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Ships: Difference between revisions

From EVE University Wiki
Al hubbard (talk | contribs)
Made top of own category, and added links to ship sizes
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==Mechanics==
==Mechanics==
Ships accelerate by using their engines, almost always located at the stern of the ship. They cannot travel at near-lightspeeds without the use of warp drives. Initiating warp requires an object with mass or feigned mass. The ship will acquire this object as a target and a use warp drive in conjunction with sub-lightspeed thrusters to accelerate through a warp tunnel.[[File:cyno.jpg|200px|thumb|right|"Military experts are calling this a cynosural field." -Journalist during the start of the Gallente-Caldari War in YC110]]
Ships accelerate by using their engines, almost always located at the stern of the ship. They cannot travel at near-lightspeeds without the use of warp drives. Initiating warp requires an object with mass or feigned mass. The ship will acquire this object as a target and use a warp drive in conjunction with sub-lightspeed thrusters to accelerate through a warp tunnel.[[File:cyno.jpg|200px|thumb|right|"Military experts are calling this a cynosural field." -Journalist during the start of the Gallente-Caldari War in YC110]]
Ships can be built and stored in stations except for super-capital classes. Gates and wormholes are methods of travel that propel ships over great distances inaccessible through conventional means of travel. Capital class ships can use their built in jump drives to travel these great distances. A [[cynosural field]] is used to provide a target for the jump capable ships to lock onto.
Ships can be built and stored in stations except for super-capital classes. Gates and wormholes are methods of travel that propel ships over great distances inaccessible through conventional means of travel. Capital class ships can use their built in jump drives to travel these great distances. A [[cynosural field]] is used to provide a target for the jump capable ships to lock onto.


The hitpoints of a ship come from its shield, armor and structure. Shields are absent from certain NPC vessels, however all capsuleer ships including capsules have all three defensive systems. These hitpoints are used for [[Tanking]] against incoming damage. Nearly all ships have module slots, allowing them to fit modules types such as(but not limited to) guns, repairers, plates, electronic warfare, cloaks, rigs and afterburners.
The hitpoints of a ship come from its shield, armor and structure. Shields are absent from certain NPC vessels, however all capsuleer ships including capsules have all three defensive systems. These hitpoints are used for [[Tanking]] against incoming damage. Nearly all ships have module slots, allowing them to fit module types such as (but not limited to) guns, repairers, plates, electronic warfare, cloaks, rigs and afterburners.


All ships have capacitor banks, similar to a gigantic battery. The engines charge these batteries and the accumulated energy is used to run modules and power the warp drive.
All ships have capacitor banks, similar to a gigantic battery. The engines charge these batteries and the accumulated energy is used to run modules and power the warp drive.