'Military experts are calling this a cynosural field.' -Journalist during the start of the Gallente-Caldari War in YC110Ships can be built and stored in stations except for super-capital classes.
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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 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 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.Certain ships have drone bays, specialized cargoholds, ship maintenance bays and fuel bays.Spaceship Command. The Sin, Black Ops Battleship which requires months of training to fly.In order to fly ships in EVE, your character must train the Spaceship Command skills required by that ship. This is not the actual Spaceship Command skill itself, but rather the many individual skills under the category.The skills for larger hull types and higher tech levels usually require some skill training in smaller hull types or lower tech levels first.
In order to fly a T1 cruiser, for instance, you are first required to have some training in a T1 destroyer command skill. Likewise, the command skills for T2 frigates require perfecting the T1 frigate command skills.In most cases, the prerequisites required to fly bigger ships (by hull type) are faster to train for than the prerequisites required for higher tech levels. As a result, newer pilots may find themselves in large T1 ships (battlecruisers or battleships) long before they can fly a T2 ship of any size.
This is not a hard-and-fast rule, though. It's perfectly reasonable to train straight from T1 frigates into T2 frigates, for instance, without ever training the skills required to fly larger T1 ships, if that is your goal as a pilot.Support SkillsBeing able to fly a ship, and being able to fly a ship well, are two very different things. While the command skill may let you get into a ship and undock it from a station, this is only the first step in using a ship properly. In addition to the skills you will need to fit all of the guns and mods you want to use, there is an entire suite of you should read about as well.FittingShips are merely empty hulls just waiting to be equipped with all of the guns and modules that enable them to do a job.
The process of equipping a ship is known as 'fitting' the ship, and it's an expansive topic. The is an excellent place to start learning about fitting a ship.However, one basic concept is worth mentioning here as it ties into the ship sizes listed earlier.
The ship sizes are grouped into small, medium, large, or xlarge. When browsing the market, you'll notice that modules and weapons are also grouped into these same sizes. When fitting a ship you normally want to use modules and weapons that are in the same size grouping as the ship size. This can sometimes be confusing, especially with weapon systems, as many items may will say 'medium' in the name, but actually belong to the 'small' size group in the market categories. What matters for ship fitting is that the market category size group matches the ship size, not any terms found in the item name itself.CategorizationShips can be categorized in many ways, this section will cover the most basic methods. The examples given are not a complete representation of ships in EVE.
It should be noted however, that more expensive or bigger doesn't always mean better in EVE. An Avatar, one of the largest ships in EVE. Almost 14 kilometers in length, it is over 200 times longer than the Punisher, an Amarrian frigate.As ships increase in size they gain more hitpoints, theoretical damage and module slots. They sacrifice mobility and damage application against smaller targets. Remember: Bigger isn't always better in EVE. The sizes (with a few example ships) are as follows:.:,.:,.:,.:,.:,.:,.:,.:,.:,.
Supercapitals.:,.:,Some ships that don't fit or are hard to pin down in this classification are certain and Ships. A common simplification of this classification is calling a, and capitals, while calling all other ships sub-capitals.T1 Ship Class Comparison TableThis table is meant to provide a basic comparison of ship classes - for example, that 'bigger is slower, but has more fitting slots.' Characteristics that vary widely have been omitted. For example, bonuses can make drone capacity or scan resolution much higher or lower on one kind of Cruiser than another.
(These often turn out to be the characteristics that define unique uses for ships within a class. E.g., 'drone cruiser', 'ewar cruiser', 'exploration cruiser.' )Note that the following numbers are averages; drawn from a sample of four ships in each class. Quick T1 Class Comparison Ship ClassSpeed (m/sec)Warp Speed (AU)Time to Warp (sec)SlotsCapacitor (gj)Signature Radius (m)Shuttle5Frigate3250-35035-40Destroyer235-3600-70062-70Cruiser190-2-150Battlecruiser145-18-300Battleship89-155-470Tech & Faction Level. An Imperial Navy Slicer. A common sight an areas with small gang and solo PvP activity.Tech levels refer to the complexity and rarity of the materials required to build a ship.
Faction level indicates the origin of the design. Navy faction means the factions with legal navies by CONCORD standards(Gallente, Caldari, Amarr, Minmatar) built the ship. Pirate faction means outlawed entities(Sansha, Serpentis, Guristas etc) have built the ship. The only exception to this are the Sisters of EVE who build pirate faction grade ships but are not outlawed. Here are some examples:. Tech 1:,. Navy Faction:,.
