Eve ships to scale

Eve ships to scale DEFAULT

Header Art by Major Sniper

When you hear about EVE Online’s ships, especially their power and size, you typically hear them discussed in terms of Damage Per Second (DPS), Effective Hit Points (EHP), or their mass and their length. While these make it easier to comprehend within the bounds of the EVE universe, it is still hard to visualise the size and power of these ships. There is no in-game representation of the power and size of EVE Online’s ships and stations, but using the data given in-game, we can compare and represent the scale of EVE Online’s technology.

Let’s Shoot Someone

To start out relatively small, we can look at DPS and EHP in terms of energy. Now EHP and DPS are the standard units we use to determine what a ship is capable of in game. These are the most important units when it comes to fitting, but there is no standard conversion for what DPS or EHP means in terms of actual energy and what it looks like in real life. In order to find out what one DPS or EHP means in terms of energy, we need to look at the energy value for weapons and convert them.

Lasers are the perfect example because there is no ammo which can hold extra energy, only the focusing crystals, which take the energy and focus it in a beam – think of it like a magnifying glass on ants. The crystals don’t hold or add energy into the system, and if they do, it’s a finite amount, which makes laser or energy weapons the best conversion point.

For this example, we use the Dual Giga Pulse Laser II, which has a base value (without skills or bonuses) energy usage of 320 GigaJoules per shot and does a volley of 16393 damage. If we subtract the damage bonus from the ship itself (180%) then you have a volley damage of 4554 damage. If we divide volley damage by energy usage you get 14.23 damage per GJ. Without resistances, one GJ is equal to 14.23 EHP of damage. In other words, one shot from one Tech 2 capital laser weapon is close to the energy output of 76.5 tons of TNT. That is a little more than ¾ the energy of this explosion from one shot. An easier conversion to understand, is that one EHP or damage is worth about one hand grenade in energy.

Now Let’s Nuke Someone

So, what about the most powerful ship weapon in the game? Targeted Doomsday devices do 1.5 million damage, so converted to Gj and then converted into TNT, you get a little over 25 kilotons of TNT. To compare, the Hiroshima A-Bomb was around 15 kilotons, and the Nagasaki bomb was around 21 kilotons. So, if you are getting hit by a doomsday from a titan, you will either die, or you will have survived more impact than a World War Two nuclear bomb.

Now that the true power of New Eden’s weapons are realized, we can understand how much of a beating these ships can handle. Recent titan deaths show 4-9 million damage taken before it explodes, which is the equivalent of multiple nuclear explosions taken and survived. Even some dreadnoughts in WH space have tanked multiple millions of EHP. The technology of EVE Online’s ships allow them to take tons of damage and keep working like they are supposed to work. 

When it comes to size and scale, EVE Online’s ships and stations are truly massive. Not only can they be extremely long, up to several kilometers in length, but they are also correspondingly tall. There are no particualar size limitations in space, unlike our real-life vehicles which have to float or fly. As a result, they can be a infinite weight and size, and the only limitations are the amount of materials required and the intention of the designer of the ship or station. The largest ships currently in existence in the New Eden are the titans, which can be up to 18 kilometers long and several kilometers tall, massing up to 2.4 billion kilograms. To help you comprehend, it would take almost 4 hours to walk the length of a Ragnarok titan, and each titan weighs about half as much as one of the Great Pyramids of Giza, which are the third heaviest objects ever created by mankind. Those measurements are without fittings, too; these massive warships have weapons the size of buildings, and most fits for armor titans have multiple layers of 25000mm plates. If you jumped off the edge of the armor plates on a typical Avatar and fell to the hull structure, you would fall 25 to 75 meters, and you would almost certainly die on impact.

Upwell Structures In Relief

While these numbers are insane, and the technology required to generate them is immense, they are not the most impressive feats pulled off in New Edens history. Stations are much larger, with the largest being the Keepstar Citadel, which is hundreds of kilometers long and tall, and can hold millions of residents along with thousands of ships. These are stations the size of entire countries, and if one appeared on top of the state of New York, it would look something like this:

Image result for keepstar size comparison

Bigger Titans?

