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Gothim
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Posted - 2007.07.17 14:49:00 -
[1]
Just a few random Carrier questions if anyone can help me please. Is it just the Carrier skill which determines how many Fighters one can use? I.E. Maximum of 10?
How many drones can they use max i.e. Thanatos? does the advanced drone interfacing relate to this?
How many systems can one jump?
Any help would be much appreciated thanks 
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NoNah
Marzipan Monkeys Distant Star Alliance
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Posted - 2007.07.17 14:50:00 -
[2]
10 is max drones on a unfitted carrier, with carrier V, yes.
15 is max with Advanced drone interfacing V which allows you to fit 5 Drone Control Unit I's.
It's measured in lightyears not in system, and it depends on your skills(IE Jump Drive Calibration).
evegeek.com should have a few links for tools to calculate jump distance.
Post count: 177542
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Gothim
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Posted - 2007.07.17 15:08:00 -
[3]
Excellent thanks
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xenodia
Gallente Shadowrun Company
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Posted - 2007.07.17 16:06:00 -
[4]
Originally by: Gothim Just a few random Carrier questions if anyone can help me please. Is it just the Carrier skill which determines how many Fighters one can use? I.E. Maximum of 10? How many drones can they use max i.e. Thanatos? does the advanced drone interfacing relate to this?
Level of carrier skill and number of drone control units you have (determined by level of advanced drone interfacing). So the maximum number of drones for any carrier is 15. That would be assuming you had carrier skill to V, and Advanced drone interfacing to V, and fitted all your high slots with drone controls. Most people go for 11-13 fighters, as they either dont have carrier skill to 5, or they dont want to fill all their high slots with drone controls (you need room for remote reppers, etc).
Quote: How many systems can one jump?
Any help would be much appreciated thanks 
Its number of light years, not number of systems. The number of light years you can jump is determined by your skills, specifically Jump drive operation/calibration. For example, with jump drive operation V, and jump drive calibration IV, I can jump directly from empire to the ass end of outer ring in 1 jump if I wanted. To fly a conventional ship there would be like 30 or 40 jumps. But if I jumped to the same system from a different direction, it might be 60 conventional jumps to go that way.
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Chronus26
Gallente Team Laser Explosion Molotov Coalition
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Posted - 2007.07.17 16:59:00 -
[5]
Jump range is hard to explain. Don't think in terms of stargate jumps, but think in terms of a streight line connecting the two systems on the 3D map. If you could measure this line you'd get a figure in Lightyears (LY) which then relates to the jump range of your Carrier in LY.
The easiest way to get your head around it is probably to have a little mess around with this. -----
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Corwain
Gallente Kamite
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Posted - 2007.07.17 17:03:00 -
[6]
I've noticed in vids that drone controls are active mods. What happens when you get nossed to the point where they turn off? Do your fighters just go to "disabled" status? How does it decide which fighters to do?
And say you're being remote repped and cap transferred so you don't die and turn your DCUs back on? Do the fighters come back online, or do you need to slowboat over and scoop em?
-Corwain
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Chronus26
Gallente Team Laser Explosion Molotov Coalition
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Posted - 2007.07.17 17:05:00 -
[7]
Edited by: Chronus26 on 17/07/2007 17:06:11
Originally by: Corwain I've noticed in vids that drone controls are active mods. What happens when you get nossed to the point where they turn off? Do your fighters just go to "disabled" status? How does it decide which fighters to do?
And say you're being remote repped and cap transferred so you don't die and turn your DCUs back on? Do the fighters come back online, or do you need to slowboat over and scoop em?
-Corwain
They are active but don't use cap. They are active mods more as a programming issue than a gameplay issue as far as i'm aware.
Edit:- but if you do turn them off, you loose control of any Fighters you have deployed that require the DCUs to be controled (ie. 2 DCUs and 2 Fighters over your skill-based limit). They remain inactive till you scoop and redeploy them, no matter if you turn teh DCUs back on again. -----
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000Hunter000
Gallente Magners Marauders
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Posted - 2007.07.17 17:22:00 -
[8]
Originally by: Chronus26 They are active but don't use cap. They are active mods more as a programming issue than a gameplay issue as far as i'm aware.
Yeah i was wondering about this.. why didn't ccp just make em passive? not that it's a big of a deal but i would imagine under pressure u might forget to clicky them hehe .
Or mebbe ccp intended them to use cap? Would be bad if they put that in though, u got a few running, u get nossed, cap runs empty and poof x number of drones get uncrontrollable.
CCP, let us pay the online shop with Direct Debit!!! Magners is now recruiting, evemail me or Dagazbo ingame.
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Chronus26
Gallente Team Laser Explosion Molotov Coalition
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Posted - 2007.07.17 17:28:00 -
[9]
Originally by: 000Hunter000
Originally by: Chronus26 They are active but don't use cap. They are active mods more as a programming issue than a gameplay issue as far as i'm aware.
Yeah i was wondering about this.. why didn't ccp just make em passive? not that it's a big of a deal but i would imagine under pressure u might forget to clicky them hehe .
Or mebbe ccp intended them to use cap? Would be bad if they put that in though, u got a few running, u get nossed, cap runs empty and poof x number of drones get uncrontrollable.
Do you forget to click your hardeners? Sensor Boosters? I've never had a problem with it, I just group all the mods I need to activate as soon as I undock/jump together and activate them before I do anything else.
Not being a dev all I can do is speculate, but I think that they need to be active modules in order to check you have the required skill level to use more than one etc etc. -----
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Fraile Cloudsinger
Gallente Igneus Auctorita GoonSwarm
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Posted - 2007.07.17 21:18:00 -
[10]
Since were asking questions about carriers, heres mine. Do you actually have to lock the ship you want your drones to attack, or do your drones just go after em, and what is assigning?
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Chronus26
Gallente Team Laser Explosion Molotov Coalition
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Posted - 2007.07.17 21:23:00 -
[11]
Originally by: Fraile Cloudsinger Since were asking questions about carriers, heres mine. Do you actually have to lock the ship you want your drones to attack, or do your drones just go after em, and what is assigning?
Yeah you have to lock your targets to have Fighters attack them, just like with normal drones.
Assigning is a special feature of Fighters, where you can delegate control of a group (up to 5, depends on asignees drones skill level) to a gangmate, causing them to follow your gangmate into warp and allows them to control your Fighters as if they were drones belonging to them. -----
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