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User:Olly Wakwako/sandbox/Incursion Fitting Principles: Difference between revisions

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{{important note box|The [[EVE University Incursion Community]] doesn't require '''unistas''' to use fancy hulls and modules or put expensive implants into your head due to the constant threat of war. Pilots who take the necessary precautions are of course allowed to, but should do so of their own free will being aware of the risk.}}
{{important note box|The [[EVE University Incursion Community]] doesn't require '''unistas''' to use fancy hulls and modules or put expensive implants into your head due to the constant threat of war. Pilots who take the necessary precautions are of course allowed to, but should do so of their own free will being aware of the risk.}}
There are a lot of ways to spend ISK on your incursion character in order to improve your performance, be that '''buying a pirate faction battleship''', getting '''faction and deadspace modules''' or '''injecting implants''' into your head. Some of these options are more effective than others, so before you start ''"throwing ISK at the problem"'' with wild abandon ... take a moment to consider your options.
There are a lot of ways to spend ISK on your incursion character in order to improve your performance, be that '''buying a pirate faction battleship''', getting '''faction and deadspace modules''' or '''injecting implants''' into your head. Some of these options are more effective than others, so before you start ''"throwing ISK at the problem"'' with wild abandon ... take a moment to consider your options.
== Buying a pirate faction battleship ==
== Faction and deadspace modules ==
First of all, remember that getting a pirate faction hull is always going to give you better applied damage (and often many other advantages) compared to spending ISK on faction and deadspace modules. With the exception of the '''Federation Navy''' or '''Serpentis Stasis Webifier''' and '''tech two weapons''', it is recommended that you get a better hull long before you look into upgrading modules.
Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot. But even though a faction tracking computer or a sensor booster might make sense for public fleets built to compete, for our community that isn't going to be as worthwhile of an investment as we usually don't compete.
==== What do you get in return? ====
To put this into perspective you need to factor in [[stacking penalties]]. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it.
==== Module variants and price deviations ====
{|
| valign="top" style="padding:0px;" | [[Image:Market.png|64px|link=]]
| valign="top" style="padding-top:12px;" | When you're shopping for faction or deadspace modules, check all equivalent variants for price deviations. For example, the {{co|coral|Federation Navy Tracking Computer}} is identical in all but the name to the {{co|coral|Shadow Serpentis Tracking Computer}} and their prices fluctuate over time, so use the [[Show Info and Compare]]-feature ingame to find potential alternatives and you might save millions.
|}


= Ship progression =
= Ship progression =
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| fleetup=
| fleetup=
}}
}}
== Faction and deadspace modules ==
First of all, remember that getting a pirate faction hull is always going to give you better applied damage (and often many other advantages) compared to spending ISK on faction and deadspace modules. With the exception of the '''Federation Navy''' or '''Serpentis Stasis Webifier''' and '''tech two weapons''', it is recommended that you get a better hull long before you look into upgrading modules.
Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot. But even though a faction tracking computer or a sensor booster might make sense for public fleets built to compete, for our community that isn't going to be as worthwhile of an investment as we usually don't compete.
==== What do you get in return? ====
To put this into perspective you need to factor in [[stacking penalties]]. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it.
==== Module variants and price deviations ====
{|
| valign="top" style="padding:0px;" | [[Image:Market.png|64px|link=]]
| valign="top" style="padding-top:12px;" | When you're shopping for faction or deadspace modules, check all equivalent variants for price deviations. For example, the {{co|coral|Federation Navy Tracking Computer}} is identical in all but the name to the {{co|coral|Shadow Serpentis Tracking Computer}} and their prices fluctuate over time, so use the [[Show Info and Compare]]-feature ingame to find potential alternatives and you might save millions.
|}


== Injecting implants ==
== Injecting implants ==
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Depending on the race, training for strategic cruisers will make quite some progress towards being able to fly logistics as well, or the other way around if your goal is to fly logistics. That said, most strategic cruisers pale in comparison to the pirate faction battleships who remain the epitome of incursion boats.
Depending on the race, training for strategic cruisers will make quite some progress towards being able to fly logistics as well, or the other way around if your goal is to fly logistics. That said, most strategic cruisers pale in comparison to the pirate faction battleships who remain the epitome of incursion boats.


== Synergy ==
You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship.
You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship.