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Ships: Difference between revisions

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===Spaceship command skills===
===Spaceship command skills===
[[File:Sin.jpg|200px|thumb|right|The [[Sin]], a [[Battleships#Black_Ops_Battleships|Black Ops Battleship]] which requires months of training to fly.]]In order to fly ships in EVE, a character must train the relevant skills in the [[Skills:Spaceship_Command|Spaceship Command skill category]]. This category is not to be confused with the general skill {{sk|Spaceship Command}}.
[[File:Sin.jpg|200px|thumb|right|The [[Sin]], a [[Battleships#Black_Ops_Battleships|Black Ops Battleship]] which requires months of training to fly.]] To fly ships in EVE, a character must train the relevant skills in the [[Skills:Spaceship_Command|Spaceship Command skill category]]. This category is not to be confused with the general skill {{sk|Spaceship Command}}.


The skills for larger hull types and higher [[Tech_and_meta_levels|tech levels]] usually require some skill training in smaller hull types or lower tech levels first. In order to fly a Tech 1 cruiser, for instance, you must first have some training in a Tech 1 destroyer command skill. Likewise, the skills for Tech 2 frigates require perfecting the Tech 1 frigate command skills.
The skills for larger hull types and higher [[Tech_and_meta_levels|tech levels]] usually require some skill training in smaller hull types or lower tech levels first. To fly a Tech 1 cruiser, for instance, you must first have some training in a Tech 1 destroyer command skill. Likewise, the skills for Tech 2 frigates require perfecting the Tech 1 frigate command skills.


In most cases, the prerequisites for fly bigger ships (by hull type) are faster to train than the prerequisites for higher tech levels. As a result, newer pilots may find themselves in large T1 ships (battlecruisers or battleships) long before they can fly a T2 ship of any size. This is not a hard-and-fast rule, though: it's reasonable to train straight from Tech 1 frigates into Tech 2 frigates, for instance, without ever training the skills required to fly larger Tech 1 ships, if that is your goal as a pilot.
In most cases, the prerequisites for flying bigger ships (by hull type) are faster to train than the prerequisites for higher tech levels. As a result, newer pilots may find themselves in large T1 ships (battlecruisers or battleships) long before they can fly a T2 ship of any size. This is not a hard-and-fast rule, though: it's reasonable to train straight from Tech 1 frigates into Tech 2 frigates, for instance, without ever training the skills required to fly larger Tech 1 ships, if that is your goal as a pilot.


===Support skills===
===Support skills===
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{{main|Support skills}}
{{main|Support skills}}


Being able to fly a ship ''at all'' and being able to fly a ship ''well'' can be two very different things. While the relevant spaceship command skill may let you enter a ship and undock it from a station, this is only the first step to using the ship properly. In addition to the skills you will need to fit all of the guns and modules you want to use ([[fitting skills]]), there is an entire suite of [[support skills]] which can cumulatively boost a hull's performance. Some of these benefit most or all ships that you can fly, making them valuable training choices.
Being able to fly a ship ''at all'' and being able to fly a ship ''well'' can be two very different things. While the relevant spaceship command skill may let you enter a ship and undock it from a station, this is only the first step to using the ship properly. In addition to the skills you will need to fit all of the guns and modules you want to use ([[fitting skills]]), there is an entire suite of [[support skills]] that can cumulatively boost a hull's performance. Some of these benefit most or all ships that you can fly, making them valuable training choices.


