Basic Concepts for ship design PDF Print E-mail
Written by mickeydeath   
Saturday, 23 January 2010 12:37
Basic Ship Concepts

Use only one tank type.

Build to the ships strength.

If a bigger hull does more for the same ISK do it.

Use rigs to augment what you have, not make up for what you don't have.

Most PvP combat won't last more than 2 minutes.

Most PvE combat will last more than 5 minutes.

Micro warp drives for PvP.

Afterburners for missions.

Train straight for Warrior2 drones for PvP.

Don't build a PvP ship you can't afford to lose.

You can keep a PvE ship functional forever.

A PvP ship will be destroyed.

Drones are very powerful.

Against a powerful but equal opponent 30k hp will last about a minute.

Many pvp ships can cover 20km in 20 secs or less.

Pay attention to resists; they can dramatically increase effective hit points.

In PvP, a ship should try to have equal resists across the board.

In PvE, a ship should have resists specifically for the enemy type in the mission.

A short range ship will fight inside the range of a warp scrambler. <10KM

A long range ship will fight inside the range of a warp disrupter. <24KM

Warp scramblers shut off an opponent's micro warp drive warp; disruptors don't.

Agility is the number of seconds it takes to achieve maximum speed, slow down, and turn 180 degrees.

Electronic warfare, energy neutralizers, warp disruptors and scramblers have no effect in PvE.

Drones cannot affect the ship that launched them.

Drones can affect other drones launched by the same ship.

A ship cannot target itself.

Most items require a target to function.

A skilled pilot will likely know if you have an expensive hull with cruddy equipment.
Last Updated on Wednesday, 27 January 2010 04:12