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24.11.11 Basic Guide to Capital Class ... Issue 2.2 22 May 2011 Foreword This guide is current with the intricacies of: The Incursion 1.5 patch deployed May 2011. https://docs.google.com/View?id=dgxj96fn_278hs4b4bdd&pli=1 Luth Curmal’s Basic Guide to the Capital class - Carriers Authors Website available at: Luth Curmal I have tried to avoid EVE capsuleer pilots ‘jargon’ throughout this document; however any useful capsuleer jargon is kept inside square brackets to enhance this document, allowing a new player to perhaps recognise terms seen in Corporation and other chat windows. Blue highlighted text is a hyperlink, which will lead you to either an external website, or to elsewhere within the guide. 1/40

24.11.11 Basic Guide to Capital Class ...<br />

Issue 2.2<br />

22 May 2011<br />

Foreword<br />

This guide is current with the intricacies of:<br />

The Incursion 1.5 patch deployed May 2011.<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

<strong>Luth</strong> <strong>Curmal</strong>’s<br />

Basic Guide to the<br />

Capital class - Carriers<br />

Authors Website available at:<br />

<strong>Luth</strong> <strong>Curmal</strong><br />

I have tried to avoid EVE capsuleer pilots ‘jargon’ throughout this document; how<strong>eve</strong>r any useful<br />

capsuleer jargon is kept inside square brackets to enhance this document, allowing a new player to<br />

perhaps recognise terms seen in Corporation and other chat windows.<br />

Blue highlighted text is a hyperlink, which will lead you to either an external website, or to elsewhere<br />

within the guide.<br />

1/40


24.11.11 Basic Guide to Capital Class ...<br />

Thanks & Credit<br />

• I must thank CCP for creating Eve-Online & EVElopedia.<br />

• I must thank <strong>eve</strong>-guides.<strong>com</strong> for its very useful information.<br />

• I must thank my fellow pilots for their advice.<br />

Introduction<br />

This guide gives a capsuleer pilot an idea of:<br />

• Initial starting costs<br />

• Ongoing running costs<br />

• Ways to operate a carrier and the risks involved<br />

• Use of carrier specific and general capital modules<br />

• Possible starter fits for the various roles discussed in the guide<br />

This guide should allow:<br />

I. Capsuleer pilots intending to be<strong>com</strong>e a carrier pilot in the near future appreciate where his<br />

training effort and Inter Stellar Kredits (ISK) may be spent.<br />

II. A player new to their EVE-Online membership, to get a taste of the effort and concerns a<br />

capital pilot has regarding the ownership and operation of a carrier.<br />

Feedback<br />

Anyone with constructive advice and useful feedback about the guide contents may contact me,<br />

either:<br />

Contents<br />

• In game via Eve-Mail or <strong>com</strong>mencement of a private chat.<br />

• Via my intranet website at <strong>Luth</strong> <strong>Curmal</strong><br />

Use ‘Ctrl+click’ over the contents title to hyperlink into the specific area you wish to read.<br />

Foreword 2<br />

Introduction 2<br />

Contents 3<br />

Ships in the Carrier Class 6<br />

Carrier Key Roles 7<br />

Carrier Skills – Minimum Skill set 8<br />

Capital Skills - Bonuses 10<br />

Carrier Operation – Initial & Running Costs 12<br />

Skill books - Costs 13<br />

Module - Costs 16<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Module - Costs 16<br />

Fuels - Costs 18<br />

Cynosural Support – Costs 19<br />

Carrier Jump Drive Operations 20<br />

Aggression 20<br />

Jump range 20<br />

Fuel use 21<br />

Energy 21<br />

Player Operated Structure (POS) – Interaction 22<br />

Carrier Jump Drive Fuels 23<br />

Carrier Triage Module Fuel 23<br />

Jump Planning 24<br />

Cynosural Fields - Management 25<br />

Carrier - Operations 27<br />

An After Action Report - ‘A taste of PVP’ 27<br />

Carrier Operations – Logistic (Hauling) 29<br />

Carrier Operations – Fighting in a Small Gang 32<br />

Carrier Operations – Fighting in a Large Fleet 34<br />

Ship Fitting Service 36<br />

Corporate Hangar (CH) 36<br />

Ship Maintenance Bay (SMB) 37<br />

Carrier Operation – Useful Notes 38<br />

Carrier use - General Warnings and Cautions 39<br />

Carrier Modules 40<br />

Capital Remote Armour Repair I (Module) 41<br />

Capital Shield Transporter I (Module) 42<br />

Capital Energy Transfer Array I (Module) 43<br />

Fighter Drones 44<br />

Drone Control Unit I (Module) 45<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Triage (Module) 46<br />

Rigs 49<br />

Useful Links 50<br />

Carriers - Fitting 51<br />

Annex A – Suggested Fits 52<br />

Annex A –Logistics (Hauling) 52<br />

Annex A – Player vs. Player (Small Gang Support) 53<br />

Annex A – Triage (Fleet support) 54<br />

Ships in the Carrier Class<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Archon<br />

The Archon was <strong>com</strong>missioned by the Amarr Navy to act as a personnel and<br />

fighter carrier. The order to create the ship came as part of a unilateral<br />

initiative issued by Navy Command in the wake of Emperor Kor-Azor’s<br />

assassination. Sporting the latest in fighter <strong>com</strong>mand interfacing technology<br />

and possessing characteristically strong defences, the Archon is a powerful<br />

aid in any engagement.<br />

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24.11.11 Basic Guide to Capital Class ...<br />

aid in any engagement.<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Chimera<br />

The Chimera’s design is based upon the Kairiola, a vessel holding<br />

tremendous historical significance for the Caldari. Initially a water freighter,<br />

the Kairiola was refitted in the days of the Gallente-Caldari war to act as a<br />

fighter carrier during the orbital bombardment of Caldari Prime.<br />

Nidhoggur<br />

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24.11.11 Basic Guide to Capital Class ...<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Thanatos<br />

Essentially a pared-down version of its big brother the Hel, the Nidhoggur<br />

nonetheless displays the same austerity of vision evident in its sibling. Quite<br />

purposefully created for nothing less than all-out warfare, and quite<br />

<strong>com</strong>fortable with that fact, the Nidhoggur will no doubt find itself a mainstay<br />

on many a battlefield.<br />

Sensing the need for a more moderately-priced version of the Nyx,<br />

Federation Navy authorities <strong>com</strong>missioned the design of the Thanatos.<br />

Designed to act primarily as a fighter carrier for small- to mid-scale<br />

engagements, its significant defensive capabilities and specially-fitted fighter<br />

bays make it ideal for its intended purpose.<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Carrier Key Roles<br />

The carrier is a versatile ship, but its main roles are:<br />

I. Fleet Support – Providing energy transfer, armour repair, shield transfer and fighter drone<br />

support.<br />

II. Fleet Maintenance – Capsuleer pilots in the fleet can use the ship fitting capability of the<br />

carrier and if needed change ships <strong>com</strong>pletely by exchanging with ships held within the carrier’s<br />

ship maintenance bay (SMB).<br />

III. Logistics – Jumping ships and equipment to respond to hostile acts.<br />

A more daring pilot might use a carrier to:<br />

IV. Carry out Ore mining – Using Mining Drones,<br />

V. Destroy Non-Player Character (NPC) pirates in the EVE solar systems anomalies or solar<br />

system asteroid belts [Known as Ratting],<br />

VI. Destroy Non-Player Character (NPC) pirates in <strong>com</strong>plexes [Complex Running],<br />

VII. Destroy <strong>eve</strong>rything within wormhole space [Sleeper Runs].<br />

Scenarios I, II and III are discussed in more detail, the other abnormal uses are not discussed in this<br />

basic guide.<br />

Carrier Skills – Minimum Skill set<br />

A fledgling carrier pilot should have the following minimum key skills & indented pre-requisites to just<br />

fly a carrier:<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

fly a carrier:<br />

Primary Skill:<br />

Capital Ships I<br />

Advanced Ship Command V<br />

Spaceship Command V<br />

Secondary Skill:<br />

Race specific carrier skill I<br />

Capital Ships III<br />

Advanced Ship Command V<br />

Spaceship Command V<br />

Race specific Battleship V<br />

Spaceship Command IV<br />

Race specific Cruiser IV<br />

Spaceship Command III<br />

Race specific Frigate IV<br />

Space Ship Command I<br />

Drone Interfacing V<br />

Drones V<br />

Tertiary Skill:<br />

Jump Drive Operation I<br />

Navigation V<br />

Warp Drive Operation V<br />

This minimum skill set, does not allow you significant ‘operational capability’; you will need numerous<br />

