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===Navigation Skills=== Training up your Navigation Skills will have you moving through space quickly and efficiently. This section will discuss the Navigation skills that have direct benefits for moving around space, as well as some other skills that augment the basic navigation skills. But first, we'll cover the very important topic of ship agility. ====Navigation Skills For Agility==== Your ship agility is a general measure of how quickly your ship will turn, but for exploration there's a particular agility measure that is exceptionally important... align time. If you look around, you'll find loads of discussion, debate, and even flat-out arguments about what's a good align time and how best to get it. In short, your align time is how long your ship will take to enter warp when you set a destination and engage. Shorter align times are better, especially for explorers: our best bet when threatened is usually to run away, and a fast align time gets us into warp and hopefully away to safety before we lose the opportunity. So-called "insta-warp" ships are deliberately fitted to align fast enough for it to be impossible for an enemy to stop them from warping, but fast align times are still important even without taking it to that extreme. Ship fitting for quick align times will be covered elsewhere in this guide, but here there are two Navigation skills which are absolutely essential: Evasive Maneuvering and Spaceship Command. Evasive Maneuvering will increase your ship agility by 5% per level for all ships, and Spaceship Command will increase agility by 2% per level. Ships only have a certain number of slots and other resources available for fitting, and training your agility skills will mean that you need to use fewer agility modules, leaving more slots open for other things. A quick note: there is an Advanced Spaceship Command skill, which also increases agility... but only for ships that require Advanced Spaceship Command to fly in the first place. Training that skill won't be helpful for exploration ships. ====Navigation Skills For Getting Around==== The first navigation skill to cover is... Navigation! Many other skills have a certain number of levels of Navigation as a prerequisite, and as an added benefit each level of Navigation increases the sub-warp speed of your ship. There's not a lot of call for moving at sub-warp speeds, often called "slow-boating", but it will get you to a jump point, docking perimeter, or cargo opening range a little faster. To discuss the use of navigation skills to get around, it's important to have a basic grasp of "capacitor cost". The bank of energy available for you to use to operate your ship in EVE is called "capacitor", and is displayed as orange spokes in the center portion of the round ship information HUD element, right in the middle bottom of the screen. As you use modules that require energy, the available capacitor will reduce, and it will recharge when you turn those modules off. If you run out of capacitor, your modules will shut down on their own. With that basic understanding, we can discuss the benefits of many of the navigation skills. Explorers frequently use afterburners and microwarpdrives ("AB's" and "MWD's" for short) to get around nearby locations quickly. The Afterburner and Fuel Conservation skills will increase your AB speed, and lower the capacitor cost of using the AB. The Acceleration Control skill will increase the speed boost of both AB's and MWD's. Finally, High Speed Maneuvering will reduce the capacitor cost of operating your MWD. In short, these skills will give you more speed for a longer time when you use an AB or MWD. Most exploration ships can only fit either an AB or an MWD, but not both, so consider training the first couple of levels of each of these skills, and then training the higher levels depending on whether you prefer the AB or the MWD. You can always go back and train the others later. Finally, there's Warp Drive Operation, which lowers the amount of capacitor strength needed to go to warp speed. To understand why this is useful, it helps to understand how your warp drive uses your available capacitor. When you set a destination and go to warp, you will immediately use a certain amount of capacitor as the cost of getting into warp in the first place. Then, the EVE system will calculate the amount of additional capacitor that needs to be used to travel to the destination, based on your ship, fitted equipment, and relevant skills. That amount of capacitor is also removed, at which point the ship goes into warp and heads toward the chosen destination. There are a couple of ways in which this can go wrong, though. If the chosen destination is too far away, the ship will use all of the available capacitor to travel as far as possible towards the destination, and then stop midway. This isn't usually a major problem, because your capacitor will recharge while you are warping, and after you stop you can then start another warp to your chosen destination and complete the trip. It's also possible, though, that you might not have enough capacitor available to even start warping in the first place, perhaps because you've been using your limited amount of capacitor for other things... and when you tell your ship to warp away, it just sits there, which is usually a major problem. The Warp Drive Operation skill helps to avoid that eventuality, and also leaves more of your capacitor available for long trips after you enter warp. ====Other Skills That Support Navigation==== Considering that successful navigation relies on more factors than just those covered by direct navigation skills, here are a few skills from other areas that can help you get to the places you want to be. From the Engineering skills, training Power Grid Management will open up the ability to train Capacitor Management and Capacitor Systems Operation. Capacitor Management will increase your total capacitor by 5% per level trained, and Capacitor Systems Operation will reduce your time to recharge by 5% per level. More capacitor means longer warps, and more other things that you can use your capacitor for and still be able to enter warp when you need to. Training these skills also opens up options to equip modules that will increase your capacitor performance. The Jury Rigging skill requires a few levels of Mechanics as a prerequisite, but will open up the possibility to equip modules to your ship that can greatly increase your agility, speed, and capacitor economy. Following up with the Astronautics Rigging skill will make even more rigs available, as well as decreasing some of the drawbacks for using rigs. Finally, a few levels of Thermodynamics can be very useful. This skill allows you to deliberately overheat a module in order to force extra performance out of it. There's a risk of heat damage to other modules, and of burning out an overheated module completely, but sometimes losing a module is better than the alternatives (such as losing your entire ship and all of your modules). Many types of modules can be overheated, but for this section of the guide it's worth noting that overheating an AB or MWD can provide up to 50% extra output.
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