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Al hubbard (talk | contribs) Expanded intro, added missing rigs, removed redundant wording. |
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'''Rigs''' are permanent ship modifications that fit into the rigging slots of a ship. Once fit, they must be destroyed in order to be removed, unlike regular modules. They don't have powergrid or CPU fitting requirements, but most have some other drawback associated with them. These penalties are reduced by training more levels in the associated [[Skills:Rigging|rigging skill]]: the amount of speed reduction caused by armor rigs, for example, is lessened (though never completely eliminated) by your Armor Rigging skill. | '''Rigs''' are permanent ship modifications that fit into the rigging slots of a ship. Once fit, they must be destroyed in order to be removed, unlike regular [[modules]]. They don't have powergrid or CPU fitting requirements, but most have some other drawback associated with them. These penalties are reduced by training more levels in the associated [[Skills:Rigging|rigging skill]]: the amount of speed reduction caused by armor rigs, for example, is lessened (though never completely eliminated) by your {{sk|Armor Rigging|icon=yes}} skill. | ||
Each rig requires ''calibration'', a rig specific fitting resource. All ships have 400 calibration, except for pirate faction ships which have 350. Rig calibration requirements range from 50 to 200, with tech 2 variants requiring 50% calibration than their tech 1 equivalents. | Each rig requires ''calibration'', a rig specific fitting resource. All ships have 400 calibration, except for pirate faction ships which have 350. Rig calibration requirements range from 50 to 200, with tech 2 variants requiring 50% calibration than their tech 1 equivalents. | ||