Tech 2:,. Pirate Faction:,. Tech 3:,Tech 1 ships are the baseline for all other ships. They are cheap and are built with knowledge available to the galaxy. Navy faction ships are essentially amped up versions of their Tech 1 counterparts, although sometimes their strong features are traded for other advantages. An example is the which trades tanking ability for better damage projection.Tech 2 ships are built using rarer materials and while their hulls are taken from Tech 1 ships, the way they fly and take advantage of fitting may be very different.
They have higher resistance to incoming damage and are more specialized in their roles as a general rule of thumb. A lot of special modules can only be fit on Tech 2 ships. The is a prime example of a Tech 2 ship filling a specialized role.Pirate Faction ships are Tech 1 ships that were modified by, unsurprisingly, pirate factions(note: Sisters of EVE is an exception). Over time capsuleers adopted these ships for their superiority over Tech 1 ships. They generally have a bigger tank and better damage application. They may also sport specialized bonuses to certain modules.
The is praised for its bonus and massive damage output. Their downside is the price tag because blueprints are scarce.Tech 3 ships were developed by the four empire factions after reverse engineering technology. They are known for their often superior tank and versatility which comes from a special set of modules called. All materials required for Tech 3 ships come from.
As an example, a can be fitted to be a well tanked ship, heavy assault missile boat, or the more traditional laser boat. There are many other fits for it, depending on what the pilot wants to do.Non-Combat Ships. Prided for having the largest cargo bay across the spectrum.Not all ships are designed for aggressive action. A subset of ships with increased efficiency in resource gathering and cargo hauling are in wide use across the EVE universe. Here is a loose listing of these ships.IndustrialsThese ships have large cargo capacities and are used to haul goods from place to place. Some are even more specialized, having extra capacity for such as ore, minerals or weapons. The smallest class of cargo ships, T1 industrials, are lightly defended and fly mostly among high security systems.
Tech 1:,Tech 2 industrials are divided between, which are fast and can cloak for use in low security space, and Deep Space Transports which have stronger defenses for hauling expensive cargos in high security or scouted low security space. Each EVE race has one of each kind of T2 industrial.
Tech 2 Blockade Runner:,. Tech 2 Deep Space Transport:,FreightersFreighters are the largest cargo ships in EVE. These slow moving hulks have no high or medium equipment slots and depend entirely on their massive hulls for defense.
In general, if you can package an item, you can fit it into the cargo hold of a T1 freighter. Tech 1:,Tech 2 freighters are called. They have smaller cargo bays than T1 freighters, but can use both jump gates. The latter makes them especially useful in null sec. Tech 2 (Jump Freighters):,MinersWhile not intended for combat, ships bonused for mining can mount light weapons or carry drones suitable for defense against belt pirates.
Tech 1: (The Venture is widely used as a first ship for entry level mining, exploring, and PVE mission running. It has enough defense and combat ability for all of those roles.)The are usually the next step in the mining profession.
Each of the three is bonused for a specific use in asteroid mining. Tech 1:,The are the top of the line in specialized ore extractors. As with the Mining Barges, each is bonused for a specific use. Tech 2:,The specialize in ice and gas harvesting. Tech 2:,Specialty Ships.: The Tech 1 Orca has special bonuses for mining, including the ability to fit three.
The Orca's large cargo capacity also lets it serve double duty as a hauler.: The Tech 1 Noctis is bonused for salvaging. It can fit up to eight salvage units and tractor beams, and it can fly five salvage drones.: This Capital Industrial Ship is designed as a command platform for mining in low security space.
It has a variety of useful bonuses, including the ability to fit a Clone Vat.: the three SOE ships (, ) are optimized for exploration. Each is bonused for scanning and analyzing, and each has sufficient combat strength to run PVE combat sites. They require both Amarr and Gallente spaceship skills, and to be used effectively they require solid scanning and drone skills. Triglavian CollectiveFrigatesAssault FrigatesCovert OpsDestroyersCommand DestroyersCruisers▪Flag CruisersHeavy Assault CruisersLogistics CruisersRecon ShipsBattlecruisersBattleshipsBlack OpsDreadnoughtsSpecial Edition ShipsCorvettes▪ ▪ ▪ ▪Frigates▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪Assault Frigates▪ ▪ ▪Covert Ops▪ ▪ ▪Interceptors▪Destroyers▪ ▪ ▪ ▪ ▪Cruisers▪ ▪ ▪Heavy Assault Cruisers▪ ▪Heavy Interdiction CruisersLogistics Cruisers▪Recon Ships▪ ▪ ▪Battleships▪ ▪ ▪ ▪ ▪ ▪Industrial▪ ▪ ▪Shuttles▪ ▪ ▪ ▪ ▪.