support skills to make the carrier a useful tool.<br />

Warning & Cautions:<br />

I. A high percentage of capsuleer pilots train for carrier as per skills requirements above, and<br />

then find themselves unable to use the jump drive of a carrier.<br />

II. The minimum training to fly a carrier does not make your vessel vastly superior, the support<br />

skills are essential for remote repairing, delegating fighters.<br />

To make a carrier a useful purchase, Jump Drive Calibration skill and any pre-requisites at the highest<br />

skill l<strong>eve</strong>ls is essential, certainly train and <strong>com</strong>plete Jump Drive Calibration to l<strong>eve</strong>l 4 at the earliest<br />

opportunity.<br />

To be a useful carrier pilot that can get into PVP situations, the following skills to the highest l<strong>eve</strong>ls<br />

would be beneficial:<br />

Racial Carrier Skill at IV<br />

Jump Drive Calibration IV<br />

Jump Fuel Conservation IV<br />

Capital Repair Systems IV<br />

Capital Ships IV<br />

Advanced Drone Interfacing III<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Advanced Drone Interfacing III<br />

Fighter Drones IV<br />

Science V<br />

Long Range Targeting V<br />

Energy Emission Systems V<br />

Propulsion Jamming V<br />

Signature Analysis V<br />

For remote armour repair:<br />

Capital Remote Armour Repair Systems IV<br />

For remote shield transfer:<br />

Capital Remote shield emission Systems IV<br />

Obviously this list has not considered all possibilities, but the ‘Capital’ related skills to make the carrier<br />

an effective support ship.<br />

Capital Skills - Bonuses<br />

Skill<br />

Carrier skill<br />

Gallente<br />

Racial Carrier<br />

Skill bonuses<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Benefit of Training Skill<br />

Bonus to Capital Shield and Armour<br />

transfer module range<br />

Reduction in CPU need for Warfare<br />

Link modules<br />

Reduction in CPU need for Tactical<br />

Logistics Reconfiguration modules<br />

Increased fighters<br />

Bonus to Fighter control range<br />

Bonus to deployed Fighter drone<br />

Damage hit points.<br />

Bonus<br />

50% per l<strong>eve</strong>l<br />

99% per l<strong>eve</strong>l<br />

99% per l<strong>eve</strong>l<br />

1 additional<br />

Fighter per l<strong>eve</strong>l<br />

200% per l<strong>eve</strong>l<br />

5% per l<strong>eve</strong>l<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Skill bonuses<br />

Caldari<br />

Racial Carrier<br />

Skill bonuses<br />

Capital Skill Bonuses<br />

Skill<br />

Minmatar<br />

Racial Carrier<br />

Skill bonuses<br />

Amarr<br />

Racial Carrier<br />

Skill bonuses<br />

Capital Ships<br />

Jump Drive<br />

Operation<br />

Jump Drive<br />

Calibration<br />

Jump Fuel<br />

Conservation<br />

Advanced Drone<br />

Interfacing<br />

Fighters<br />

Bonus to shield resistances<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Benefit of Training Skill<br />

Bonus to shield transfer and armour<br />

repair amount<br />

Bonus to armour resistances<br />

Agility bonus<br />

Each skill l<strong>eve</strong>l reduces the capacitor<br />

need of initiating a jump by 5%.<br />

Increase in Jump Drive range<br />

Reduction in Jump fuel usage<br />

Ability to fit an extra Drone Control<br />

Unit I per l<strong>eve</strong>l trained.<br />

Improved Fighter Damage output<br />

Carrier Operation – Initial & Running Costs<br />

5% per l<strong>eve</strong>l<br />

Bonus<br />

5% per l<strong>eve</strong>l<br />

5% bonus<br />

per l<strong>eve</strong>l<br />

5% agility bonus<br />

per l<strong>eve</strong>l<br />

5% reduction in Capacitor<br />

Energy<br />

Lose per l<strong>eve</strong>l<br />

25% increase<br />

per l<strong>eve</strong>l.<br />

10% reduction in Isotopes<br />

use<br />

per l<strong>eve</strong>l<br />

Ability to fit another Drone<br />

Control Unit<br />

for each l<strong>eve</strong>l attained.<br />

20% Damage bonus<br />

to all fighters<br />

per l<strong>eve</strong>l<br />

All prices are variable, so refer to Eve-Central or the in-game EVE market for accurate costs.<br />

The prices/costs below give a rough idea of costs involved to:<br />

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24.11.11 Basic Guide to Capital Class ...<br />

The prices/costs below give a rough idea of costs involved to:<br />

I. Purchase the Carrier<br />

II. Purchase the relevant skill books,<br />

III. Purchase the relevant Modules to fit a carrier,<br />

IV. Purchase fighter Drones,<br />

V. Purchase the relevant modules and ships for a cynosural network,<br />

VI. Provide operation of the carrier<br />

(Monthly costs for <strong>com</strong>pleting 4 long jumps per week)<br />

i.e. 4 return trips from Empire to some solar system in 0.0 low security space.<br />

Skill books - Costs<br />

Purchases<br />

Skill book –<br />

Advanced Space ship <strong>com</strong>mand<br />

Skill book – Race specific carrier<br />

operation<br />

Skill book – Jump Drive calibration<br />

Skill book – Jump Drive Operation<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Notes<br />

A pre-requisite to<br />

training specific<br />

carrier skill book<br />

Increase jump drive<br />

range<br />

Reduces capacitor<br />

energy loses of<br />

jump drive operation<br />

Cost<br />

45,000,000.00<br />

450,000,000.00<br />

27,000,000.00<br />

9,000,000.00<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Skill Book – Jump Fuel Conservation<br />

Skill Book - Capital Ships<br />

Purchases<br />

Skill Book - Capital Repair Systems<br />

Skill Book - Capital Remote Armour<br />

Repair Systems<br />

Skill Book – Capital Remote Hull<br />

Repair Systems<br />

Skill Book – Capital Shield Emission<br />

Systems<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Reduces the<br />

amount of Isotopes<br />

used per capital<br />

ship jump<br />

Enhances ship<br />

agility<br />

18,000,000.00<br />

360,000,000.00<br />

Notes Cost<br />

Self Repair<br />

of Armour<br />

Remote repair<br />

of ships Armour<br />

Remote repair<br />

of ships structure<br />

Remote shield<br />

transfer<br />

15,750,000.00<br />

9,000,000.00<br />

9,000,000<br />

9,000,000<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Skill Book – Capital Energy Emission<br />

Systems<br />

Skill book – Repair Drone Operation<br />

Cynosural Pilots – Skill Costs<br />

Purchases<br />

Skill book – Cynosural field Theory<br />

Skill book - Electronics<br />

Module - Costs<br />

Drone Control Unit I<br />

Purchases<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Remote transfer of<br />

energy<br />

To allow the use of<br />

Shield or Armour<br />

repair drone on<br />

alternative<br />

character<br />

9,000,000<br />

300,000<br />

Notes Cost<br />

Cost to fund a<br />

Cynosural field<br />

creation by<br />

alternative<br />

character<br />

Cost to fund a<br />

Cynosural field<br />

creation by<br />

alternative<br />

character<br />

9,000,000.00<br />

18,000.00<br />

Notes Cost<br />

45,000,000.00<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Drone Control Unit I<br />

Capital Remote Armour Repair System I<br />

Capital Shield Transfer Array<br />

Capital Armour Repairer I<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

45,000,000.00<br />

45,000,000.00<br />

19,000,000<br />

45,000,000.00<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Purchases<br />

