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Travel fits: Difference between revisions

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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}}.
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 and nanofiber internal structures which will reduce the total armor and structure hit points respectively on a ship.  


==== Reducing align time ====
==== Reducing align time ====