More actions
m →Titans: {{main|Titans}} contents was exactly the same as here. Titans changed to redirect. |
m Link maintenance. replace manual note with <ref>. Remove unneeded style. |
||
| Line 1: | Line 1: | ||
{{ShipTypes}} | {{ShipTypes}} | ||
'''Capital ships''' (Dreadnoughts, Carriers, Force Auxiliaries, Supercarriers ("Motherships"), Titans and Rorquals) are the largest player-piloted ships in EVE. Capitals can only operate outside of [[high-sec]] space. While they can use stargates to travel (except to high-sec), they can also jump between star systems using built-in [[ | '''Capital ships''' (Dreadnoughts, Carriers, Force Auxiliaries, Supercarriers ("Motherships"), Titans and Rorquals) are the largest player-piloted ships in EVE. Capitals can only operate outside of [[high-sec]] space. While they can use stargates to travel (except to high-sec), they can also jump between star systems using built-in [[jump drives]]. | ||
The largest capital ships (Supercarriers and Titans, collectively known as "supercapitals") are so large that they can only dock in [[Keepstar | The largest capital ships (Supercarriers and Titans, collectively known as "supercapitals") are so large that they can only dock in [[Keepstar]]s. Additionally, supercapitals can only be built in systems with a Supercapital Construction Facilities in the Infrastructure Hub, thus building them is restricted to [[Sovereignty|Sovereign Nullsec]]. This combined with their being no [[Wormhole_attributes|wormhole types]] that are large enough for supercarriers means that supercapital ships cannot be encountered in wormhole space. (While there is one Wormhole class, K329 Nullsec->C4, which is large enough for a supercarrier to travel, wormholes of that class never generate.) | ||
Most defensive and utility modules designed for subcapital ships can also be used on capital ships. However, there are also certain capital-ship-sized modules which can only be used on capital ships, and some modules whose functions are entirely unique to capital ships. The [[Capital Ship Modules]] page details these unique modules. | Most defensive and utility modules designed for subcapital ships can also be used on capital ships. However, there are also certain capital-ship-sized modules which can only be used on capital ships, and some modules whose functions are entirely unique to capital ships. The [[Capital Ship Modules]] page details these unique modules. | ||
{{expansion past|It was once possible to build capital ships in highsec, so there are still a few that never jumped out of the system they were built in. If they ever do jump out, they will never be able to return, and while they're in highsec they are not allowed to be used for anything that gives the owner any kind of advantage compared to someone that does not own a high sec capital ship; during wars, they're not even allowed to undock. If the pilot breaks these rules, he or she will receive a temporary ban, and the capital ship will be moved to a station in a nearby low sec system. | {{expansion past|width=40% | ||
|It was once possible to build capital ships in highsec, so there are still a few that never jumped out of the system they were built in. If they ever do jump out, they will never be able to return, and while they're in highsec they are not allowed to be used for anything that gives the owner any kind of advantage compared to someone that does not own a high sec capital ship; during wars, they're not even allowed to undock. If the pilot breaks these rules, he or she will receive a temporary ban, and the capital ship will be moved to a station in a nearby low sec system. | |||
Additionally, capital ships were considerably | Additionally, capital ships were considerably re-balanced in the Citadel expansion (Spring 2016), in particular introducing Force Auxiliary capital ships. | ||
}} | |||
== Docking == | == Docking == | ||
{|class="wikitable | {|class="wikitable sortable" style="text-align: center;" | ||
|- style="background: #222222;" | |||
! | ! rowspan="2" | Type | ||
!colspan="3 | ! Station | ||
!colspan="3 | ! colspan="3" | Citadel | ||
!colspan="2 | ! colspan="3" | Engineering Complex | ||
|- | ! colspan="2" | Refinery | ||
|- style="background: #222222;" | |||
! | ! NPC Station | ||
! | ! Astrahus (M) | ||
! | ! Fortizar (L) | ||
! | ! Keepstar (XL) | ||
! | ! Raitaru (M) | ||
! | ! Azbel (L) | ||
! | ! Sotiyo (XL) | ||
! | ! Athanor (M) | ||
! Tatara (L) | |||
|- | |- | ||
|Capitals | |Capitals | ||
| Line 36: | Line 39: | ||
|{{icon|tick|16}} | |{{icon|tick|16}} | ||
|{{icon|cross|16}} | |{{icon|cross|16}} | ||
|{{icon|cross|16}}< | |{{icon|cross|16}}<ref name= "BuildOnly" /> | ||
|{{icon|tick|16}} | |{{icon|tick|16}} | ||
|{{icon|cross|16}} | |{{icon|cross|16}} | ||
|{{icon|cross|16}}< | |{{icon|cross|16}}<ref>Rorquals can dock.</ref> | ||
|- | |- | ||
|Super-Capitals | |Super-Capitals | ||
| Line 48: | Line 51: | ||
|{{icon|cross|16}} | |{{icon|cross|16}} | ||
|{{icon|cross|16}} | |{{icon|cross|16}} | ||
|{{icon|cross|16}}< | |{{icon|cross|16}}<ref name= "BuildOnly" /> | ||
|{{icon|cross|16}} | |{{icon|cross|16}} | ||
|{{icon|cross|16}} | |{{icon|cross|16}} | ||
| Line 54: | Line 57: | ||
<small> | <small> | ||
<references> | |||
<ref name="BuildOnly">Can be built here, but not dock again once undocked.</ref> | |||
</references> | |||
</small> | </small> | ||
| Line 128: | Line 132: | ||
== Other Ships == | == Other Ships == | ||
In general, when capital ships are being discussed, it is the above ships that are referred to. However in certain contexts, other ships can also be considered capital ships. | In general, when capital ships are being discussed, it is the above ships that are referred to. However in certain contexts, other ships can also be considered capital ships. | ||
* The market group "capital ships" also includes [[ | * The market group "capital ships" also includes [[Freighter]]s and [[Jump Freighter]]s. Freighters are constructed using capital ship components, however they can operate in high-sec. | ||