As a rule of thumb, smaller and lower-tech ships demand less-polished support and fitting skills from your character. A Tech 1 frigate in the hands of a days-old character can handily complete Level 1 PvE missions or significantly affect veteran pilots in advanced ships by [[tackling]] or using [[electronic warfare]] in PvP. An expensive Tech 2 black ops battleship, meanwhile, will be a painful loss waiting to happen if piloted by a character without well-trained support skills.
As a rule of thumb, smaller and lower-tech ships demand less-polished support and fitting skills from your character. A Tech 1 frigate in the hands of a days-old character can handily complete Level 1 PvE missions or significantly affect veteran pilots in advanced ships by [[tackling]] or using [[electronic warfare]] in PvP. An expensive Tech 2 black ops battleship, meanwhile, will be a painful loss waiting to happen if piloted by a character without well-trained support skills.
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{{main|Fitting ships}}
{{main|Fitting ships}}


Ships are merely empty hulls waiting to be equipped with the guns and modules that let them do their job. The process of equipping a ship is known as "fitting" the ship, and is an expansive topic.
Ships are merely empty hulls waiting to be equipped with the guns and modules that let them do their job. The process of equipping a ship is known as "fitting" the ship and is an expansive topic.


However, one basic concept is worth mentioning here as it ties into the ship sizes listed earlier. The ship sizes are grouped into small, medium, large, or X-large. When browsing the market, you will notice that modules and weapons are also grouped into these same sizes. When fitting a ship, you normally want to use modules and weapons that are in the same size grouping as the ship size. This can sometimes be confusing, especially with weapon systems, as many items may will say "medium" in the name, but actually belong to the "small" size group in the market categories. What matters for ship fitting is that the market category size group matches the ship size, not any terms found in the item name itself.
However, one basic concept is worth mentioning here as it ties into the ship sizes listed earlier. The ship sizes are grouped into small, medium, large, or X-large. When browsing the market, you will notice that modules and weapons are also grouped into these same sizes. When fitting a ship, you normally want to use modules and weapons that are in the same size grouping as the ship size. This can sometimes be confusing, especially with weapon systems, as many items may will say "medium" in the name, but belong to the "small" size group in the market categories. What matters for ship fitting is that the market category size group matches the ship size, not any terms found in the item name itself.


==Categorization==
==Categorization==
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! scope="col" width="100px" style="background-color:#222222;"  | Time to Warp (sec)
! scope="col" width="100px" style="background-color:#222222;"  | Time to Warp (sec)
! scope="col" width="100px" style="background-color:#222222;" | Slots
! scope="col" width="100px" style="background-color:#222222;" | Slots
! scope="col" width="100px" style="background-color:#222222;" | Capacitor (gj)
! scope="col" width="100px" style="background-color:#222222;" | Capacitor (GJ)
! scope="col" width="100px" style="background-color:#222222;" | Signature Radius (m)
! scope="col" width="100px" style="background-color:#222222;" | Signature Radius (m)
|-  
|-  
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'''Pirate faction ships''' represent a greater advance on the abilities of base Tech 1 hulls. They require two separate spaceship command skills for different factions so, for example, the [[Angel Cartel]] [[Cynabal]] requires training in both {{sk|Minmatar Cruiser}} ''and'' {{sk|Gallente Cruiser}}. In return, though, each pirate hull has more powerful and unusual bonuses which often make them fly in surprising ways. The Gurista [[Gila]], for example, launches only two drones, but can use those two to deal damage equivalent to ''ten'' drones. Similarly, the [[Serpentis]] [[Vindicator]] offers a unique combination of a [[Tackling_Guide#Stasis_Webifier_.28Web.29|stasis webifier]] bonus and massive damage output. Pirate faction ships are roughly as powerful as Tech 2 ships, and require fewer skills. They are accordingly very expensive.
'''Pirate faction ships''' represent a greater advance on the abilities of base Tech 1 hulls. They require two separate spaceship command skills for different factions so, for example, the [[Angel Cartel]] [[Cynabal]] requires training in both {{sk|Minmatar Cruiser}} ''and'' {{sk|Gallente Cruiser}}. In return, though, each pirate hull has more powerful and unusual bonuses which often make them fly in surprising ways. The Gurista [[Gila]], for example, launches only two drones, but can use those two to deal damage equivalent to ''ten'' drones. Similarly, the [[Serpentis]] [[Vindicator]] offers a unique combination of a [[Tackling_Guide#Stasis_Webifier_.28Web.29|stasis webifier]] bonus and massive damage output. Pirate faction ships are roughly as powerful as Tech 2 ships, and require fewer skills. They are accordingly very expensive.