Capital Remote Hull Repair System I<br />

Capacitor Control Circuit I<br />

Capacitor Control Circuit II<br />

Carrier<br />

Fighter drones<br />

Purchases<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Notes Cost<br />

Increases drone<br />

damage<br />

Assume 15 fighters<br />

held in drone bay<br />

Notes Cost<br />

Assuming 500<br />

35,000,000<br />

35,000,000<br />

135,000,000<br />

900,000,000.00<br />

15,000,000 each<br />

Total for<br />

buying 15<br />

225,000,000.00<br />

15/40


24.11.11 Basic Guide to Capital Class ...<br />

Liquid Ozone<br />

Isotopes<br />

Strontium Clathrates<br />

Fuels - Costs<br />

Cynosural Support – Costs<br />

Purchases<br />

Cynosural Field Generating ships<br />

Cargo Hold Expanders I<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Assuming 500<br />

units per<br />

generator<br />

operation and 16<br />

operations per<br />

month<br />

= 8000<br />

units/month<br />

Assuming a<br />

logistics profile of<br />

8500 units per<br />

jump to <strong>com</strong>plete<br />

16 jumps of long<br />

range per month<br />

Assuming an<br />

average skilled<br />

Triage user,<br />

consuming 400<br />

units per module<br />

activation; 4 times<br />

a week<br />

2,400,000<br />

/month<br />

55,000,000<br />

/month<br />

4,500,000<br />

/month<br />

Notes Cost<br />

Based on your<br />

wallet and pilot<br />

skills<br />

For Cynosural field<br />

generating ships (If<br />

needed due to<br />

poor default<br />

capacity) –<br />

To ensure s<strong>eve</strong>ral<br />

operations of the<br />

100,000 00<br />

Up to<br />

150,000,000<br />

+ fit<br />

15,000.00<br />

/ low slot<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Cynosural Field Generator I<br />

Carrier Jump Drive Operations<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

operations of the<br />

Cynosural field are<br />

possible.<br />

2,000,000.00<br />

This section discusses the issues with using the capital jump drive and the various structures used or<br />

the structures a pilot must be aware of when operating his vessel.<br />

Aggression<br />

A carrier pilot can jump away from a hostile situation, except when:<br />

• Warp Scrambled;<br />

• Lacking fuel to reach escape destination;<br />

• Lacking jump range capability to reach an escape destination;<br />

• The cynosural field was activated before the carrier pilot was in the gang within which the<br />

cynosural pilot is a member;<br />

• Lacking sufficient Capacitor energy content to <strong>com</strong>plete a Jump Drive Operation.<br />

How<strong>eve</strong>r a carrier pilot can <strong>com</strong>plete a Jump Drive operation <strong>eve</strong>n when:<br />

• An aggression timer is upon them for a hostile act;<br />

• Is under attack from pilots firing or using ECM modules, Smart bombs, Missiles,<br />

hybrid/projectile/laser weapons;<br />

Jump range<br />

• Being physically bumped by hostiles.<br />

A carrier has a default jump drive range of 6.5 Light years.<br />

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24.11.11 Basic Guide to Capital Class ...<br />

A carrier pilot can train the Jump Drive Calibration skill to increase possible jump drive range.<br />

Fuel use<br />

Jumping a carrier uses Isotopes (Race of carrier specific).<br />

A carrier pilot can train the Jump Fuel Conservation skill to reduce the amount of fuel used.<br />

The Jump Planner can provide you with ranges and fuel used <strong>com</strong>pared against the skill l<strong>eve</strong>ls you<br />

insert into the calculator.<br />

Energy<br />

Jumping a carrier uses a huge amount of energy. 70% of the capacitors energy capacity is used for<br />

each jump.<br />

A pilot can train s<strong>eve</strong>ral skills to manage this impact - to a certain extent.<br />

A carrier pilot can train the Jump Drive Operation skill to reduce the energy usage of the jump drive.<br />

To <strong>com</strong>plete a jump a pilot must have sufficient energy within the capacitor; this is approximately at<br />

70% (Affected by skills).<br />

NOTE: Easiest way to recover energy is - if possible, to dock the carrier and un-dock to continue<br />

operations. Docking recovers the energy l<strong>eve</strong>ls in the carrier’s capacitor and replenishes shield l<strong>eve</strong>ls<br />

to 100%.<br />

Warning & Caution - Changes since Incursion 1.5 patch<br />

Carriers CAN NOT bridge with Titan assistance<br />

Carriers CAN NOT use Jump Bridges<br />

Player Operated Structure (POS) – Interaction<br />

Jump Drive operation - Departures<br />

I. Ensure you have sufficient Jump Drive fuel to reach your intended target cynosural field & any<br />

return jump trip/on-going jump you plan to take.<br />

II. Ensure you have sufficient energy in the carrier’s capacitor to <strong>com</strong>plete the Jump.<br />

NOTE: You can <strong>com</strong>plete the departing jump drive operation with the carrier inside the protection of<br />

the POS shields.<br />

Jump Drive operation - Arrivals<br />

I. Upon arrival, make haste to enter POS shield protection (This may require entering a<br />

password for access).<br />

II. Then once safely within the POS protection recover energy into the ships capacitor. Advice:<br />

Orbit tower slowly and turn off non-essential modules that consume capacitor.<br />

Warnings and cautions<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Warnings and cautions<br />

You may after a Jump drive operation to a POS be at some distance to shield protection<br />

boundary, travelling in an unwanted direction and low on energy.<br />

Hostile pilots may be to bump you away from the POS shields, if they are resisting the POS guns.<br />

Cynosural fields can not be activated within 15km of POS shields; so the travelling from cyno to<br />

POS is now more hazardous.<br />

Carrier Jump Drive Fuels<br />

Jump Drive Fuel – Each carrier race uses its own fuel isotopes, as follows:<br />

Race<br />

Caldari<br />

Gallente<br />

Amarr<br />

Minmatar<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Isotopes<br />

Nitrogen Isotopes<br />

Oxygen Isotopes<br />

Helium Isotopes<br />

Hydrogen Isotopes<br />

A carrier whose fuel bay is 10,000m³ can therefore carry 20,000 units of isotopes.<br />

A carrier pilot using a triage module can store Strontium Clathrates in the 3500m³ cargo bay.<br />

A Mackinaw pilot, with Ice harvesting V and the following ship fit (Assuming robust shield skills and<br />

mining in High Security space) can in three (3) hours collect sufficient ice [Cubes] (Ice then refined<br />

for isotopes, liquid oxygen and other products) for a carrier pilot (Assuming pilot has Jump Drive<br />

Calibration IV) to <strong>com</strong>plete two (2) jumps of approximately 10 Light Years per jump.<br />

Simple Mackinaw High Sec Fit:<br />

2 x Ice harvester II<br />

3 x Civilian Shield Boosters<br />

2 x Ice harvesting Upgrades II<br />

Carrier Triage Module Fuel<br />

The Triage module when activated, uses Strontium Clathrates as its fuel.<br />

Strontium Clathrates can be purchased from the Eve market or obtained from refining raw ice.<br />

Amounts of clathrates obtainable from Ice, is available at:<br />

Ice Chart (Eve-Guides.<strong>com</strong>).<br />

Jump Planning<br />

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24.11.11 Basic Guide to Capital Class ...<br />

An excellent tool is provided at Jump Planner or Dotlan to calculate the ranges, fuel needed to reach<br />

the intended destination and where any intermediate jump points will be required.<br />

The abilities of the carriers’ pilot greatly affect the efficiency of jump drive operations.<br />

The carrier pilot wishing to travel vast distances using the least amount of fuel must be prepared to<br />

train extensively:<br />

1. Jump Drive Operation<br />

Prerequisites being:<br />

Navigation V<br />

Science V<br />

Warp Drive Operation V<br />

2. Jump Drive Calibration<br />

Prerequisites being:<br />

Navigation V<br />

Science V<br />

Warp Drive Operation V<br />

Jump Drive Operation V<br />

3. Jump Fuel Conservation<br />

Prerequisites being:<br />

Navigation V<br />

Science V<br />

Warp Drive Operation V<br />

Jump Drive Operation III<br />

It is re<strong>com</strong>mended that when <strong>com</strong>pleting normal carrier jump drive operations:<br />

I. Cynosural field generating ships are cheap and minimally fitted to <strong>com</strong>plete the job.<br />

II. A scout is used when<strong>eve</strong>r possible.<br />

NOTE: The carrier pilot may not be able to deploy repair drones or have fitted remote repair<br />

modules.<br />

Cynosural Fields - Management<br />

To make your carrier jumping experiences a pleasure, it is advisable that you manage your Cynosural<br />

field generating pilots, ships and fuel effectively.<br />

So what is a Cynosural field?<br />

A cynosural field, also known colloquially as a [Cyno], is a cosmic anomaly that acts as pseudogravity<br />

well. It allows Jump Drive Operation capable craft of instantaneously moving to new system, to<br />

meet the cynosural field generating vessel.<br />

A Cynosural field is generated by a Cynosural field generator (Fitted in a ship high slot) and each<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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A Cynosural field is generated by a Cynosural field generator (Fitted in a ship high slot) and each<br />

cycle of the generator is 10 minutes in length. Only one module can be activated and fitted at any one<br />

time.<br />

24.11.11 Basic Guide to Capital Class ...<br />

Specialist ships can reduce this cycle time – Gallente reconnaissance vessel (Arazu) for example.<br />