While the keepstar would be the heaviest and largest object ever created en-masse by humanity, there are some even more impressive ships that have been conceptualised and created, and then consequently destroyed (or never built) in New Eden’s past. The Iapetan Titans were the largest ships, and maybe even the largest things, ever created by humanity in New Eden. According to this reddit post, using the pixels in pictures and comparisons of the old ships, they were up to 516km in length and 157km in height.

Image result for Iapetan titans

These ships carried crews that would be equivalent to the population of a planet, and they would need an entire planet to be destroyed to provide enough material to build them. These ships had enough power to utterly devastate whatever they wish, from ships to entire solar systems according to some of the only information we have. These ships were either destroyed, deconstructed out of fear of mutually assured destruction from the other empires, or in the case of one Gallente Iapetan, stolen by the Serpentis. Rumour has it the Serpentis have held and maintained it to this day, hidden somewhere in space.

 

So, EVE Online’s ships and stations are extremely massive and powerful, and have a much larger effect then it seems when you are controlling these massive ships in huge fleets and historic battles. The game does a good job at making you feel small and insignificant compared to other games, but in truth you are wielding the power of entire militaries when you fly around in these ships. Next time you’re in space, take a moment to remember what you have at your fingertips, because it will surely change your outlook on the game.

Sours: https://imperium.news/the-scale-and-power-of-eve-onlines-ships/

The Scale and Power of EVE Onlines Ships

When you hear about EVE Online ships and their power and size, you typically hear about them in DPS, EHP, their mass and their length. While these make it easier to comprehend, it is still hard to imagine and compare their size and power. There is no in game representation that shows the power and size of EVE Online’s ships and stations, but using the data given in-game, we can compare and represent the scale of EVE Online’s technology.

I will start off with DPS and EHP in terms of energy. Now EHP and DPS are the standard units we use to determine what a ship is capable of in game. These are the most important units when it comes to fitting, but there is no standard conversion for what DPS or EHP means in terms of actual energy and what it looks like in real life. In order to find out what one DPS or EHP means in terms of energy, we need to look at the energy value for weapons and convert them.

Lasers are the perfect example because there is no ammo which can hold extra energy, only crystals which act like a funnel of sorts, which takes the energy and focuses it in a beam, kinda like a magnifying glass on ants. The funnels aka crystals don’t hold or add energy into the system, and if they do its a finite amount, which makes laser or energy weapons the best conversion.

For this example, I will use the Dual Giga Pulse Laser II, which has a base value (without skills or bonuses) energy usage of 320 GigaJoules per shot and does a volley of 16393 damage. If we subtract the bonus from the ship itself (180%) then you have a volley damage of 4554 damage. If we divide volley damage by energy usage you get 14.23 damage per Gj. Without resistances, one Gj is equal to 14.23 EHP or damage. So, one shot from one capital laser weapon is close to 76.5 tons of tnt. That is a little more than ¾ the energy of this explosion from one shot. An easier conversion to understand, is that one EHP or damage is worth about 1 hand grenade in energy.

So, what about the most powerful ship weapon in the game? Doomsday devices do 1.5 million damage, so converted to Gj, from there converted to TNT, you get a little over 25 kilotons of TNT. To compare, the Hiroshima A-Bomb was around 15 kilotons, and the Nagasaki bomb was around 21 kilotons. So, if you are getting hit by a doomsday from a titan, then you are either dying too or surviving more energy than a nuclear bomb.

Now that the true power of New Eden’s weapons are realized, now we can understand how much of a beating these ships can handle. Recent titan deaths show 4-9 million damage taken before deaths, which is multiple nuclear explosions taken and survived. Even some dreadnoughts in WH space have tanked multiple millions of EHP. The technology of EVE Online’s ships allow them to take tons of damage and keep working like they are supposed to work.