'''Tech 2 ships''' are built by retrofitting Tech 1 ships, and while they take some features from their Tech 1 forms, the ways they fly and take advantage of fitting may be very different. They have higher resistance to damage and are typically much more specialized in their roles. Many special modules can only be fit on Tech 2 ships. The [[Heavy Interdictor]] is a prime example of a Tech 2 ship filling a specialized role: it can use a special module to stop ships within a wide area from warping away—a unique ability—but it but has more limited abilities in other areas. Tech 2 ships are powerful within their niches, but are not automatically better than Tech 1 ships, or immune to attack from Tech 1 ships. Tech 2 ships require extensive skill training to fly, but can be less expensive than Pirate Faction ships due to their simpler production.
'''Tech 2 ships''' are built by retrofitting Tech 1 ships, and while they take some features from their Tech 1 forms, the ways they fly and take advantage of fitting may be very different. They have higher resistance to damage and are typically much more specialized in their roles. Many special modules can only be fit on Tech 2 ships. The [[Heavy Interdictor]] is a prime example of a Tech 2 ship filling a specialized role: it can use a special module to stop ships within a wide area from warping away—a unique ability—but it has more limited abilities in other areas. Tech 2 ships are powerful within their niches but are not automatically better than Tech 1 ships, or immune to attack from Tech 1 ships. Tech 2 ships require extensive skill training to fly but can be less expensive than Pirate Faction ships due to their simpler production.


'''Tech 3 ships''' were developed by the four empire factions by reverse-engineering [[Sleeper]] technology. They are known for their powerful defenses and great versatility, which come from a very wide variety of innate hull bonuses, generous fitting layouts, and unique ways to completely transform themselves on-the-fly. All materials required for Tech 3 ships come from [[wormhole space]]. As an example, a [[Legion]] can be fitted to be a heavily armored [[Capacitor_Warfare_Guide|neuting]] ship, a heavy assault missile boat, or a more traditional laser boat; and may be active tanked, buffer tanked, or even able to cloak itself. Similarly, a [[Hecate]] can switch between different modes which can harden its defenses, increase its mobility, or let it deal damage at longer ranges.
'''Tech 3 ships''' were developed by the four empire factions by reverse-engineering [[Sleeper]] technology. They are known for their powerful defenses and great versatility, which come from a very wide variety of innate hull bonuses, generous fitting layouts, and unique ways to completely transform themselves on-the-fly. All materials required for Tech 3 ships come from [[wormhole space]]. As an example, a [[Legion]] can be fitted to be a heavily armored [[Capacitor_Warfare_Guide|neuting]] ship, a heavy assault missile boat, or a more traditional laser boat; and may be active tanked, buffer tanked, or even able to cloak itself. Similarly, a [[Hecate]] can switch between different modes which can harden its defenses, increase its mobility, or let it deal damage at longer ranges.


====Other factions====
====Other factions====
[[CONCORD]], [[EDENCOM]], the [[Society of Conscious Thought]], and the [[Triglavian Collective]] all also have ships of their own. These ships follow completely different mechanics and skill sets than any other ships, and do not fit into the traditional tech and faction levels.
[[CONCORD]], [[EDENCOM]], the [[Society of Conscious Thought]], and the [[Triglavian Collective]] all also have ships of their own. These ships follow completely different mechanics and skill sets than other ships and do not fit into the traditional tech and faction levels.


