Difference between revisions of "User:Amoni Panala/WIP/1"
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== Suitcase support skills == | == Suitcase support skills == | ||
− | These skills will help provide better tank and utility needed to safely get goods to k-space or a new wormhole. | + | These skills will help provide better tank and utility needed to safely get goods to k-space or a new wormhole system. |
* {{Sk|Shield Upgrades|IV|mult=yes}} (x2) (7d, 18h, 21m, 28s) | * {{Sk|Shield Upgrades|IV|mult=yes}} (x2) (7d, 18h, 21m, 28s) |
Revision as of 13:22, 23 December 2023
- Main article: Alternate characters
EVE University |
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Skill plans |
Skill training |
This is a guide to train an alt from newly created to being able to sit in an Orca. An Orca pilot alt has a variety of use-cases, but the two examples that this skill plan emphasizes are hauling Incursions pirate battleships from focus to focus and suitcasing belongings in a wormhole. The skill plan for training the alt into an Orca requires with only one Multiple Character Training license. It also includes skills to train to allow the Orca pilot to move the Incursions pirate battleships. This plan is not intended for actual use as a mining booster.
Those who only need to ferry battleships, and not smaller ships or a lot of gear, would probably be better off with a valet alt.
A suitcase is a ship that holds a bulk of items and ships in the event of relocating to a new wormhole system or a wormhole eviction. An Orca has a base capacity of 40k m3 in the fleet hangar (fittings, packaged ships), 400k m3 in the Ship Maintenance Bay (fitted ships), 150k m3 in the mining cargo hold (ore and gas), and 30k m3 in the cargo hold. While a freighter can hold more items than an Orca, the Orca is uniquely good for suitcasing because it can fit through large wormholes typical of C2 and C3 wormhole systems whereas a freighter is dependent on having an extra large connection to k-space to get it out.
Skill plan
This plan has two main parts, the support skills and the ship skills. It uses the yearly re-map for the ship skills, but no re-map on the support skills. If a pilot really wanted to squeeze a few more things in I would use all three re-maps. First Int-Mem for supports. Then Cha-Wis for the leadership skills. Finally Per-Wis for the ship skills. This will give the player a few extra days to add in some other useful things mentioned at the end.
Orca Plan
Make sure you read the notes below
Expand this box to view a Skill queue to use in-game
Tactical Shield Manipulation II Tactical Shield Manipulation III Tactical Shield Manipulation IV Shield Management II Shield Management III Hull Upgrades III Hull Upgrades IV Mechanics III High Speed Maneuvering II High Speed Maneuvering III Warp Drive Operation II Warp Drive Operation III Acceleration Control II Acceleration Control III Jury Rigging I Shield Upgrades II Energy Grid Upgrades II Leadership I Mining Foreman I Mining Foreman II Mining Foreman III Mining Foreman IV Mining Foreman V Mining Director I Spaceship Command IV Spaceship Command V ORE Hauler I ORE Hauler II ORE Hauler III Industrial Command Ships I
Phase 1: Support skills
Cybernetics
All new characters start with Cybernetics I which enables you to use implants. Plug in +3 implants of all types at the start. The skill plan cannot be completed within 30 days without the +3 implants.
Tank skills
The Orca hull tanks with a secondary shield tank. Hence Hull Upgrades IV and Mechanics are key for a proper Orca tank.
- Tactical Shield Manipulation IV (4x) (3 days, 15 hours, 26 minutes)
- Shield Management III (3x) (11 hours, 35 minutes)
- Hull Upgrades IV (2x) (1 day, 19 hours, 43 minutes)
- Mechanics III (1x) (3 hours, 10 minutes)
An Orca really needs an MWD to reduce its align time from 30+ seconds to 10 flat. This requires being able to fit the MWD and have sufficient cap skills so a pilot doesn't cap out after a few jumps of MWD assisted aligns. With the skills in this plan the pilot should be able to use the MWD & DC for every warp. The Active Shield modules can't be constantly run due to cap issues, but can be used in emergencies to buy extra time for CONCORD to arrive. Adding Navigation or Evasive Maneuvers would be a bit beneficial though do not add anything new to the plan, just allow it to do things better.