When it comes to size and scale, EVE Online’s ships and stations are truly massive. Not only can they be extremely long, up to kilometers in length, but also they are tall. Since they are in space and they do not have size limitations like our real life vehicles to float or fly, they can be a infinite weight and size, and the only limitations are the materials and what the designer of the ship or station wishes to achieve. The largest ships currently in existence in the New Eden are the titans, which can be up to 18km long and several kilometers tall, and having masses of up to 2.4 billion kilograms. To help comprehend, it would take almost 4 hours to walk the length of a Ragnarok class titan, and weighs about half as much as one of the great pyramids of giza, which are the third heaviest objects ever created by mankind. Those measurements are without fittings, and these massive warships have weapons the size of buildings, and typical fits for armor titans have multiple layers of 25000mm plates, which means that if you jumped off the edge of the armor plate and fell to the hull, you would fall 25-75 meters and you would effectively fall to your death just from armor plates.

While these numbers are insane, it is not even the most impressive feats pulled off in New Eden’s history. Stations are much bigger, with the largest being the Keepstar class citadel, which is hundreds of kilometers long and tall, and hold millions of residents along with thousands of ships. These are stations the size of entire countries, and if one appeared on top of the state of New York, it would look something like this:

While the keepstar would be the heaviest and largest object ever created by humanity, there are some even more impressive ships that were created, and since destroyed, in New Edens past. The Iapetan class titans were the largest ships, and maybe even the largest things, ever created by humanity. According to some old reddit post, using the pixels in pictures and comparisons of the old ships, they were up to 516km in length and 157km in height.

These ships carried entire planet sized populations on them, they would need an entire planet to be destroyed to provide enough material to build them. These ships had enough power to destroy planets or entire solar systems according to lore. These ships were either destroyed, deconstructed out of fear of mutually assured destruction from the other empires, or in the case of the Gallente titan, stolen by the serpentis, which is supposedly still around today, hidden somewhere in space.

So, EVE Online’s ships and stations are extremely massive and powerful, and have a much larger effect then what it seems when you are controlling these massive ships in massive fleets and battles. The game does a good job at making you feel small and insignificant compared to other games, but in truth you are wielding the power of entire militaries when you control your ships. So, next time you are in space, remember what you are actually controlling, because it will surely change your outlook on the game.

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EVE Online Real-World Ship Scales

Capsule

Nothing more than a glorified escape pod, the humble capsule is only about the size of a car. The capsule is designed to slot into a larger ship, allowing the capsuleer to control the ship with his mind from the comfort of his small, life-sustaining home.

Shuttles

Shuttles are designed for quick, cheap transit across New Eden.

Rookie ships

These small, cheap frigates are provided for free to new capsuleers and those who have just lost their ship. While they are not worth much in most combat operations, in the hands of a skilled pilot they can nonetheless be effective against some larger ships.

Frigates

The smallest class of manned combat ships, these small fighters rarely require more than a small handful of crew to operate, and may be piloted solo by a capsuleer.

Destroyers

With a crew about a dozen, destroyers are designed to guard larger ships against drones and frigates, as their guns are too large and slow to effectively combat them. As very versatile ships, destroyers are used in a multitude of other roles, such as small-scale mining operations and as salvagers.

Cruisers

Cruisers are versatile, mid-sized ships used for a variety of roles within a fleet, and require one to four dozen crew members to operate. More advanced models are specialized in a number of fields such as logistics (remotely repairing and supporting other ships) and heavy interdiction (capable of making sure even capital-class ships cannot escape).

Battlecruisers

Being the midway point between cruisers and battleships, battlecruisers aren't capable of the same damage output as a battleship, but they are more maneuverable and more effective against smaller targets. Requires a hundred or so crew, varying by model and whether or not a capsuleer is in command.

Battleships

The largest non-capital warships currently available, the battleship can take an incredible amount of punishment while dealing the same. As their guns are simply too large to practically hit small ships such as frigates and destroyers, they rely on flights of drones or other, smaller ships for defense against them. Crew compliment: a few hundred.

Industrials

Industrials are entry-level haulers, capable of ferrying modest amounts of cargo across New Eden. Although their cargo holds are already decent for their size and cost, with the right skills and modifications a pilot can increase the effective cargo capacity two- or threefold and beyond.

ORE ships (small)

ORE, Outer Ring Excavations, remains steadfastly neutral in inter-empire conflicts and is the go-to manufacturer for mining and industry vessels. The Venture is the perfect ship for new capsuleers wanting to enter the mining business, and the Orca is perfect for supporting small fleets of miners to quickly clear out entire asteroid fields.

