User:Cassiel Seraphim/Sandbox5
Useful training for alts
It is no secret that having alts or several accounts are extremely useful in EVE. Incursions are no different and we can make good use of alts for a wide variety of things, especially unistas during war.
Scout / hacker
Scouting can be done in pretty much any ship, even shuttles. When it comes to hacking there are a few skills that help.
Ship skills | Navigation skills | Hacking |
---|---|---|
~ XX days and YY hours | ~ XX days and YY hours | ~ XX days and YY hours |
XXX |
Caldari Frigate I [2] |
XXX |
Orca
The Orca is a wonderful ship that's more like a mobile base than just a ship. It has a ship maintenance bay to store ship, enough cargo hold to carry lots of ammo as well as spare modules, an ore hold for lyavite. Its refitting services and fleet hangar is also very useful for changing things up while in space, or to have a nearby stock of lyavite handy in a non-station system.
Even if you fly this ship on an alt that you cannot have logged on at the same time as your main character, the Orca is a tremendously useful ship.
Training into the Orca
Support skills | Ship skills | Leadership skills | Navigation skills |
---|---|---|---|
~ 6 days and 7 hours | ~ 5 days and 15 hours | ~ 10 days and 16 hours | ~ 1 days and 19 hours |
Cybernetics I |
Spaceship Command V |
Leadership I |
Afterburner III |
~ 24 days and 9 hours worth of training in total |
Minimum Orca fit
Prototype 100MN Microwarpdrive I
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Field II
Reinforced Bulkheads II
Damage Control II
Large Ancillary Current Router I
Large Ancillary Current Router I
Large Capacitor Control Circuit I
- With everything turned off, you still have 92 - 96k ehp.
- With just the Damage Control II turned on, you have 195 - 200k ehp.
- With the shield hardeners turned on, your ehp goes up to 209 - 230k.
Ore Hold
The ore hold is perfect for lyavite and can hold up to 163 full stacks which is 41,575 units of ore. (the hold itself can take 50,000 m3 worth of any ore and is unaffected by skill) |
Fleet Hangar
The fleet hangar is another 40,000 m3 that can hold just about anything (including rigged frigates). This hold can be used for spare modules and ore to be available to fleet members, or just secondary storage. |
Ship Maintenance Bay
Nothing in the maintenance bay will drop if your ship is destroyed, they will simply be destroyed along with your ship. This makes it very useful for denying suicide gankers their profit by putting the costly modules on ships inside the maintenance bay. Keep in mind that you would still lose those ships and modules, but they wouldn't be a contributing factor when suicide gankers calculate the profit of ganking you.
The ship maintenance bay is 400,000 m3 worth of assembled ships which is enough to hold ships as large as a battlecruiser-hull, or a selection of cruiser-hull or smaller. You could fill out the maintenance bay with some extra ships for exploration, low level missioning (or even high level missioning with a Tengu), mining ships (for lyavite or just in general). For those with the skills to fly several ships, it is also ideal for moving multiple logistics or strategical cruisers as well as a command ship.
Below is a list of ships and how much room they take up:
Logistics and strategic cruisers | Command ships | Other ships | ||||||
---|---|---|---|---|---|---|---|---|
89,000 m3 | 107,000 m3 | 118,000 m3 | 80,000 m3 | 92,000 m3 | 216,000 m3 | 252,000 m3 | 18,900 m3 | 100,000 m3 |
Making the most of it
If you can afford to spend a little more time on it, there are various things you could do to make life a little easier for your Orca-pilot.
Should you have a lot of time and an interest in mining as well, the Orca is the premier booster for mining operations, shadowed only by the Rorqual. But that would be a considerable time investment.
Support skills | Navigation skills | Mining Foreman links |
---|---|---|
~ 4 days and 24 hours | ~ 7 days and 12 hours | ~ 58 days and 22 hours |
Mechanics IV |
Warp Drive Operation IV |
Cybernetics V [2] |
- ^ The Industrial Command Ships skill will improve your normal cargo hold capacity.
- ^ Cybernetics V is needed for the Mining Foreman Mindlink.
- ^ Mining Director V is needed for the tech two Mining Foreman Links, as well as improves the efficiency of the links by 100% per level.
- ^ The Warfare Link Specialist skill isn't required to use the tech two Mining Foreman Links, but it improves the efficiency of the links by 10% per level.
- ^ The Industrial Command Ships skill isn't required to use the tech two Mining Foreman Links, but it improves the efficiency of the links by 3% per level.
Valet alt
Having an alt capable of flying your ships around is invaluable when your main character is at war or otherwise indisposed. If the purpose is just to fly the ship, they wouldn't need any gunnery skills whatsoever.
Below are various levels of training needed for different type of tanking capabilities. As a minimum, the Hull tanking and Ship skills is enough to fit a Damage Control II and Reinforced Bulkhead II modules for a solid 150k+ ehp buffer on a regular tech one battleship. If you train the Additional race as well, the alt could move a pirate faction battleship.
Hull tanking | Ship skills | Additional race | Shield tanking [1] | Better shield tanking [2] |
---|---|---|---|---|
~ 1 day and 23 hours | ~ 3 days and 5 hours | ~ 2 days and 11 hours | ~ 15 minutes | ~ 5 day and 11 hours |
Mechanics III |
Spaceship Command IV |
<racial> Frigate III |
Shield Upgrades I |
Shield Upgrades IV |
- ^ This short train allows you to use Large F-S9 Regolith Shield Induction and amplifiers like the Upgraded EM Ward Amplifier I module.
- ^ Increasing the train to a handful of days means you can upgrade the shield tank and use the Large Shield Extender II, EM Ward Amplifier II as well as the Adaptive Invulnerability Field II modules (or any of the active hardeners or passive amplifiers).
Neural remaps
Normally one should be careful about remaps and not spend them needlessly. However, if you are making an alt knowing that it will only train for a month or two and not train anything else after that point, consider using all the remaps.
For example, if you're using a PLEX (Pilot License Extension) to activate Dual Character Training for a month or two, then using all three neural remaps makes sense. It might allow you to squeeze in some more skills or shorten the training time to be within one or two months instead of slightly more.
Common guides
There are several common guides on the wiki already. Our needs in the incursion community is a little different, but it might be useful for general purposes or to get some inspiration of what else to train on your alt.