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Malikton
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Posted - 2007.01.11 06:43:00 -
[1]
Edited by: Malikton on 11/01/2007 06:42:49 Ok, I've been training for Capital Ships - slowly. If there is another character who opens up a cynosural field in another system, I can jump to him provided that I have trained jump drive operation.
A jump portal generator and the associated skill would only be required if the capital ship wanted to open a bridge for support ships to follow it. (Don't want to spend an extra 450 mill if I don't have to at this stage - saving up for my Carrier)
Is that correct, or do I need the jump portal generator to operate a dread at basic level?
Alternatively if there is a Capital Ship faq or another relevant thread that I missed on Eve-Search, could someone point me towards it?
Thanks
Edited for typos
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Malikton
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Posted - 2007.01.11 07:50:00 -
[2]
Gah - forget this - just found a thread that confirms that jump-portal generators are Titan only modules - 
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hangnoose
Caldari DAB RAZOR Alliance
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Posted - 2007.01.11 08:08:00 -
[3]
Edited by: hangnoose on 11/01/2007 08:06:36 Good luck with your cap ship, but I would like to tell you a few things before it's to late ( 0bv if you do stop training for one you can pick it up at a later date )
I noticed you were in a NPC corp... Cap ships are not meant for the solo player. I would join a corp or corp in a alliance and you would probably be of more use, not to mention your corp or alliance will help you pay for your ships and your fittings.
You seem like you have researched capital ships a bit so you probably know about what is going to cost for a carrier and you also sound like you want a dread to?
Here is some pricing so you know what you have ahead of you.
Carrier Skill Book - 450m Capital Ship Skill Book - 360m Various other Capital skills ( shield or armor ) - about 150m ( most of that coming from advanced spaceship command and the fighter skill book )
The carrier it self probably about 990m.
The fittings for the carrier probably about another 600m I wanna say... could be more.
Drone control Units - 60m ish each and you might wanna have 2-4 on your carrier depending on the situation.
About 20-25 fighters ( max a carrier can launch is 15 I believe, so when fleets target your fighters if 1 manages to die you have some spares ) those fighters run about 20m each.
The capital shield, or armor reps can run about 65m.
I haven't really looked at the cost of dreads, but they probably won't run much cheaper.
And this is just my opinion but I wouldn't use your dread in till you have faction/officer hardeners on it. A dread in siege when assaulting a tower can tank a hell of alot, but when you get the enemy fighters + their defensive fleet on you the higher your resists the better off your gonna be.
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Chronus26
Gallente Vale Heavy Industries SMASH Alliance
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Posted - 2007.01.11 08:41:00 -
[4]
Here is a slightly outdated now, but very well written guide on Carriers - if there has been a better guide written I have not seen it. -----
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Malikton
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Posted - 2007.01.11 13:52:00 -
[5]
Thanks for the input guys - Malikton is my 2nd account - and was rolled specifically to train for Capitals - hence I left him in an npc corp while sitting in a station and training up.
My main is focussing on smaller ships - can currently fly AF, covops, ceptors, dictors, HACs and is working on command ships.
My 3rd account is purely industrial, and can do Exhumers, Freighters, transport ships etc.
I figured there would be more benefit in specialising rather than trying to multi-skill one character.
Malikton can fly a Phoenix currently, but not well enough to be useful - I figure that between the 3 characters I can be useful in a few different roles to an Alliance, and that's what I'm aiming for.
Thanks too for the heads up on the Carrier guide - looks to be very useful |
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