ORE ships (large)

The Bowhead has one use, and that use is transporting assembled, fitted ships through high-security space. The Rorqual is the mothership of mining operations, designed to support large-scale mining operations in unfriendly space. It has the unique ability to compress ore, reducing it to a fraction of the original volume.

Freighters

Basically industrials on steroids, freighters are the go-to solution for moving massive amounts of stuff from one place to another. If piloted by a skilled capsuleer, they can hold upwards of a million m³ of cargo, even if it means vastly thinning their armor to do so.

Carriers

Unable to fit weapons of their own, carriers rely on waves of fighter drones to deal damage, but they're also capable of remotely repairing and supporting entire fleets of smaller ships.

Dreadnoughts

The capital-sized dreadnoughts are deployed primarily against hardened stationary targets such as stations and outposts due to their ability to enter siege mode, dramatically improving their damage output but making them completely immobile. Capital ships are not permitted to enter high-security space.

Titans

The largest, most powerful, and most expensive warships ever built, the legendary titans take months of work and tens of billions of ISK to produce. They require a few thousand crew to operate. Seventy-five titans were destroyed in the battle of B-R5RB. The battle resulted in the loss of about eleven trillion ISK worth of assets across both sides.

Stargates

Stargates allow near-instantaneous travel between adjacent solar systems in New Eden. Smaller stargates join nearby star systems together, while larger ones allow travel between different regions of space. Acceleration gates fling ships into pockets of deadspace, which are not able to be warped to in the traditional manner due to natural phenomena.

Stations

Containing as much livable space as large cities, stations are the largest manmade structures commonly seen in space. Due to their size, titans and supercarriers are unable to dock with them.

Turrets and Drones

Smaller drones can be fielded by subcapital ships, while fighter drones are deployed by carriers against other capital ships. Small turrets are capable of tracking any target, but their low damage makes them useless against anything bigger than a cruiser. Large and capital turrets can deal incredible damage, but only to ships that are big and slow enough.

Capital Turret

Absolutely dwarfing all other classes of turrets, the gargantuan Capital turrets are, as the name implies, only fitted to Capital ships such as dreadnoughts and titans.

Containers

A selection of standard and secure cargo containers. The smallest container is the standard cargo container used when jettisoning cargo from a ship. Containers make use of "Planck generators" which allow them to paradoxically contain more space than they themselves take up.

Bonus images! Naglfar over Chicago

A shot of a Naglfar (a Minmatar Dreadnought) towering over Chicago. The Naglfar is 5.3 kilometers tall, twelve times as tall as the Sears Tower seen to its left.

Providence over Chicago

A Providence-class freighter hovering above Chicago.

Providence over Chicago (from above)

Avatar over Chicago

The tip of an Avatar towering over Chicago's skyline.

Leviathan over Chicago

This is just the very front end of the Leviathan.

Leviathan over Chicago

A wider shot of the Leviathan over Chicago, showing how little of the ship is visible in the above image.

Some other requested images available here: http://imgur.com/a/ESOcT
Sours: https://imgur.com/gallery/jwTdt
EVE Online STARSHIPS dimensions - 3D

EVE Online F.A.Q.

A lot of fans produced images and videos to better show us non-creative mortal people the size of the ships in EVE Online.

Here is a popular image depicting every EVE ship compared to one another. It's and old image: some recent ships may be missing.

Not happy with the one above, another fella put EVE Online, Star Wars, Star Trek, Warhammer ships in one huge image.

What about comparing EVE ships to an Earth landscape? Somebody asked himself that question and merged 3D ship models with Google Earth. If you scroll down the page, you can also see some ships floating above Chicago.