The ship creating a Cynosural field will require Liquid Ozone to maintain the cynosural field<br />

generation, fuel taken at the beginning of each cycle from the cynosural field generating ships cargo<br />

hold. So a small vessel may need cargo hold expanders to carry sufficient fuel for s<strong>eve</strong>ral activates of<br />

the generator.<br />

NOTE:<br />

I. A ship that creates a Cynosural field can then lock a target and use any module (except a<br />

propulsion device, you are rendered immobile by cynosural field generator activation) e.g. Gun,<br />

missile launcher and Electronic Warfare module on that target.<br />

II. The Cynosural Field Generator at default requires 500 units of Liquid Ozone to be activated at<br />

<strong>eve</strong>ry cycle beginning. This can be reduced dramatically by training the (Cynosural Field<br />

Theory) skill, reduction is 50 units per l<strong>eve</strong>l of the skill trained.<br />

Feel free to use the chart below to manage your pilots and their assets.<br />

Cynosural Network Management<br />

Medical<br />

Cyno<br />

Pilot Clone Clone Fuel No Cyno<br />

Name Location Grade Wallet Holdings Possible<br />

Carrier - Operations<br />

Key Roles - Operations<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Cyno Fuel<br />

Location<br />

Cyno<br />

Ships<br />

Holdings<br />

Cyno<br />

Generators<br />

Holdings<br />

Carrier<br />

Fuel<br />

Holdings<br />

Carrier<br />

Range<br />

Possible<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Key Roles - Operations<br />

To allow a reader to get an appreciation of the effort involved to operate a carrier, below are scenarios<br />

of carrier use discussed.<br />

• A logistics run, consisting of s<strong>eve</strong>ral jumps.<br />

• A small gang on/near a station or POS<br />

• A major fleet engagement<br />

An After Action Report - ‘A taste of PVP’<br />

For your enjoyment a real carrier After Action Report (AAR) involving <strong>Luth</strong> <strong>Curmal</strong> – regarding an<br />

unplanned attack upon pilots in the MOFA constellation [Hot Dropping] in the Domain region.<br />

I. Carrier pilots un-docked in 0.0 security space, and <strong>com</strong>pleted un<strong>eve</strong>ntful logistic jumps until 1 jump from the<br />

MOFA constellation.<br />

II. Pilot 1 was in MOFA constellation area during our jumps and informed us some 'Gatlin Penguins' & their<br />

friends where in the area. Pilot 1 <strong>com</strong>menced scouting gates, and stations.<br />

III. Our normal cyno pilot, Pilot 2 was in the preferred solar system, confirming frequent station movements.<br />

IV. So prior to final jump - Carrier fleet organised itself for a 'On Station' fight:<br />

• Sorting its 'add pilots' to watch list<br />

• Refitting for PVP<br />

• Squad organisation & arrange for bonuses<br />

V. Pilot 2 organised an Apocalypse Battleship with a large amount of hit point [Buffer tank]:<br />

• Fitted with a cynosural field generator,<br />

• Carrying multiple packages of cynosural field generator activation fuel<br />

• Multiple warp scrambling/warp disruption modules.<br />

VI. When <strong>eve</strong>ryone was ready, Pilot 2 undocked. He then watched a few hostiles dock/undock - warp away<br />

return dock/undock etc.<br />

VII. Harbinger, Absolution, Hurricane on directional scan from the station. With no-aggression made, we<br />

assumed the hostiles did not want to fight at the station due to sentry guns etc.<br />

VIII. Pilot 1 and Pilot 2 logged off, to give hostiles a sense of safety.<br />

IX. FC requested Pilot 3 in the BS to warp to a belt, after a bit of time and no aggression; FC requested BS<br />

warp to proceed to another belt.<br />

X. Pilot 3 reported that a Hurricane and Absolution had warped into his belt location - at 100km off; confirmed<br />

that they had approached and then aggressed.<br />

XI. Pilot 3 confirmed the Absolution was warp scrambled.<br />

XII. FC called for Pilot 3 to activate cynosural field generator.<br />

XIII. FC called for carrier pilots to jump to Pilot 3, Primary target Absolution.<br />

XIV. 3 Carriers instantaneously arrived at the cyno field generating vessel; they <strong>com</strong>menced locking Pilot 3 and<br />

the Primary target.<br />

XV. Pilot 3 successfully repaired when at 80-90% of armour remaining.<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

XV. Pilot 3 successfully repaired when at 80-90% of armour remaining.<br />

XVI. The primary target - well kb says it all. Destroyed efficiently by fighter drones.<br />

XVII. Pilot 4 logged in once FC <strong>com</strong>manded cyno field activated, undocked and warped to assist Pilot 3, but<br />

too late - Carriers weapons too effective!<br />

XVIII. A hurricane not warp scrambled at the initial aggression fled, and returned soon after the Absolution's<br />

destruction. He was locked at range (About 70km) fighters released to fight, he again fled - was into his Armour<br />

tank.<br />

XIX. Carrier pilots <strong>com</strong>menced to align for agreed station, ensuring asteroids evaded and our cyno supplying<br />

ship in range.<br />

XX. The hurricane again returned to the belt, with an anathema. They where both ignored.<br />

XXI. Once cyno field generation cycle finished, all pilots warped to the agreed station and docked.<br />

Resulting kill - Hot dropped Absolution - kill board record<br />

Carrier Operations – Logistic (Hauling)<br />

The logistics (Hauling) scenario assumptions will be:<br />

Jumping<br />

I. That your carrier pilot is in a fleet, preferably with the carrier pilot as a squadron <strong>com</strong>mander<br />

to gain any gang bonuses he has.<br />

II. The cynosural field generating pilot is a squadron member of the carrier pilots’ squadron, so<br />

they get gang bonuses also.<br />

III. The carrier has within its ship maintenance bay (SMB) a couple of fitted cynosural field<br />

generator ships, suitable for the various cynosural field generating pilots needs.<br />

IV. The carrier has Liquid Ozone stored within its corporate hangar within a non-restricted area.<br />

V. The carrier pilot has on-board sufficient Jump Drive Fuel to progress to the next destination<br />

or further.<br />

VI. The carrier is fitted in a way to ensure:<br />

• Sufficient energy is being created for the ships capacitor<br />

• Self repair can be achi<strong>eve</strong>d for a sufficient time<br />

• Remote repair can be sustained for a sufficient time<br />

The cynosural pilot undocks or exits force field if the ‘Local’ hostile situation is acceptable or quiet.<br />

The cynosural field generating pilot then locates his cynosural field generating ship at a sufficient<br />

distance from structures or shields to reduce ‘bumping’ when the in<strong>com</strong>ing vessel/s arrive. For POS<br />

(To be verified vs Patch Notes), minimum of 15,000 metres = 15km.<br />

The in<strong>com</strong>ing carrier also pilot undocks if the ‘Local’ hostile situation is acceptable or quiet, a carrier<br />

pilot within a POS force field can simply <strong>com</strong>plete departing jump drive operation at their leisure.<br />

Once any ‘session timer’ expires, and both pilots and any other in<strong>com</strong>ing carrier pilots are ready, the<br />

cynosural field generating pilot activates the generator.<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

The cynosural field generating pilot either verbally confirms field activation or through the Fleet<br />

broadcast system advertises field activation.<br />

The carrier pilot can then <strong>com</strong>plete a jump drive operation as follows, by using either of two simple<br />

processes:<br />

1. Using the Beacon advertisement by the cynosural field generating pilot – Right click and a<br />

drop down window opens, one option being ‘Jump to X’; X being the name of the cynosural field<br />

generating pilot.<br />

2. Using the fleet structure or chat window and right clicking the cynosural field generating pilot<br />

and again a drop down window opens, one option being ‘Jump to X’; X being the name of the<br />

cynosural field generating pilot.<br />

Once the following are confirmed:<br />

All in<strong>com</strong>ing carrier pilots have <strong>com</strong>pleted their jump drive operations<br />

All in<strong>com</strong>ing carriers have confirmed arriving safely and near to protection<br />

