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Revision as of 21:50, 7 September 2013 by Kika sandri (talk | contribs)

Overview

Skills that make all ships you fly faster and more agile. Also skills that control operation and effectiveness of afterburners (AB), microwarp drives (MWD), warp drives and jump drives.

Intelligence and Perception help you learn to navigate your ship.

The following are the skills in the Navigation section (in alphabetical order):


  Acceleration Control

Skill at efficiently using Afterburners and MicroWarpdrives. 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.
  Attributes:   
  Multiplier: 4x
  Price: 50k ISK
  Alpha max level: III
  Prerequisites: Navigation III
  Notes: More oomph from propulsion modules is good for anyone who ever uses propulsion modules, which is pretty much everyone.



  Afterburner

Skill at using afterburners. 5% reduction to Afterburner duration and 10% reduction in Afterburner capacitor use per skill level.
  Attributes:   
  Multiplier: 1x
  Price: 35k ISK
  Alpha max level: III
  Prerequisites: Navigation I
  Notes: Duration (cycle time) bonus works out as a reduction in AB capacitor use. Most pilots train this to III as a prerequisite for High Speed Maneuvering (and MWDs); if you use ABs a lot (deadspace PvE, armour HACs or solo PvP frigate work, for example) then pump more SP into this skill -- together with Fuel Conservation it can lower AB cap consumption to pretty negligible levels.



  Cynosural Field Theory

Skill at creating effective cynosural fields. 10% reduction in liquid ozone consumption for module activation per skill level. Can not be trained on Trial Accounts.
  Attributes:   
  Multiplier: 5x
  Price: 10M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: CPU Management V
  I required for: Cynosural field generator I
  V required for: Covert cynosural field generator I
  Notes: The required skill to light cynos for other people to jump their capital ships to. The higher you train it, the less fuel you need to light a cyno, and the less cargo space your cyno ship needs.



  Evasive Maneuvering

Improved skill at efficiently turning and accelerating a spaceship. 5% improved ship agility for all ships per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 35k ISK
  Alpha max level: III
  Prerequisites: Navigation II
  Notes: Affects every ship you fly, particularly important for specialisation in small ships and/or skirmishing/kiting tactics, but good for everyone. Level V is one of the prerequisites for interceptors.



  Fuel Conservation

Improved control over afterburner energy consumption. 10% reduction in afterburner capacitor needs per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 37.5k ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Navigation II, Afterburner II
  Notes: Has limited value in PvP, but it's particularly useful if you're flying a slow PvE setup and want to be capstable with an afterburner running.



  High Speed Maneuvering

Skill at using MicroWarpdrives. 5% reduction in MicroWarpdrive capacitor usage per skill level.
  Attributes:   
  Multiplier: 5x
  Price: 500k ISK
  Alpha max level: III
  Prerequisites: Navigation III, Afterburner III
  Notes: The vast majority of PvP fits involve a MWD, so the vast majority of pilots train to use them.



  Jump Drive Calibration

Advanced skill at using Jump Drives. Each skill level grants a 25% increase in maximum jump range.
  Attributes:   
  Multiplier: 9x
  Price: 30M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Science V, Navigation V, Warp Drive Operation V, Jump Drive Operation V
  Notes:



  Jump Drive Operation

Skill at using Jump Drives. Each skill level reduces the capacitor need of initiating a jump by 5%.
  Attributes:   
  Multiplier: 5x
  Price: 10M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Navigation V, Warp Drive Operation V, Science V
  Notes:



  Jump Fuel Conservation

Proficiency at regulating energy flow to the jump drive. 10% reduction in ice consumption amount for jump drive operation per light year per skill level.
  Attributes:   
  Multiplier: 8x
  Price: 20M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Jump Drive Operation III, Navigation V, Warp Drive Operation V, Science V
  Notes:



  Jump Portal Generation

Skill for the generation of jump portals to distant solar systems. 10% reduced material cost for jump portal activation per level.
  Attributes:   
  Multiplier: 14x
  Price: 75M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Science V, Astrometrics V, Jump Drive Operation V, Navigation Navigation, Warp Drive Operation V
  Notes:



  Micro Jump Drive Operation

Skill at using Micro Jump Drives. Reduces activation time by 5% per skill level.
  Attributes:   
  Multiplier: 5x
  Price: 5M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Navigation IV, Warp Drive Operation II
  Notes: Extra sub-warp speed on every ship you fly is a nice benefit for PvE or PvP combat, and is particularly important for pilots specialising in smaller ships. Many of the other skills in this category also require at least a few levels in Navigation.



  Navigation

Skill at regulating the power output of ship thrusters. 5% bonus to sub-warp ship velocity per skill level.
  Attributes:   
  Multiplier: 1x
  Price: 30k ISK
  Alpha max level: IV
  Prerequisites: none
  Notes: Extra sub-warp speed on every ship you fly is a nice benefit for PvE or PvP combat, and is particularly important for pilots specialising in smaller ships. Many of the other skills in this category also require at least a few levels in Navigation.



  Warp Drive Operation

Skill at managing warp drive efficiency. Each skill level reduces the capacitor need of initiating warp by 10%.
  Attributes:   
  Multiplier: 1x
  Price: 45k ISK
  Alpha max level: III
  Prerequisites: Navigation I
  Notes: Dropping out of warp early because you don't have enough capacitor is inconvenient at best, and potentially quite dangerous if you're part of a PvP fleet operation. Training this to IV should solve that problem for all but the longest warps. Taking WDO to V is probably not a priority, but may help capacitor-hungry PvP pilots who want to arrive on the field with that extra sliver of available energy.


Odyssey 1.1