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Travel fits: Difference between revisions

From EVE University Wiki
Intended to help people fit for travel, needs more work to add more situations (perhaps stuff about freighters, orcas or other transports) etc.
 
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= Fitting your ship for travel =
= Fitting your ship for travel =
There are three fundamentally different ways of fitting your ship for travel; '''Speed''', '''tank''' or '''safety'''.
{{important note box|Travel in slow, valuable, or vulnerable ships on your University character is highly discouraged due to the state of constant war the Ivy-League is in. Training a Valet Alt is highly recommended}}
There are three fundamentally different ways of fitting your ship for travel; '''Speed''', '''tank''' or '''safety'''. Each has pros and cons associated with them, it may be beneficial to carry fittings for all three and swap depending on what you expect to find along your route of travel.
 
== Fitting for increased travel speed ==
== Fitting for increased travel speed ==
If your only concern is to get to your destination as fast as possible, not having any war targets or pirates to worry about nor carrying too many expensive modules, you can focus exclusively on cutting down the align time and increasing warp speed.
If your only concern is to get to your destination as fast as possible, not having any war targets or pirates to worry about nor carrying too many expensive modules, you can focus exclusively on cutting down the align time and increasing warp speed.


Usually increasing warp speed tends to cut down on travel time the most, since you spend more time in warp than you do aligning. So if you're forced to choose between the two, it tends to be more beneficial to focus slightly more on increasing warp speed than reducing align time. Within reason of course, most of the time you can accomplish both. Depending on the ship you're moving, re-rigging your ship might not be a practical option and then the modules suggested will be your focus, as you can easily refit your lows, mids and highs before and after moving.
Usually increasing warp speed tends to cut down on travel time the most, since you spend more time in warp than you do aligning. So if you're forced to choose between the two, it tends to be more beneficial to focus slightly more on increasing warp speed than reducing align time. Within reason of course, most of the time you can accomplish both. Depending on the ship you're moving, re-rigging your ship might not be a practical option and then the modules suggested will be your focus, as you can easily refit your lows, mids and highs before and after moving.
One of the major drawbacks of this style of fitting is it will reduce low slots that may be used for armor or structure tanking. Of particular interest are the astronautic rigs which will reduce the total armor hit points on a ship making them easier to kill, this effect can be reduced by training {{sk|Astronautics Rigging|mult=yes}}.


==== Reducing align time ====
==== Reducing align time ====
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| style="background-color:#222222; padding:4px;" | {{co|coral|Hyperspatial Velocity Optimizer II}} (+25% warp speed, +10% signature)
| style="background-color:#222222; padding:4px;" | {{co|coral|Hyperspatial Velocity Optimizer II}} (+25% warp speed, +10% signature)
|}
|}
Note: you can only fit up to three Hyperspatial Accelerators on any ship.
== Fitting enough tank not to be worth ganking ==
== Fitting enough tank not to be worth ganking ==
If you're in high security space and not at war, the only real threat to your ship is suicide gankers. To remedy this, you can up your tank to the point where it's not worth ganking you for profit. This will drastically reduce the chance of someone bothering to destroy your ship.
If you're in high security space and not at war, the only real threat to your ship is suicide gankers. To remedy this, you can up your tank to the point where it's not worth ganking you for profit. This will drastically reduce the chance of someone bothering to destroy your ship.