sized logistics and fleet boosting ships. Force Auxiliaries receive bonuses to logistics drones. Most of the Force Auxiliaries' remote repair power is caused by the triage module which can only be fitted to them. The triage module works similarly to the dreadnought's siege module: when active, the FAX is immobilized, and cannot receive remote repairs, but is resistant to electronic warfare and gains massively improved local and outgoing remote repair power. However, the triage module does not reduce the capacitor cost of these repair modules, making FAXes extremely cap-hungry.

Supercarriers

Main article: Supercarriers

Supercarriers are a more powerful version of carriers with the additional ability to control Heavy Fighters, allowing them to effectively engage other capital and supercapital ships.

Supercarriers are also able to equip Burst Projectors, fleet-scale area-of-effect electronic warfare systems.

Titans

Main article: Titans

Titans are the largest and most powerful ships in EVE, able to fit several unique modules such as Doomsday devices, Jump Portal Generators, and Phenomena Generators.

Capital Industrial Ships

Main article: Rorqual

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.

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 Destroyers.

History

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 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 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, 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.

See also