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→Overview: clean up, replaced: Skills:Electronics#Long_Range_Targeting → Skills:Targeting#Long Range_Targeting |
m All skills checked for Rubicon 1.0 |
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The Spaceship Command skills determine what you can fly. | The Spaceship Command skills determine what you can fly. | ||
With the exception of the basic skill | With the exception of the basic skill {{sk|Spaceship Command}} and its sibling {{sk|Advanced Spaceship Command}}, none of these skills have an attached bonus. Instead these skills control the hull bonuses found in each ship's description. | ||
A pilot with Amarr Cruiser IV, for example, would get a 40% reduction to their lasers' cap use and a 20% reduction in their lasers' cycle time (i.e. a rate of fire bonus) when piloting an [ | A pilot with Amarr Cruiser IV, for example, would get a 40% reduction to their lasers' cap use and a 20% reduction in their lasers' cycle time (i.e. a rate of fire bonus) when piloting an [[Omen]] -- but if the same pilot switched to an [[Arbitrator]] their ship would get a 20% bonus to the effectiveness of tracking disruptors and a 40% bonus to drone damage, mining yield and hitpoints. | ||
As a rule of thumb, it is good to train the ship command skill to IV for any ship you are serious about flying. Flying a T2 ship will require the ship command skill for its base T1 hull to be trained to V. | As a rule of thumb, it is good to train the ship command skill to IV for any ship you are serious about flying. Flying a T2 ship will require the ship command skill for its base T1 hull to be trained to V. | ||
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}} | }} | ||
Rubicon 1.0 | |||