Enough images! Enter videos. A fan imported various ship models into Maya and made this wonderful video:

Someone saw that video, liked the idea, and made an even better one. Again: ships over a city:

< Back to the F.A.Q.Sours: https://www.eveonlineships.com/faq.php?idf=12

Scale to eve ships

Video conveys scale of EVE Online ships

In this article: biomassed, ccp, ccp-games, eve, eve-online, garrys-mod, hi7ch, incarna, scale, sci-fi, ships, video, youtube
Video conveys scale of EVE Online ships

One of the common gripes we seem to hear about EVE Online is that some gamers can't get used to the idea of a ship being their avatar. In truth, whatever ship you're flying isn't really intended to be your avatar. You're the pilot floating in a fluid-filled capsule within, your mind interfaced with the vessel you're flying and supported by a (generally doomed) crew. The whole capsuleer thing is a major aspect of the game's lore; when you pilot your ship, it's supposed to be an extension of your body and senses in many respects. Maybe that's a bit of a roleplay leap of faith but it seems to work for most players. Still, the fact remains that any time you're seeing a ship in the game you're not seeing an actual human avatar anywhere in or around it. (At least not until Incarna brings avatars into EVE Online.) This means that a sense of the enormity of these ships is, unfortunately, lost. That is, until now.

Our friend hi7ch from the Biomassed blog pointed us in the direction of some video footage captured in Garry's Mod, showing the scale of various EVE ships in relation to the sizes of people and high rises. Even the tiniest frigates in the game are actually quite large, as YouTube user TakeBackTheWorld shows us. If you'd like to check this out we've got a video embed for you after the jump.
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Sours: https://www.engadget.com/2010-01-15-video-conveys-scale-of-eve-online-ships.html
EVE Online STARSHIPS dimensions - 3D

Ships

A ship or spaceship in EVE Online is an entity used to traverse space, battle enemy forces, ferry materials and products, provide logistical services along with many other uses. A ship may be piloted by a capsuleer (player) or non-player characters such as CONCORD, faction militaries, civilian industrialists, outlawed paramilitary and pirate forces.

Mechanics

Ships accelerate by using their engines, almost always located at the stern of the ship. They cannot travel at near-lightspeeds without the use of warp drives. Initiating warp requires an object with mass or feigned mass. The ship will acquire this object as a target and use a warp drive in conjunction with sub-lightspeed thrusters to accelerate through a warp tunnel.

"Military experts are calling this a cynosural field." -Journalist during the start of the Gallente-Caldari War in YC110

Ships can be built and stored in stations except for super-capital classes. Gates and wormholes are methods of travel that propel ships over great distances inaccessible through conventional means of travel. Capital class ships can use their built in jump drives to travel these great distances. A cynosural field is used to provide a target for the jump capable ships to lock onto.

The hitpoints of a ship come from its shield, armor and structure. Shields are absent from certain NPC vessels, however all capsuleer ships including capsules have all three defensive systems. These hitpoints are used for Tanking against incoming damage. Nearly all ships have module slots, allowing them to fit module types such as (but not limited to) guns, repairers, plates, electronic warfare, cloaks, rigs and afterburners.

All ships have capacitor banks, similar to a gigantic battery. The engines charge these batteries and the accumulated energy is used to run modules and power the warp drive.

Certain ships have drone bays, specialized cargoholds, ship maintenance bays and fuel bays.

Spaceship Command

The Sin, Black Ops Battleship which requires months of training to fly.

In order to fly ships in EVE, your character must train the Spaceship Command skills required by that ship. This is not the actual Spaceship Command skill itself, but rather the many individual skills under the Spaceship Command category.

The skills for larger hull types and higher tech levels usually require some skill training in smaller hull types or lower tech levels first. In order to fly a T1 cruiser, for instance, you are first required to have some training in a T1 destroyer command skill. Likewise, the command skills for T2 frigates require perfecting the T1 frigate command skills.

In most cases, the prerequisites required to fly bigger ships (by hull type) are faster to train for than the prerequisites required for higher tech levels. As a result, newer pilots may find themselves in large T1 ships (battlecruisers or battleships) long before they can fly a T2 ship of any size. This is not a hard-and-fast rule, though. It's perfectly reasonable to train straight from T1 frigates into T2 frigates, for instance, without ever training the skills required to fly larger T1 ships, if that is your goal as a pilot.

Support Skills

Being able to fly a ship, and being able to fly a ship well, are two very different things. While the command skill may let you get into a ship and undock it from a station, this is only the first step in using a ship properly. In addition to the skills you will need to fit all of the guns and mods you want to use, there is an entire suite of Support Skills you should read about as well.

