Difference between revisions of "Active module"

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A module that differs from a [[passive module]] in that it must be manually activated by the player for the effects to take place. Generally, these modules will require capctior to run.
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A module that differs from a [[passive module]] in that it must be manually activated by the player for the effects to take place. Generally, these modules will require capacitor to run.
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Examples include most weapons, active hardners or resistance boosters like Damage Controls. Also repairers, like Shield boosters or Armour repairers.

Revision as of 10:08, 3 December 2009

A module that differs from a passive module in that it must be manually activated by the player for the effects to take place. Generally, these modules will require capacitor to run.

Examples include most weapons, active hardners or resistance boosters like Damage Controls. Also repairers, like Shield boosters or Armour repairers.