S<strong>eve</strong>ral things should occur:<br />

The cynosural field generating pilot - if ordered by FC will deactivate the cynosural field generator, this<br />

will pr<strong>eve</strong>nt a repeated cycle if sufficient fuel retained in the ships cargo hold.<br />

The carrier pilots will either dock, get safe or proceed to remote repair the cynosural field generating<br />

vessel.<br />

Cynosural Field Activation<br />

Since the introduction of the Dominion patch the cynosural field generating ship pilot could easily<br />

advertise its field generation via the fleet broadcast system, a special icon appears in the broadcast<br />

area and also flashes to allow a capital pilot to merely ‘right click’ and jump to the appropriate beacon.<br />

Capital pilot can also Right-CLick on their vessel and select the pilot they wish to jump to; the menu<br />

depicts 'JUMP TO'; then if a cynosural field is active a pilots name and in brackets that destination.<br />

Cynosural field generating ship protection<br />

In some cases your cynosural field generating pilot will be ‘visited’ in hostile environments. To improve<br />

changes of survival during generator cycle (10 minutes for a normal vessel) the cynosural field<br />

generating pilot can:<br />

Fit shield extenders, shield passive modules and or armour plates and passive modules to the<br />

cynosural field generating ship to increase hit points that can be repaired [Buffer].<br />

If using Drones, stagger their protection timings, to improve coverage against in<strong>com</strong>ing hostile fire.<br />

The carrier pilot can:<br />

• Arrange that repair drones should be target and are sent to repair the cynosural field<br />

generating ship but staggered to ensure continual repair, the damage done can be sufficient to<br />

beat the drones if they repair all at one time.<br />

• Have fitted 3 remote repairers or more: shield, armour and hull of any size to assist the<br />

cynosural field generating ship.<br />

NOTE: The cynosural field generating ship can accept ‘assistance’ of standard drones or ‘delegation’<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

NOTE: The cynosural field generating ship can accept ‘assistance’ of standard drones or ‘delegation’<br />

of fighter drones; therefore a small cynosural field generating ship can lock a hostile and have the<br />

carriers drones attack the hostile.<br />

Warnings and cautions<br />

I. Using a carrier as a logistics vessel is a risk. Ensure you know the undock range of the station<br />

or outpost before venturing too far.<br />

II. Ensure that your defensive fit is not <strong>com</strong>promised to gain capacity or remote repair benefit,<br />

fitting cargo hold optimization rigs would be a major <strong>com</strong>promise for example.<br />

III. Carrier pilots within a fleet should be conscious of the fact the fleet <strong>com</strong>mander(FC)<br />

may warp the whole fleet to any location within a solar system; therefore capital pilots should<br />

be observing their craft<br />

movements and fleet chat at all times.<br />

IV. Don’t expose your carrier to unnecessary risk; your cyno pilot vessel should be your<br />

secondary concern in any situation.<br />

V. Undocking requires a session change for all vessels, so weak cynosural field generating<br />

ships may well be destroyed quickly leaving carrier pilots delayed or stranded. Advise is to have<br />

the carrier undocked and cleared of any session change issues, then have the cynosural field<br />

generating ship undock and if required activate the generator immediately allow certain arrival.<br />

Carrier Operations – Fighting in a Small Gang<br />

The carrier in this scenario should be a support vessel for remote armour, hull or shield repair and<br />

perhaps energy transfer; and also available for the giving of assistance with standard drones or the<br />

delegation of fighter drones.<br />

In the worst case the carrier personally attacks hostiles with what<strong>eve</strong>r modules or drones; fighter<br />

drones are available, until other gang members arrive to continue the attack.<br />

The carrier should be located either:<br />

• Within Station docking range [Station Hugging]<br />

• Within Outpost docking range<br />

• Outside a POS shield boundary.<br />

The carrier pilot should follow the Fleet Commanders (FC) orders.<br />

If the gang has s<strong>eve</strong>ral carriers, they can target lock each other and then provide support to each<br />

other if required [Spider-Tanking].<br />

The carrier pilot should if possible add as many pilots into a ‘watch list’ to observe gang ships defence<br />

l<strong>eve</strong>ls, and remote repair or support them as needed.<br />

The carrier pilot should also have the fleet broadcast viewable, to spot pilots with difficulties; that are<br />

not on the ‘watch list’.<br />

Tactics<br />

The carrier pilot should normally provide standard drones and fighter drones to fast tackling ships; to<br />

allow early damage to be directed at primary targets.<br />

If targets are within range, and the carrier is fitted appropriately - warp disrupting and energy<br />

neutralizing can be very effective.<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

neutralizing can be very effective.<br />

If fitted correctly and the pilot trained appropriately - a carrier can lock targets that are more than<br />

200km away, allowing the carrier pilot to send fighters if wanted by FC.<br />

To reach such distances, a pair of Sensor Booster II and Long Range Targeting Scripts can be fitted.<br />

Review the Carrier Fitting Section for advice - Ship Fitting<br />

Operating a carrier off Station is very dangerous, a carrier can be:<br />

• Warp scrambled by any hostile vessel,<br />

• Caught in a Interdictors warp disrupt field [Bubbled],<br />

• Caught in a Heavy Interdictor warp disruptor generated field,<br />

• Caught in an anchored mobile warp disruption field.<br />

All the above actions by hostiles or by friends unintentionally pr<strong>eve</strong>nt the carriers from being able to<br />

escape (Carrier unable to activate a carrier’s Jump Drive in a [Bubble]).<br />

• Attacked by ships capable of providing cynosural fields for hostile capital fleets [Hot-<br />

Dropped/Hot-Dropping].<br />

If you plan to leave the safety of a station, outpost or POS - try to ensure you have at least one heavy<br />

Energy De-stabilizer fitted; worst case you can drive a ship out of warp disruption range with the ability<br />

to remove their energy from the ships capacitor, making them unable to maintain their disruption, and<br />

exposed to further attack.<br />

Warnings and cautions<br />

Using a carrier as a support vessel off station/outpost or away from POS protection is a risk.<br />

Ensure you know the undock range of the station or outpost before venturing too far.<br />

Aggressing does mean you can be exposed to hostile action for quiet some time (1 minute).<br />

Ensure your ship is fitted in a way that will ensure good protection, against any <strong>eve</strong>ntuality.<br />

Carrier pilots within a fleet should be conscious of the fact the fleet <strong>com</strong>mander (FC) may warp<br />

the whole fleet to any location within a solar system; therefore capital pilots should be observing<br />

their craft movements and fleet chat at all times.<br />

Fighter Drones can be lured away and then destroyed.<br />

Carrier Operations – Fighting in a large fleet<br />

The Scenario<br />

Large fleet, containing s<strong>eve</strong>ral capital squadrons – Super Carriers, Carriers, Dreadnoughts and<br />

s<strong>eve</strong>ral squadrons of Battleships and other squadrons for all ship capabilities needed for a major fleet<br />

battle.<br />

The carrier specific assumptions will be:<br />

That your carrier is in a fleet, as one of many in a specific carrier squadron within that fleet.<br />

Within remote repair range of all of your carrier squadron members.<br />

The fleet is organised in a way that all frien<strong>dl</strong>y ships to be remote repaired are nearby and<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

The fleet is organised in a way that all frien<strong>dl</strong>y ships to be remote repaired are nearby and<br />

appropriately organised or within remote repair range.<br />

All members of the carrier squadron have their expected targets for remote repair in a ‘watch list’.<br />

The carrier will have copious amounts of Strontium Clathrates to activate the Triage module<br />

s<strong>eve</strong>ral times.<br />

The carrier squadron has a cynosural field generating escape point in the fleet at all times.<br />

The carrier has within its Ship maintenance bay (SMB) a couple of fitted cynosural field<br />

generator ships.<br />

The carrier has Liquid Ozone stored within its corporate hangar within a non-restricted area. To<br />

allow cyno pilots to restock after generator activation/s.<br />

The carrier pilot has sufficient Jump Drive Fuel to escape the hostilities as required.<br />