Fitting

Ships are merely empty hulls just waiting to be equipped with all of the guns and modules that enable them to do a job. The process of equipping a ship is known as "fitting" the ship, and it's an expansive topic. The Fitting Guidelines is an excellent place to start learning about fitting a ship.

However, one basic concept is worth mentioning here as it ties into the ship sizes listed earlier. The ship sizes are grouped into small, medium, large, or xlarge. When browsing the market, you'll notice that modules and weapons are also grouped into these same sizes. When fitting a ship you normally want to use modules and weapons that are in the same size grouping as the ship size. This can sometimes be confusing, especially with weapon systems, as many items may will say "medium" in the name, but actually belong to the "small" size group in the market categories. What matters for ship fitting is that the market category size group matches the ship size, not any terms found in the item name itself.

Categorization

Ships can be categorized in many ways, this section will cover the most basic methods. The examples given are not a complete representation of ships in EVE. It should be noted however, that more expensive or bigger doesn't always mean better in EVE.

Size Class

An Avatar, one of the largest ships in EVE. Almost 14 kilometers in length, it is over 200 times longer than the Punisher, an Amarrian frigate.

As ships increase in size they gain more hitpoints, theoretical damage and module slots. They sacrifice mobility and damage application against smaller targets. The sizes (with a few example ships) are as follows:

  • Frigates: Isis gallente.pngIncursus, Isis caldari.pngHeron, Isis amarr.pngCrucifier, Isis minmatar.pngBurst
  • Destroyers: Isis gallente.pngAlgos, Isis caldari.pngCorax, Isis amarr.pngCoercer, Isis minmatar.pngThrasher
  • Cruisers: Isis gallente.pngThorax, Isis caldari.pngCaracal, Isis amarr.pngMaller, Isis minmatar.pngScythe
  • Battlecruisers: Isis gallente.pngMyrmidon, Isis caldari.pngFerox, Isis amarr.pngHarbinger, Isis minmatar.pngHurricane
  • Battleships: Isis gallente.pngMegathron, Isis caldari.pngRokh, Isis amarr.pngAbaddon, Isis minmatar.pngTempest
  • Capital Ships: Isis ore.pngRorqual, Isis gallente.pngAnshar, Isis caldari.pngCharon
    • Carriers: Isis gallente.pngThanatos, Isis caldari.pngChimera, Isis amarr.pngArchon, Isis minmatar.pngNidhoggur
    • Dreadnoughts: Isis gallente.pngMoros, Isis caldari.pngPhoenix, Isis amarr.pngRevelation, Isis minmatar.pngNaglfar
    • Force Auxiliaries: Isis amarr.pngApostle, Isis caldari.pngMinokawa, Isis gallente.pngNinazu, Isis minmatar.pngLif
  • Supercapitals

Some ships that don't fit or are hard to pin down in this classification are certain Industrials and ORE Ships. A common simplification of this classification is calling a Carrier, Dreadnought, Supercarrier, Titan and Rorqual capitals, while calling all other ships sub-capitals.

T1 Ship Class Comparison Table

This table is meant to provide a basic comparison of ship classes - for example, that "bigger is slower, but has more fitting slots." Characteristics that vary widely have been omitted. For example, bonuses can make drone capacity or scan resolution much higher or lower on one kind of Cruiser than another. (These often turn out to be the characteristics that define unique uses for ships within a class ... e.g., "drone cruiser", "ewar cruiser", "exploration cruiser.")

Note that the following numbers are averages; drawn from a sample of four ships in each class.

Ship Class Speed (m/sec) Warp Speed (AU) Time to Warp (sec) Slots Capacitor (gj) Signature Radius (m)
Shuttle50052025025
Frigate300-4005510250-35035-40
Destroyer235-3654.56-713500-70062-70
Cruiser190-24038-9141250-1950120-150
Battlecruiser145-1802.712172300-3500250-300
Battleship89-130215-20195500-6500330-470

Tech & Faction Level

An Imperial Navy Slicer. A common sight an areas with small gang and solo PvP activity.

