Difference between revisions of "Strategic Cruisers"
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[[Category:Ships]] | [[Category:Ships]] | ||
− | Commonly referred to as tech 3 (T3) ships, '''strategic cruisers''' are the evolution of Sleeper Technology into the currently known technology base. Strategic cruisers are highly customizable and | + | Commonly referred to as tech 3 (T3) ships, '''strategic cruisers''' are the evolution of Sleeper Technology into the currently known technology base. Strategic cruisers are highly customizable and fill a variety of roles within the EVE universe. |
==Strategic Cruiser Overview== | ==Strategic Cruiser Overview== | ||
− | Each race has developed their own variety of adaptable strategic cruiser with | + | Each race has developed their own variety of adaptable strategic cruiser with their own particular racial traits (weapons, defenses, sensors, etc), making them unique to their own race but still widely customizable. Strategic cruisers have five subsystem slots designed to create a single ship, each holding a part of your ship's basic layout. No strategic cruiser can be fielded if it lacks a single subsystem. Each race has developed their own set of subsystems for each ship, and these subsystems are not interchangeable between different racial strategic cruisers. |
− | Strategic cruisers are not without a substantial price tag, mainly due to the amount of effort that goes into constructing one. Most primary components of | + | Strategic cruisers are not without a substantial price tag, mainly due to the amount of effort that goes into constructing one. Most primary components of Tech 3 production are found in [[Wormhole]]s, and some of the rarer gases and components do not become available until you are deep within wormhole space. |
The following are the strategic cruisers, by race: | The following are the strategic cruisers, by race: | ||
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− | Each subsystem slot allows the choice of four subsystem modules | + | Each subsystem slot allows the choice of four subsystem modules, requiring that you have a minimum of five subsystems and one strategic cruiser base hull. Each module gives different values to your ship, and also adds high, medium, and low slots based on the needs and usage of the subsystem module. The subsystems also determine what weapons can be mounted, and in what variety (turret or missile) by adding hardpoints for each. |
===Defensive Subsystem=== | ===Defensive Subsystem=== | ||
− | The defensive | + | The defensive subsystems give your ship its base cargohold capacity, armor hit points, shield hit points, shield recharge rate, signature radius, and armor and shield resistances. They generally give low and/or high-power slots as well. These modules also offer a bonus to a defensive aspect of your ship (resistances, HP, command bonuses, repair effectiveness, etc) based on the module. |
===Electronics Subsystem=== | ===Electronics Subsystem=== | ||
− | The electronics | + | The electronics subsystems give your ship its base CPU, targeting range, scan resolution, and sensor strength. They also generally give you medium-power slots. The bonuses provided by these modules include the attributes the modules grant your ship. |
===Engineering Subsystem=== | ===Engineering Subsystem=== | ||
− | The engineering | + | The engineering subsystems give your ship its base powergrid, capacitor, and capacitor recharge time. They often give you high and/or low power slots, as well as turret and/or missile hardpoints. The bonuses provided by these modules include the attributes the modules grant your ship. |
===Offensive Subsystem=== | ===Offensive Subsystem=== | ||
− | The offensive | + | The offensive subsystems give your ship its primary weapon slots, whether missile or turret. They always give high slots, and on occasion medium and/or low slots as well. The bonuses provided by these modules include weapon rates of fire, weapon optimal and falloff ranges, drone control and drone bays, and cloaking ability. |
===Propulsion Subsystem=== | ===Propulsion Subsystem=== | ||
− | The propulsion | + | The propulsion subsystems give your ship its base in agility and speed. They may give you low slots, but not all of them do. The bonuses provided by these modules include speed or agility bonuses, afterburner bonuses, reduction in microwarp drive penalties, and even the ability to be immune to non-targeted interdiction (warp bubbles). |
==Strategic Cruiser Construction== | ==Strategic Cruiser Construction== |
Revision as of 15:13, 26 February 2010
Commonly referred to as tech 3 (T3) ships, strategic cruisers are the evolution of Sleeper Technology into the currently known technology base. Strategic cruisers are highly customizable and fill a variety of roles within the EVE universe.
Strategic Cruiser Overview
Each race has developed their own variety of adaptable strategic cruiser with their own particular racial traits (weapons, defenses, sensors, etc), making them unique to their own race but still widely customizable. Strategic cruisers have five subsystem slots designed to create a single ship, each holding a part of your ship's basic layout. No strategic cruiser can be fielded if it lacks a single subsystem. Each race has developed their own set of subsystems for each ship, and these subsystems are not interchangeable between different racial strategic cruisers.
Strategic cruisers are not without a substantial price tag, mainly due to the amount of effort that goes into constructing one. Most primary components of Tech 3 production are found in Wormholes, and some of the rarer gases and components do not become available until you are deep within wormhole space.
The following are the strategic cruisers, by race:
Strategic Cruiser Subsystems
Each subsystem slot allows the choice of four subsystem modules, requiring that you have a minimum of five subsystems and one strategic cruiser base hull. Each module gives different values to your ship, and also adds high, medium, and low slots based on the needs and usage of the subsystem module. The subsystems also determine what weapons can be mounted, and in what variety (turret or missile) by adding hardpoints for each.
Defensive Subsystem
The defensive subsystems give your ship its base cargohold capacity, armor hit points, shield hit points, shield recharge rate, signature radius, and armor and shield resistances. They generally give low and/or high-power slots as well. These modules also offer a bonus to a defensive aspect of your ship (resistances, HP, command bonuses, repair effectiveness, etc) based on the module.
Electronics Subsystem
The electronics subsystems give your ship its base CPU, targeting range, scan resolution, and sensor strength. They also generally give you medium-power slots. The bonuses provided by these modules include the attributes the modules grant your ship.
Engineering Subsystem
The engineering subsystems give your ship its base powergrid, capacitor, and capacitor recharge time. They often give you high and/or low power slots, as well as turret and/or missile hardpoints. The bonuses provided by these modules include the attributes the modules grant your ship.
Offensive Subsystem
The offensive subsystems give your ship its primary weapon slots, whether missile or turret. They always give high slots, and on occasion medium and/or low slots as well. The bonuses provided by these modules include weapon rates of fire, weapon optimal and falloff ranges, drone control and drone bays, and cloaking ability.
Propulsion Subsystem
The propulsion subsystems give your ship its base in agility and speed. They may give you low slots, but not all of them do. The bonuses provided by these modules include speed or agility bonuses, afterburner bonuses, reduction in microwarp drive penalties, and even the ability to be immune to non-targeted interdiction (warp bubbles).
Strategic Cruiser Construction
Reserved
Wartime Restriction
Until otherwise posted, the use of strategic cruisers during a time of war, for any reason, is not allowed.