The carrier is fitted in a way to ensure:<br />

• Sufficient energy is being created for the ships capacitor<br />

• Self repair can be achi<strong>eve</strong>d for a sufficient time<br />

• Remote repair can be sustained for a sufficient time (Especially when Triage Module<br />

activated).<br />

Carrier Pilots Actions<br />

The carrier pilot’s actions besides obeying Fleet Commanders (FC) and or Squadron Commanders<br />

orders, must be:<br />

Triage<br />

• To manage modules effectively to ensure optimal energy availability and protection of<br />

relevant targets.<br />

• To manage a ‘Watch list’; where up to 10 pilots’ ships protection l<strong>eve</strong>ls can be observed and<br />

any loss can be repaired when needed.<br />

• To keep the fleet broadcast viewable, to: spot pilots with difficulties that are not on the<br />

normal ‘watch list’.<br />

• To be in contact with cynosural field producing pilots at all times.<br />

• To manage the ‘overview’ to ensure hostiles are organised as per FC orders.<br />

Once ordered into Triage mode, the carrier pilot should be running only a few modules ensuring the<br />

longest time before deactivation of essential modules.<br />

An ECCM module being a key module to maintain for the longest time possible, this will reduce<br />

chances of being effected by Electronic Warfare.<br />

A remote armour repair system being the other key module to be maintained for the longest time<br />

possible.<br />

The Triage cycle is 5 minutes so a pilot capable of managing his vessel effectively for that period or<br />

slightly longer would be ideal.<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Warnings and cautions<br />

Carriers can be pr<strong>eve</strong>nted from <strong>com</strong>pleting jump drive operations by ships with a warp scrambler,<br />

warp disruption module;<br />

Carriers can be pr<strong>eve</strong>nted from <strong>com</strong>pleting jump drive operations by mobile warp disruption<br />

fields;<br />

Carrier pilots within a fleet should be conscious of the fact the fleet <strong>com</strong>mander (FC) may warp<br />

the whole fleet to any location within a solar system; therefore capital pilots should be observing<br />

their craft movements and fleet chat at all times.<br />

Ship Fitting Service<br />

A pilot wishing to use a carrier’s ‘Ship Fitting’ service must be within 2500m (Therefore a ship<br />

capable of cloaking will not be able to maintain their cloak).<br />

A carrier pilot within 2500m of another carrier or super carrier can also use the carrier’s ship fitting<br />

service to change drones, modules, rigs in space.<br />

If 10 or more vessels are within 2500m range of the carrier, the fitting service can not be accessed<br />

by the 11 th person attempting to get access.<br />

Corporate Hangar (CH)<br />

The carrier Pilot can configure access to the CH; the ‘Configure ship’ option only be<strong>com</strong>es<br />

available when the carrier is undocked.<br />

Pilots wishing to use the CH must be within 2500m (Therefore a ship capable of cloaking and<br />

wishing to change modules, collect ammunition will not be able to maintain their cloak).<br />

If a pilot has limitations to Corporation hangar access (For Stations or Outposts), those limitations<br />

are applicable to attempts made to access the carrier’s CH.<br />

A carrier’s CH capacity can only be increased by the use of assembled Giant Size Containers<br />

(GSC). Corporation hangars capacity on carriers is 10,000m³.<br />

A maximum of three GSC (3000m³ volume each) can be fitted at any one time into the carrier’s<br />

CH. Therefore a 2700m³ increase can be gained.<br />

A carrier’s cargo hold can also be increased by use of a maximum of 3 large cargo hold<br />

optimization rigs – but this is not a sensible action.<br />

Normally energy grid rigs are used – refer to the Rigs section of this document regarding the<br />

re<strong>com</strong>mended rigs to use.<br />

The CH can be populated with an assortment of modules & items to support a fleet, for example:<br />

Combat Scanner Probe I<br />

Core Scanner Probe I<br />

Expanded Probe Launcher I<br />

Scan Resolution<br />

Targeting Range<br />

Scan Resolution Dampening<br />

Targeting Range Dampening<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Targeting Range Dampening<br />

Warp Disrupt Probe<br />

Cynosural Field Generator I<br />

Drone Link Augmentor I<br />

Drone Control Unit I<br />

Drone Navigation Computer I<br />

Omnidirectional Tracking Link I<br />

ECCM - Magnetometric II<br />

ECM Burst II<br />

Heavy Energy Neutralizer II<br />

Inertia Stabilizers II<br />

Nanofiber Internal Structure II<br />

Kapteyn Sensor Array Inhibitor I<br />

Sensor Booster II<br />

Shield Boost Amplifier II<br />

Invulnerability Field II<br />

Photon Scattering Field II<br />

Large 'Notos' Explosive Charge I<br />

Large 'Vehemence' I Shockwave Charge<br />

Large Rudimentary Concussion Bomb I<br />

Large YF-12a Smartbomb<br />

X5 Prototype I Engine Enervator<br />

Warp Disruptor II<br />

Large Remote Hull Repair System I<br />

Large Hull Repairer II<br />

Liquid Ozone<br />

Ship Maintenance Bay (SMB)<br />

Ships can be stored within a carrier’s SMB – As you would store a vessel into a POS Ship<br />

Maintenance Array (SMA); but must be assembled and follow the caveats below:<br />

Scripts, Ammunition and Cap Booster charges can be stored in ships guns/modules and in the<br />

cargo hold when transported within a carrier’s SMB.<br />

Modules cannot be stored in a ships hold that is planned to be stored in a carrier’s SMB. The<br />

offending vessel will be ejected into space, if a pilot attempts to store. The boarding pilot should<br />

place the modules in the carrier’s corporate hangars and collect later.<br />

Ships that are stored in carriers SMB can be launched by the carrier pilot (When not in warp, and<br />

when undocked from a station or outpost) into space or at pre-determined collection points.<br />

Ships that are stored in a Carriers SMB can be boarded by a pilot in space, <strong>eve</strong>n if they are<br />

already in another ship. The Maintenance bay exchanges the ships.<br />

Ships within the SMB can be launched by a pilot in space.<br />

Carrier Operation – Useful Notes<br />

I. The ability to fly a maximum of 15 fighters allows significant damage to be delivered, in fact it<br />

equates to s<strong>eve</strong>ral Battleship l<strong>eve</strong>ls of damage points per second (dps) delivery on a target, and<br />

obviously the hostile’s resistances do their best to over<strong>com</strong>e the onslaught.<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

II. Activation of a Triage Module will cause your drones & fighter drones if they are launched to<br />

be abandoned.<br />

III. Fighter drones deployed by the carrier may be delegated to other fleet members (Up to 5<br />

drones per fleet member, based upon their l<strong>eve</strong>l of the following skill - Drone Operation).<br />

IV. Standard drones if ordered to assist a cohort, are still limited to the carrier pilots drone range<br />

skills limits and (Up to 5 drones per fleet member, based upon their l<strong>eve</strong>l of the following skill -<br />

Drone Operation).<br />

Fighters are only limited in range to anywhere in the solar system in which the carrier is flying.<br />

So it is strongly re<strong>com</strong>mended that the carrier pilot trains the following skills to increase<br />

standard drone range of operations:<br />

Drone Sharpshooting – 5% range bonus per l<strong>eve</strong>l on standard drone range.<br />

Electronic Warfare Drone Interfacing – 3000m standard drone range bonus per l<strong>eve</strong>l achi<strong>eve</strong>d.<br />

The fitting of ‘Drone Link Augmentor I’ modules (High Slot ship fitting module) will increase the<br />

range of standard drones by 20Km per module fitted.<br />

Activation of a cloaking device (High slot ship fitting module) on the carrier will s<strong>eve</strong>r the<br />

<strong>com</strong>munications connection with the drones, and render them abandoned. Where drones or<br />

fighter drones are delegated or sent to assist are not affected by non-carrier pilots cloaking<br />

abilities.<br />

Only fighters that are assigned to a target (Assuming PVP situation) will continue to attack that<br />

target until that target is:<br />

Destroyed,<br />

Docks,<br />

Able to activate its cloaking device,<br />

Leaves the solar system,<br />

Logged off in mid-warp.<br />

Any previously targeted hostile - who then enters a POS shield, is protected. And the fighters<br />

warp to follow will mean their arrival at the POS. Therefore the fighter drones will be attacked by<br />

any active POS defences.<br />

Do not purchase and use Harvester Drones for Ore mining. Harvester drone Yield vs. time spent<br />

travelling to continue mining ore makes them less profitable than using Miner II drones. Refer to<br />

figures given in Halada's mining guide.<br />

Carrier use - General Warnings and Cautions<br />

Activating a cloaking device fitted to the carrier when drones and fighter drones are deployed will<br />

s<strong>eve</strong>r the <strong>com</strong>munications connection with the drones, and render them abandoned.<br />