* The [[Orca]] sits on the border between capital and subcapital, as while it can only equip battleship-sized modules and does not require capital skills, it is much more durable than any battleship, it is constructed from capital ship components, and like other capital ships it is immune to the [[ | * The [[Orca]] sits on the border between capital and subcapital, as while it can only equip battleship-sized modules and does not require capital skills, it is much more durable than any battleship, it is constructed from capital ship components, and like other capital ships it is immune to the [[Micro Jump Field Generator]] of [[Command Destroyer]]s. | ||
==History== | ==History== | ||
Since their initial introduction in 2005 with the Red Moon Rising expansion | Since their initial introduction in 2005 with the Red Moon Rising expansion all combat related capital ships have received major overhauls to stats, bonuses, and abilities. | ||
Initially, capital ships had very little impact on the events in EVE. Small groups scrambled to be the first to field dreadnought fleets in order to bring down player owned starbases (POSes) which previously only had been possible with large fleets. Carrier fleets were also developed in order to bulk up the damage output of corporations and alliances with many low skilled pilots by remotely assigning fighter drones. In lowsec, groups of pirates found a use for "hot dropping" carriers into ongoing engagements to turn the tide with the properly applied remote repair of a skilled pilot. In this phase of the game evolution, titans and supercarriers (also known as motherships) were regarded as nearly unbuildable, with the first one to officially be created costing the building alliance dozens of POSes, an outpost and their entire presence in nullsec. It took a almost a full year for the first titan to be revealed, and for that entire time - and a few months after - they were regarded as completely useless ships. | Initially, capital ships had very little impact on the events in EVE. Small groups scrambled to be the first to field dreadnought fleets in order to bring down player owned starbases (POSes) which previously only had been possible with large fleets. Carrier fleets were also developed in order to bulk up the damage output of corporations and alliances with many low skilled pilots by remotely assigning fighter drones. In lowsec, groups of pirates found a use for "hot dropping" carriers into ongoing engagements to turn the tide with the properly applied remote repair of a skilled pilot. In this phase of the game evolution, titans and supercarriers (also known as motherships) were regarded as nearly unbuildable, with the first one to officially be created costing the building alliance dozens of POSes, an outpost and their entire presence in nullsec. It took a almost a full year for the first titan to be revealed, and for that entire time - and a few months after - they were regarded as completely useless ships. | ||
| Line 138: | Line 142: | ||
However, with continued expansion of the ranks of capital pilots, carriers began to be deployed on the front lines of battleship-class conflicts to great effect, while fleets of ten, twenty, or thirty dreadnoughts could wipe out a hardened tower in less than thirty minutes - a feat previously unheard of without at least 100-150 battleship pilots. The introduction of titans to nullsec combat meant the death of hundreds of enemy ships in the blink of an eye, and alliance warfare was changed forever - capital ships had made their presence felt, and they were here to stay. | However, with continued expansion of the ranks of capital pilots, carriers began to be deployed on the front lines of battleship-class conflicts to great effect, while fleets of ten, twenty, or thirty dreadnoughts could wipe out a hardened tower in less than thirty minutes - a feat previously unheard of without at least 100-150 battleship pilots. The introduction of titans to nullsec combat meant the death of hundreds of enemy ships in the blink of an eye, and alliance warfare was changed forever - capital ships had made their presence felt, and they were here to stay. | ||
Capital ships as a whole were | Capital ships as a whole were re-balanced upon the release of the April 2016 Citadel expansion. A large number of capital-size modules were added to the game, including armor plates, shield extenders, and capital electronic warfare modules, in order to facilitate more strategic capital ship fittings. The hitpoints of all capital shields, armor, and hull were reduced, and supercapitals were made vulnerable to electronic warfare, though they remain very resistant. Additionally, both a fleet hangar and ship maintenance bay were added to all dreadnoughts to make them more appealing for beginner capital pilots. | ||
The Citadel expansion also introduced a new capital ship class: the force auxiliary. Force auxiliaries are capital logistics platform, and inherited the role from carriers, which were converted to offensive ships. The triage module, previously unique to carriers, was reassigned to be unique to the new force auxiliaries, and any carrier equipped with a triage module upon Citadel's release was converted into a force auxiliary ship of the same race. Force auxiliaries cannot launch fighters, and instead have a very large drone bay and bonuses to logistics drone performance. | The Citadel expansion also introduced a new capital ship class: the force auxiliary. Force auxiliaries are capital logistics platform, and inherited the role from carriers, which were converted to offensive ships. The triage module, previously unique to carriers, was reassigned to be unique to the new force auxiliaries, and any carrier equipped with a triage module upon Citadel's release was converted into a force auxiliary ship of the same race. Force auxiliaries cannot launch fighters, and instead have a very large drone bay and bonuses to logistics drone performance. | ||