* {{icon|concord|22}}CONCORD offers a trio of extremely flexible, extremely skill-intensive, highly-militarized covert ops ships.
* {{icon|concord|22}}CONCORD offers a trio of extremely flexible, extremely skill-intensive, highly-militarized covert ops ships.
* [[Image:Logo_faction_edencom.png|22x22px|link=]]EDENCOM offers a curious, but very difficult to utilize, set of ships with "chain lightning" damage-dealing abilities.
* [[Image:Logo_faction_edencom.png|22x22px|link=]]EDENCOM offers a curious, but very difficult to utilize, set of ships with "chain lightning" damage-dealing abilities.
* {{icon|triglavian|22}}The Triglavian Collective offers a wide selection of ships which utilize unique ramping-over-time weapons that can burn down targets well above their weight class.
* {{icon|triglavian|22}}The Triglavian Collective offers a wide selection of ships that utilize unique ramping-over-time weapons that can burn down targets well above their weight class.
* {{icon|society|22}}The SoCT offers a set of three ships with nearly limitless versatility and ''no'' skill requirements, offering new and veteran players alike a set of flexible hulls.
* {{icon|society|22}}The SoCT offers a set of three ships with nearly limitless versatility and ''no'' skill requirements, offering new and veteran players alike a set of flexible hulls.


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===== Industrials =====
===== Industrials =====
These ships have large cargo capacities and are used to haul goods from place to place. Some are even more specialized, having extra capacity for items such as ore, minerals or weapons. The smallest class of cargo ships, Tech 1 industrials, are lightly defended and fly mostly among high security systems.
These ships have large cargo capacities and are used to haul goods from place to place. Some are even more specialized, having an extra capacity for items such as ore, minerals or weapons. The smallest class of cargo ships, Tech 1 industrials, are lightly defended and fly mostly among high security systems.
*Tech 1: {{icon|isis gallente|22}}[[Iteron Mark V]], {{icon|isis caldari|22}}[[Badger]], {{icon|isis minmatar|22}}[[Mammoth]]
*Tech 1: {{icon|isis gallente|22}}[[Iteron Mark V]], {{icon|isis caldari|22}}[[Badger]], {{icon|isis minmatar|22}}[[Mammoth]]
Tech 2 industrials are divided between [[Blockade Runner|Blockade Runners]], which are fast and can cloak for stealth in dangerous space, and Deep Space Transports, which have stronger defenses. Each EVE race has one of each kind of Tech 2 industrial.
Tech 2 industrials are divided between [[Blockade Runner|Blockade Runners]], which are fast and can cloak for stealth in dangerous space, and Deep Space Transports, which have stronger defenses. Each EVE race has one of each kind of Tech 2 industrial.
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Freighters are the largest cargo ships in EVE. These slow-moving hulks have no high or medium equipment slots and depend entirely on their massive hulls for defense. In general, if you can package an item, you can fit it into the cargo hold of a Tech 1 freighter.
Freighters are the largest cargo ships in EVE. These slow-moving hulks have no high or medium equipment slots and depend entirely on their massive hulls for defense. In general, if you can package an item, you can fit it into the cargo hold of a Tech 1 freighter.
*Tech 1: {{icon|isis caldari|22}}[[Charon]], {{icon|isis minmatar|22}}[[Fenrir]], {{icon|isis gallente|22}}[[Obelisk]], {{icon|isis amarr|22}}[[Providence]]
*Tech 1: {{icon|isis caldari|22}}[[Charon]], {{icon|isis minmatar|22}}[[Fenrir]], {{icon|isis gallente|22}}[[Obelisk]], {{icon|isis amarr|22}}[[Providence]]
Tech 2 freighters are called [[Jump Freighters]]. They have smaller cargo bays than Tech 1 freighters, but can use both jump gates and [[cynosural field|cynosural fields]]. The latter makes them especially useful in null sec.
Tech 2 freighters are called [[Jump Freighters]]. They have smaller cargo bays than Tech 1 freighters but can use both jump gates and [[cynosural field|cynosural fields]]. The latter makes them especially useful in null sec.
*Tech 2 (Jump Freighters): {{icon|isis gallente|22}}[[Anshar]], {{icon|isis amarr|22}}[[Ark]], {{icon|isis caldari|22}}[[Rhea]], {{icon|isis minmatar}}[[Nomad]]
*Tech 2 (Jump Freighters): {{icon|isis gallente|22}}[[Anshar]], {{icon|isis amarr|22}}[[Ark]], {{icon|isis caldari|22}}[[Rhea]], {{icon|isis minmatar}}[[Nomad]]