Carriers can not be jumped to High Security systems, i.e. a solar system with a security figure<br />

above true 0.4. The Cynosural field producing ship cannot activate the generator above true 0.4<br />

security.<br />

Carriers can not normally be undocked from a space station in High Security space, i.e. a solar<br />

system with a security figure above true 0.4. Previous patches trapped some capital ships..and<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

system with a security figure above true 0.4. Previous patches trapped some capital ships..and<br />

may still be seen undocked in high security space. They’re unable to be ferried in a freighter and<br />

cannot reach by jump drive system with security below 0.4.<br />

Fighters cannot be delegated to a fleet cohort in a system with a true security figure of 0.4 or<br />

above.<br />

Electronic Warfare, modules designed to sensor jam or sensor dampen, warp scramble, warp<br />

disruption can be used upon a carrier and affect the ship as they would upon a non-capital ship.<br />

A carrier that is warp scrambled, caught in a warp disruption field [Bubble] cannot activate its<br />

jump drive.<br />

When jumping a carrier into a possibly hostile location, Ensure that the Cynosural pilot is at a<br />

sufficient distance from a station or Player Operated Structure (POS) minimum of 15km. If too<br />

close a carrier can jump into a structure and be ‘bounced’ away at s<strong>eve</strong>ral hundred m/s and be<br />

unable to dock quickly or reach POS shield safety quickly.<br />

Carriers can warp within a system, and therefore susceptible to being caught in Interdictor warp<br />

disruption fields, Anchored mobile warp disruption fields and Heavy interdictor warp generated<br />

fields.<br />

If you intend to undock and jump, you have a 30 second session process delay before the Jump<br />

Drive Operation can be started. Consider using Ctrl+Spacebar to stop the vessel nearer the<br />

undock, and avoid activating/moving the vessel until satisfied with status of space outside the<br />

station.<br />

If drones are launched and the Triage Module activated, the drones will be automatically<br />

abandoned.<br />

Cynosural field operation has minimum range/s from structures, these must be taken into account<br />

when operating a carrier.<br />

Carrier Modules<br />

Capital ship modules:<br />

I. Capital Remote Armour Repair<br />

II. Capital Remote Shield Transporter<br />

III. Capital Energy Transfer<br />

IV. Fighter Drones<br />

V. Drone Control Unit<br />

VI. Triage Module<br />

It is advised that capital sized modules are used at the earliest opportunity to gain the full benefits of<br />

the carriers capabilities.<br />

The following section gives some clarification of the requirements, usage of the capital modules and<br />

further discussion regarding the more unusual Triage module.<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Capital Remote Armour Repair I (Module)<br />

The Capital Remote Armour Repair module I is a high slot module; upon activation a cohort will<br />

receive additional armour repair capability. Default repair range is 15 km, which can be enhanced by<br />

the carrier pilot training the respective carrier race related skill.<br />

Each cycle of five (5) seconds repairs 1,500 hp of Armour<br />

Capabilities in relation to Carrier skill l<strong>eve</strong>l trained:<br />

Remote Armour<br />

Repair Range<br />

(Km)<br />

Carrier Skill L<strong>eve</strong>l<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Reduction in<br />

Capacitor Loss (%)<br />

Capital Remote Armour<br />

Repair Systems Skill<br />

22.5 1 5 1<br />

30 2 10 2<br />

37.5 3 15 3<br />

45 4 20 4<br />

52.5 5 25 5<br />

Fitting<br />

150, 0000 MW Power grid usage<br />

40 tf CPU usage<br />

Capacitor Usage per cycle – 1350 Energy<br />

Pre-requisites for use are:<br />

Capital Remote Armour Repair Systems I<br />

Remote Armour Repair Systems V<br />

Mechanic III<br />

Repair Systems II<br />

Capital Shield Transporter I (Module)<br />

The Capital Shield Transporter I module is a high slot unit; upon activation a cohort will receive<br />

additional shield hit points. Default repair range is 15 km, which can be enhanced by the carrier pilot<br />

training the respective carrier race related skill.<br />

Capabilities in relation to Carrier skill l<strong>eve</strong>l trained:<br />

Shield Transfer Carrier Skill L<strong>eve</strong>l Reduction in Capital Shield<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Shield Transfer<br />

Range (Km)<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Carrier Skill L<strong>eve</strong>l Reduction in<br />

Capacitor Loss (%)<br />

Capital Shield<br />

Emissions Systems<br />

Skill<br />

22.5 1 5 1<br />

30 2 10 2<br />

37.5 3 15 3<br />

45 4 20 4<br />

52.5 5 25 5<br />

Each cycle of five (5) seconds transfers 1,500 hp of shield hit points.<br />

Fitting<br />

75, 0000 MW Power grid usage<br />

175 tf CPU usage<br />

Capacitor Usage per cycle – 1500 Energy<br />

Pre-requisites for use are:<br />

Capital Shield Emission Systems I<br />

Engineering V<br />

Shield Emissions Systems V<br />

Science II<br />

Capital Energy Transfer Array I (Module)<br />

The Capital Energy Transfer Array module is a high slot unit; upon activation a cohort will receive<br />

additional capacitor content. Default repair range is 15 km.<br />

Each cycle of the array transfers 2000 capacitor points.<br />

Fitting<br />

125, 0000 MW Power grid usage<br />

100 tf CPU usage<br />

Capacitor Usage per cycle – 2400 Energy<br />

Pre-requisites for use are:<br />

Capital Shield Emission Systems I<br />

Engineering V<br />

Energy Emissions Systems V<br />

Science III<br />

Fighter Drones<br />

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The Fighter Drone is a key weapon to a fleet’s capability, the damage is relatively high but the<br />

capacity of the Carrier Drone Bay does limit you to storing upto 19 fighters.<br />

Fighter Drone<br />

Firbolg<br />

Einherji<br />

Templar<br />

Dragonfly<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Fighter Drones special capabilities:<br />

Damage Type<br />

(Primary & Secondary)<br />

Thermal & Kinetic Damage<br />

Explosive & Kinetic Damage<br />

EM & Thermic Damage<br />

Kinetic & Thermic Damage<br />

Fighters Drone can be ‘delegated’ to fleet cohorts; how<strong>eve</strong>r the number of fighter drones per pilot is<br />

limited:<br />

• Delegated Pilots must have their own drones docked in their drone bay.<br />

• Delegated pilots ‘Drone Operation’ skill limits the number that can be delegated.<br />

One fighter can be delegated per l<strong>eve</strong>l of the ‘Drone Operation’ skill trained by the receiving<br />

pilot (Therefore maximum delegation is 5 fighter drones to a receiving pilot).<br />

• The carrier pilot can only launch as per their fit, and not a <strong>com</strong>bination of their fit and fleet<br />

members.<br />

Therefore a maximum of 15 fighter drones can be launched by the carrier<br />

(Skills and Module fit permitting).<br />

Fighter Drones can enter warp to:<br />

• Follow targets locked by the carrier pilot.<br />

• Follow the carrier.<br />

Fighters Drones cannot:<br />

• Jump through star gates to continue an attack upon a locked target.<br />

• Attack a target that subsequently activates a cloaking device.<br />

• Follow a carrier that has activated and <strong>com</strong>pleted a Jump Drive operation.<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Drone Control Unit I (Module)<br />

The Drone control unit I is a module that upon activation allows a further drone to be deployed.<br />

You need Advanced Drone Interfacing to use this module; it gives you the ability to fit one drone<br />

control unit per l<strong>eve</strong>l.<br />

99% Reduction in CPU requirement when fit to Carriers and Mother ships.<br />

Fitting Requirements:<br />

75, 0000 MW Power grid usage<br />

7,500 CPU usage<br />

Pre-requisite skills for use are:<br />

I. Advanced Drone Interfacing I<br />

II. Drone Interfacing V<br />

III. Drones V<br />

Triage (Module)<br />

The Triage module I generates an electronic interface designed to augment and enhance a carrier's<br />

defences and logistical abilities. Through a series of electromagnetic polarity field shifts, the siege<br />

module diverts energy from the ship's propulsion and warp systems to lend additional power to its<br />

defensive and logistical capabilities.<br />

This results in a great increase in the carrier's ability to provide aid to members of its fleet, as well as a<br />

greatly increased rate of the ships defensive self-sustenance.<br />

Positives of Triage Mode:<br />

I. Due to the ionic flux created by the triage module, remote effects will not affect the ship while in<br />

triage mode. Therefore the following have no affect on a carrier in triage mode:<br />

