Difference between revisions of "Strategic Cruisers"
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[[Category:Ships]] | [[Category:Ships]] | ||
− | Commonly referred to as | + | Commonly referred to as Tech 3 ships, '''strategic cruisers''' ('T3s', 'stracs') are the evolution of [[Sleeper]] technology into the currently known technology base. In practical terms, they are expensive, powerful and extremely customisable cruiser-sized ships. |
− | == | + | ==Overview== |
− | Each race has | + | Each race has their own adaptable strategic cruiser, with their own particular racial traits (weapons, defenses, sensors, etc). |
− | Strategic cruisers are not | + | 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 races' strategic cruisers. |
+ | |||
+ | It takes a lot of effort to built a strategic crusier, and they consequently cost a lot. 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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* [http://wiki.eveonline.com/wiki/Loki Loki] (Minmatar) | * [http://wiki.eveonline.com/wiki/Loki Loki] (Minmatar) | ||
− | == | + | ==Subsystems== |
− | Each subsystem slot allows the choice of four subsystem modules, | + | Each subsystem slot allows the choice of four subsystem modules, and you need one of each of the five subsystems, and one strategic cruiser base hull, to make up the whole ship. |
− | + | As you may have noticed if you looked up a strategic cruiser in-game, they have very few attributes. The slot layout, hardpoints, hitpoints, dronebay &c of a strategic cruiser are all determined by the combination of subsystems you choose. | |
+ | '''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. | 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. | 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. | 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. | 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). | 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). | ||
− | == | + | ==Construction== |
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==Wartime Restriction== | ==Wartime Restriction== | ||
− | Until otherwise posted, the use of strategic cruisers during a time of war, for any reason, is not allowed. | + | '''Until otherwise posted, the use of strategic cruisers during a time of war, for any reason, is not allowed.''' |
==See Also== | ==See Also== | ||
[[Tech_3_Production]] | [[Tech_3_Production]] |
Revision as of 17:50, 6 October 2010
Commonly referred to as Tech 3 ships, strategic cruisers ('T3s', 'stracs') are the evolution of Sleeper technology into the currently known technology base. In practical terms, they are expensive, powerful and extremely customisable cruiser-sized ships.
Overview
Each race has their own adaptable strategic cruiser, with their own particular racial traits (weapons, defenses, sensors, etc).
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 races' strategic cruisers.
It takes a lot of effort to built a strategic crusier, and they consequently cost a lot. 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:
Subsystems
Each subsystem slot allows the choice of four subsystem modules, and you need one of each of the five subsystems, and one strategic cruiser base hull, to make up the whole ship.
As you may have noticed if you looked up a strategic cruiser in-game, they have very few attributes. The slot layout, hardpoints, hitpoints, dronebay &c of a strategic cruiser are all determined by the combination of subsystems you choose.
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).
Construction
Reserved
Wartime Restriction
Until otherwise posted, the use of strategic cruisers during a time of war, for any reason, is not allowed.