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Warp mechanics: Difference between revisions

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==Effects of Warp Disruption==
==Effects of Warp Disruption==
In order for your ship's warp drive to activate, it must have a positive Warp Strength.  Almost all ships have an inherent Warp Strength of 0, with the main exceptions being the [[Venture]], [[Deep Space Transports]], and [[Capital ships#Supercapital ships | Supercapitals]].  As long as there are no warp disruption modules active on them, they can enter warp.   
In order for your ship's warp drive to activate, it must be of Warp Strength 0 or more.  Almost all ships have an inherent Warp Strength of 0, with the main exceptions being the [[Venture]], [[Deep Space Transports]], and [[Capital ships#Supercapital ships | Supercapitals]].  As long as there are no warp disruption modules active on them, they can enter warp.   


The effect of a Warp Disruptor (often referred to as a 'point) is to reduce your ships's Warp Strength by 1.  For most ships, this reduces their Warp Strength to -1, thereby preventing the warp drive from activating (or turning it off if the ship is "aligning" out).  
The effect of a Warp Disruptor (often referred to as a 'point) is to reduce your ships's Warp Strength by 1.  For most ships, this reduces their Warp Strength to -1, thereby preventing the warp drive from activating (or turning it off if the ship is "aligning" out).