• Warp Disruptors<br />

• Warp Scramblers<br />

• ECM jamming<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

II. The ionic flux only disrupts in<strong>com</strong>ing effects, meaning the carrier can still provide aid to its<br />

cohorts, as follows:<br />

• Sensor strength - Scan Resolution 900% Bonus<br />

• Targeting - Bonus of four (4) extra targets, the default number of targets that can be<br />

locked is normally six (6).<br />

• 100% armour repair unit amount repaired bonus<br />

• 50% faster armour repairer cycle time bonus<br />

• 100% armour repair unit amount repaired bonus<br />

• 50% faster remote armour repairer cycle time bonus<br />

• 100% remote hull repair amount repaired bonus<br />

• 50% faster remote hull repairer cycle time bonus<br />

• 100% energy transfer rate bonus<br />

• 50% faster energy transfer rate bonus<br />

• 100% shield boost bonus<br />

• 50% faster shield booster duration bonus<br />

• 100% shield transporting amount bonus<br />

• 50% faster shield transporting rate bonus<br />

Negatives of Triage Mode:<br />

I. The lack of power to lo<strong>com</strong>otion systems means that the following are NOT available to the<br />

ship:<br />

• Standard propulsion<br />

• Warp travel<br />

• Jump Drive<br />

II. The use of a triage module (And resulting electromagnetic polarity field shifts) means that the<br />

carrier is not able to:<br />

• Dock until out of triage mode.<br />

• Deploy drones (including fighter drones) until out of triage mode.<br />

III. Reci<strong>eve</strong> frien<strong>dl</strong>y remote repair, reci<strong>eve</strong> frien<strong>dl</strong>y energy transfer effects. They will not work on<br />

the carrier while in triage mode.<br />

IV. Being stationary for a 5 minute cycle is a risk; it’s a lot of time within which hostile forces can<br />

take action.<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

take action.<br />

Usage of Triage Modules in Eve:<br />

The decision to use a Triage Module should be based upon known intelligence and if the carrier is<br />

part of a larger fleet, where its role is to armour repair, energy transfer or shield boost a fleet of BS/BC<br />

etc.<br />

Use during POS attacks in triage mode would be beneficial, where the attacking force is mostly<br />

stationary (To gain optimal range and tracking for weapons) and susceptible to retaliation from the<br />

POS defences.<br />

Skill Pre-Requisites for using the Triage Module:<br />

Notes:<br />

Rigs<br />

I. Logistics V<br />

II. Long Range Targeting V<br />

III. Tactical Logistics Configuration I<br />

IV. Signature Analysis V<br />

V. Ship Command III<br />

VI. Electronics II<br />

a. Only one triage module can be run at any given time.<br />

b. A triage module requires Strontium Clathrates to run and operate effectively.<br />

c. 300 sec cycle of module (5 Minute cycle) – Requiring a default start amount of fuel = 500<br />

Strontium Clathrates/cycle. Pilot training the skill 'Tactical Logistics Reconfguration' will reduce<br />

the consumption rate.<br />

d. Carrier Cargo hold capacities are:<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Ship Capacity (m³)<br />

Archon 825<br />

Thanatos 875<br />

Chimera 870<br />

Nidhoggur 845<br />

One Key consideration to improve a carrier’s performance is the rigs that can be used; carrier’s can<br />

only be fitted with 3 in number large rigs at any one time.<br />

Carrying spares and fit options could be considered, only the cost implications maybe prohibitive.<br />

NOTE: Removal of rigs requires that you destroy them in the process of removal.<br />

Normally a Thanatos pilot would fit:<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Capacitor Control Circuit – Rig<br />

Normally an Archon pilot would fit:<br />

Capacitor Control Circuit – Rig<br />

Normally a Chimera pilot would fit:<br />

Capacitor Control Circuit – Rig<br />

Normally a Nidhoggur pilot would fit:<br />

Capacitor Control Circuit – Rig<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

Tech 1 version and Tech 2 version<br />

Tech 1 version and Tech 2 version<br />

Tech 1 version and Tech 2 version<br />

Tech 1 version and Tech 2 version<br />

These choices can be changed, to suit the pilot, skills and the operations being undertaken.<br />

Useful Links<br />

Information Hyperlink<br />

Aggression Timer<br />

EVElopedia Item Database<br />

Jump Planner<br />

Jump Bridge Fuel Calculator<br />

Eve Fitting Tool<br />

Eve 2D Maps<br />

Halada’s Mining guide<br />

Dotlan Maps<br />

Carriers - Fitting<br />

http://wiki.<strong>eve</strong>online.<strong>com</strong>/en/wiki/Aggression_Timer<br />

http://wiki.<strong>eve</strong>online.<strong>com</strong>/wiki/Item_Database<br />

http://www.<strong>eve</strong>-icsc.<strong>com</strong>/<br />

http://www.imarvintpa.<strong>com</strong>/Eve/Jump.php<br />

http://wiki.<strong>eve</strong>online.<strong>com</strong>/en/wiki/EFT<br />

http://www.omb<strong>eve</strong>.co.uk/<br />

http://www.<strong>eve</strong>-guides.<strong>com</strong>/mining/index.php<br />

http://www.dotlan-maps.<strong>com</strong>/<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Carriers - Fitting<br />

NOTE 1: All the fits provided can be manipulated to suit your:<br />

I. Budget<br />

II. Preferences<br />

III. Skills<br />

IV. Cynosural field generator pilots ships type<br />

V. Intentions for ship use:<br />

• Logistics runs [Hauling]<br />

• Player vs. Player<br />

VI. Environment of ship use:<br />

• Low Security space<br />

• Null security space<br />

NOTE 2: The fits will allow you to appreciate the possibilities and some basic fitting options available.<br />

Annex A – Suggested Fits<br />

Annex A –Logistics (Hauling)<br />

[Thanatos, Logistics]<br />

Damage Control II<br />

Energized Adaptive Nano Membrane II<br />

Energized Adaptive Nano Membrane II<br />

Beta Reactor Control: Capacitor Power Relay I<br />

Capital Armor Repairer I<br />

Capital Armor Repairer I<br />

Cap Recharger II<br />

Cap Recharger II<br />

Cap Recharger II<br />

Cap Recharger II<br />

Cap Recharger II<br />

Drone Control Unit I<br />

Drone Control Unit I<br />

Drone Control Unit I<br />

Capital Shield Transporter I<br />

Capital Remote Armor Repair System I<br />

Large Capacitor Control Circuit I<br />

Large Capacitor Control Circuit II<br />

Large Capacitor Control Circuit II<br />

Annex A – Player vs. Player (Small Gang Support)<br />

[Chimera, PVP]<br />

Power Diagnostic System II<br />

Power Diagnostic System II<br />

Damage Control II<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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24.11.11 Basic Guide to Capital Class ...<br />

Power Diagnostic System II<br />

Photon Scattering Field II<br />

Heat Dissipation Field II<br />

Ballistic Deflection Field II<br />

Cap Recharger II<br />

Invulnerability Field II<br />

Capital Shield Booster I<br />

Cap Recharger II<br />

Heavy Energy Neutralizer II<br />

Capital Remote Armor Repair System I<br />

Large Shield Transporter II<br />

Drone Control Unit I<br />

Drone Control Unit I<br />

Large Capacitor Control Circuit I<br />

Large Capacitor Control Circuit II<br />

Large Capacitor Control Circuit II<br />

Annex A – Triage (Fleet support)<br />

[Nidhoggur, Triage]<br />

Beta Reactor Control: Capacitor Power Relay I<br />

Beta Reactor Control: Capacitor Power Relay I<br />

Energized Adaptive Nano Membrane II<br />

Energized Adaptive Nano Membrane II<br />

Damage Control II<br />

Capital Armor Repairer I<br />

Cap Recharger II<br />

Cap Recharger II<br />

Cap Recharger II<br />

Cap Recharger II<br />

Sensor Booster II, Scan Resolution<br />

Capital Remote Armor Repair System I<br />

Capital Shield Transporter I<br />

Triage Module I<br />

Capital Energy Transfer Array I<br />

Capital Remote Armor Repair System I<br />

Large Capacitor Control Circuit I<br />

Large Capacitor Control Circuit II<br />

Large Capacitor Control Circuit II<br />

https://docs.google.<strong>com</strong>/View?id=dgxj96fn_278hs4b4bdd&pli=1<br />

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