Luth Curmal s - Go-dl.eve-files.com
Luth Curmal s - Go-dl.eve-files.com Luth Curmal s - Go-dl.eve-files.com
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
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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 />
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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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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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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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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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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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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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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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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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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 />
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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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