Tech levels refer to the complexity and rarity of the materials required to build a ship. Faction level indicates the origin of the design. Navy faction means the factions with legal navies by CONCORD standards(Gallente, Caldari, Amarr, Minmatar) built the ship. Pirate faction means outlawed entities(Sansha, Serpentis, Guristas etc) have built the ship. The only exception to this are the Sisters of EVE who build pirate faction grade ships but are not outlawed. Here are some examples:

  • Tech 1: Isis gallente.pngIncursus, Isis caldari.pngCorax, Isis amarr.pngOmen, Isis minmatar.pngHurricane
  • Navy Faction: Isis gallente.pngBrutix Navy Issue, Isis caldari.pngRaven Navy Issue, Isis amarr.pngImperial Navy Slicer, Isis minmatar.pngRepublic Fleet Firetail
  • Tech 2: Isis gallente.pngIshtar, Isis caldari.pngHawk, Isis amarr.pngPaladin, Isis minmatar.pngSleipnir
  • Pirate Faction: Isis serpentis.pngVigilant, Isis guristas.pngGila, Isis blood raiders.pngBhaalgorn, Isis angel.pngDramiel
  • Tech 3: Isis gallente.pngProteus, Isis caldari.pngTengu, Isis amarr.pngLegion, Isis minmatar.pngLoki

Tech 1 ships are the baseline for all other ships. They are cheap and are built with knowledge available to the galaxy. Navy faction ships are essentially amped up versions of their Tech 1 counterparts, although sometimes their strong features are traded for other advantages. An example is the Drake Navy Issue which trades tanking ability for better damage projection.

Tech 2 ships are built using rarer materials and while their hulls are taken from Tech 1 ships, the way they fly and take advantage of fitting may be very different. They have higher resistance to incoming damage and are more specialized in their roles as a general rule of thumb. A lot of special modules can only be fit on Tech 2 ships. The Heavy Interdictor is a prime example of a Tech 2 ship filling a specialized role.

Pirate Faction ships are Tech 1 ships that were modified by, unsurprisingly, pirate factions(note: Sisters of EVE is an exception). Over time capsuleers adopted these ships for their superiority over Tech 1 ships. They generally have a bigger tank and better damage application. They may also sport specialized bonuses to certain modules. The Vindicator is praised for its stasis webifier bonus and massive damage output. Their downside is the price tag because blueprints are scarce.

Tech 3 ships were developed by the four empire factions after reverse engineering Sleeper technology. They are known for their often superior tank and versatility which comes from a special set of modules called subsystems. All materials required for Tech 3 ships come from Wormhole Space. As an example, a Legion can be fitted to be a well tanked neuting ship, heavy assault missile boat, or the more traditional laser boat. There are many other fits for it, depending on what the pilot wants to do.

Non-Combat Ships

A Charon. Prided for having the largest cargo bay across the spectrum.

Not all ships are designed for aggressive action. A subset of ships with increased efficiency in resource gathering and cargo hauling are in wide use across the EVE universe. Here is a loose listing of these ships.

Industrials

These ships have large cargo capacities and are used to haul goods from place to place. Some are even more specialized, having extra capacity for such as ore, minerals or weapons. The smallest class of cargo ships, T1 industrials, are lightly defended and fly mostly among high security systems.

Tech 2 industrials are divided between Blockade Runners, which are fast and can cloak for use in low security space, and Deep Space Transports which have stronger defenses for hauling expensive cargos in high security or scouted low security space. Each EVE race has one of each kind of T2 industrial.

Freighters

Freighters are the largest cargo ships in EVE. These slow moving hulks have no high or medium equipment slots and depend entirely on their massive hulls for defense. In general, if you can package an item, you can fit it into the cargo hold of a T1 freighter.

Tech 2 freighters are called Jump Freighters. They have smaller cargo bays than T1 freighters, but can use both jump gates and cynosural fields. The latter makes them especially useful in null sec.

Miners

While not intended for combat, ships bonused for mining can mount light weapons or carry drones suitable for defense against belt pirates.

The Mining Barges are usually the next step in the mining profession. Each of the three is bonused for a specific use in asteroid mining.

The Exhumers are the top of the line in specialized ore extractors. As with the Mining Barges, each is bonused for a specific use.

The Expedition Frigates specialize in ice and gas harvesting.

Specialty Ships
Sours: https://wiki.eveuniversity.org/Ships

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