- High Speed Maneuvering III (5x) (19 hours, 19 minutes)
- Warp Drive Operation III (1x) (3 hours, 51 minutes)
- Acceleration Control III (4x) (15 hours, 27 minutes)
- Jury Rigging I (2x) (14 minutes)
Misc.
These skills are useful to tank up a pirate BS for transport but are not really critical for the plan as a whole. Also they only allow the use of the T1 versions of the LSE and PDS, these skills would need to be raised to IV to enable the T2 versions, which is one way to expand this plan.
- Shield Upgrades II (2x) (1 hour, 22 minutes)
- Energy Grid Upgrades II (2x) (1 hour, 22 minutes)
Phase 2: Ship & Leadership skills
Remapping (active) : i17 p19 c19 w27 m17
This is where to use the remap in the plan if you are only going to use one.
Leadership skills
The Orca Requires the following leadership skills to be injected. This is where most of the training for the Orca comes from.
- Leadership I (1x) (6 minutes, 45 seconds)
- Mining Foreman V (2x) (9 days, 14 hours, 37 minutes)
- Mining Director I (5x) (33 minutes, 47 seconds)
Orca ship skills
- Spaceship Command V (1x) (4 days, 15 hours, 32 minutes)
- ORE Hauler III (4x) (14 hours, 24 minutes)
- Industrial Command Ships I (8x) (54 minute, 3 seconds)
Pirate battleship skills
For this section the pilot needs to train the two racial ship skills needed for the pirate BS of their choice. For the sake of this example, we're using Gallente and Minmatar (for the Vindicator and Machariel), but for the Nightmare, you will want to replace these with the Caldari and Amarr skills.
- Gallente Frigate III (2x) (7 hours, 12 minutes)
- Gallente Destroyer III (2x) (7 hours, 12 minutes)
- Gallente Cruiser III (5x) (18 hours, 1 minute)
- Gallente Battlecruiser III (6x) (21 hours, 37 minutes)
- Gallente Battleship I (8x) (54 minutes, 3 seconds)
- Minmatar Frigate III (2x) (7 hours, 12 minutes)
- Minmatar Destroyer III (2x) (7 hours, 12 minutes)
- Minmatar Cruiser III (5x) (18 hours, 1 minute)
- Minmatar Battlecruiser III (6x) (21 hours, 37 minutes)
- Minmatar Battleship I (8x) (54 minutes, 3 seconds)
With the +3 implants this finishes the training in just under 29 days. Without +3 implants this train is over 33 days.
Suitcase support skills
These skills will help provide better tank and utility needed to safely get goods to k-space or a new wormhole system.
- Shield Upgrades IV (2x) (x2) (7d, 18h, 21m, 28s)
- Mechanics IV (1x) (x1) (17h, 59m, 51s)
- Cloaking III (6x) (x6) (23h, 10m, 56s)
Orca fit
500MN Cold-Gas Enduring Microwarpdrive
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener II
Thermal Shield Hardener II
Damage Control II
Reinforced Bulkheads II
Large Hyperspatial Velocity Optimizer II
Large Hyperspatial Velocity Optimizer II
Large Hyperspatial Velocity Optimizer II
- The Large Hyperspatial Velocity Optimizer II rigs can be replaced by Large Transverse Bulkhead II rigs to add additional tank at the expense of cargo capacity.
Improved Cloaking Device II
Core Probe Launcher I
500MN Y-T8 Compact Microwarpdrive
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
Large Shield Extender II
Large Shield Extender II
Damage Control II
Reinforced Bulkheads II
Large EM Shield Reinforcer II
Large Thermal Shield Reinforcer II
Large Core Defense Field Extender II
- This fit requires Shield Upgrades IV and Cloaking III. The cloak is intended for warping to a safe and cloaking up for safety rather than the cloak + MWD trick.