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Training levels in the Engineering Skill can increase the available Power Grid in all ships a pilot owns. There are also upgrades skills available to reduce the Power Grid needs of various modules. For example, Shield Upgrades reduces the power grid needs of shield extenders and rechargers. Training levels in Electronics skill can increase available CPU. Afterwards, you can try to outfit any ship in the game with any weapons and modules. You can play around to come up with new combinations, determine what skills you need to train to be able to install and use new modules, etc. See EFT tutorial for more info. Capacitor Your ship also has a Capacitor. When you go to warp or use a piece of equipment which we call ' modules ' in this game , your Capacitor gets drained. It recharges on its own, and there are modules that can modify most aspects of the Capacitor.

As the CPU and Power Grid govern what you can put on your ship, the Capacitor dictates how often you can use modules and warping. There are several ways to improve capacitor recharge and capacity, including Cap Recharger, Cap Power Relay, Cap Injector, Nosferatu or Vampire and Cap Battery modules, and most of the Engineering section of the skills list help with recharge, consumption and capacity of the ship's capacitor. Capacitor is life in combat; once the ship's capacitor is empty, most ship functions cease, including weapons, repair and the ability to warp away to safety, so if in doubt over what to put in that extra low or mid slot, go with a Cap Recharger or Cap Power Relay. Power Slots In addition to these specifications, every ship has three levels of power slots: Every piece of equipment fits into one of these, so how many a ship has is important.

If you have the CPU and Power Grid to use something, you might not have enough slots to use a lot of them. Every module fits into a high, medium, or lower power slot. Here is a general summary of what kind of equipment goes into each slot. The arrangement of slots in a ship is fixed and cannot be altered - to improve the number of slots of a given type, a new ship will be needed. High Most high slot modules are weapons of some type. Data Analyzers Active module which allows you to hack containers in data sites. Relic Analyzers Active module which allows you to hack containers in relic sites. Integrated Analyzers Active module which allows you to hack both data and relic containers, but has less coherence than the dedicated analyzers. Scanning Upgrades These modules improve the ability to use scanning probes.

Scan Acquisition Array Passive module which decreases scan time of scan probes. Scan Pinpointing Array Passive module which decreases scan deviation of scan probes. Scan Rangefinding Array Passive module which increases scan strength of scan probes. Shield tanking Main article: Shield Tanking These modules will restore, extend, or increase the resistance of your shields. Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank. Shield Boosters Active module which restores shields. Ancillary Shield Boosters Active module that can be loaded with Cap Boosters to very efficiently repair shields, but with a long reload time. Shield Rechargers Passive module which increase shield regeneration.

Shield Extenders Passive module which increases shield hit points while increasing signature radius. Shield Hardeners Active module which increases shield resistances a great deal while using capacitor. Comes in 5 variations, one for each damage type, and a universal one. Shield Resistance Amplifiers Passive module which increases shield resistances a bit. Comes in 4 variations, one for each damage type. Compare to shield rigs. Tackling These modules will reduce the velocity of enemy ships and prevent them from warping. See Tackling Guide. Stasis Webifiers Active module which decreases an enemy ship's velocity. Stasis Grapplers Active module which greatly decreases an enemy ship's velocity at longer ranges than a webifier, but is less effective as ranges increase. Can only be fit to battleships and larger. Warp Disruptor Active module which prevents an enemy ship from warping.

Has a base range of 20km and a jamming strength of one. Heavy Warp Disruptor Active module which prevents an enemy ship from warping. Has a base range of 22km and a jamming strength of three. Requires much more powergrid and capacitor than the default warp disruptor. Warp Scrambler Active module which prevents an enemy ship from warping. Has a base range of 7. Heavy Warp scrambler Active module which prevents an enemy ship from warping. Has a base range of 8. Requires much more powergrid and capacitor than the default warp scrambler. Misc These modules did not fit into the above categories. Hull Repair Systems Active module which will repair structure.

Capacitor is life in combat; once the ship's capacitor is empty, most ship functions cease, including weapons, repair and the ability to warp away to safety, so if in doubt over what to put in that extra low or mid slot, go with a Cap Recharger or Cap Power Relay. Power Slots In addition to these specifications, every ship has three levels of power slots: Every piece of equipment fits into one of these, so how many a ship has is important. If you have the CPU and Power Grid to use something, you might not have enough slots to use a lot of them. Every module fits into a high, medium, or lower power slot. Here is a general summary of what kind of equipment goes into each slot. The arrangement of slots in a ship is fixed and cannot be altered - to improve the number of slots of a given type, a new ship will be needed.

High Most high slot modules are weapons of some type. Some are specialized equipment, like Vampires they drain Capacitor energy from an enemy and give it to you , and smartbombs which explode in a radius around your ship. You can only mount a weapon if you have a free high slot, as well as the right hard point. Medium Medium modules are usually activated. They can cover a wide variety of non-damage applications. Shield rechargers use capacitor energy to charge your shields faster. Afterburners let you move faster for a short time. There are some modules that help increase your defenses. Another big use of Medium slots is Electronic Warfare modules. These are modules that do a variety of non-damage combat activities. You can jam a ships sensors, or disable its turrets with these modules, for example. You can also mount modules to defend against Electronic Warfare in the medium slots. Low Low power slots often do not require activation.

Omnidirectional Tracking Links Active module which increases the optimal range, falloff range, and tracking speed of drones. Can be scripted to prefer one sort of bonus over another. Also improves range, explosion radius and explosion velocity for carrier fighters. Drone Navigation Computers Active module which increases the microwarpdrive speed of drones, and the speed of carrier fighters. This is the speed when they are flying larger distances, not when they are orbiting and attacking a target. Compare to low slot drone modules. EWAR These modules can mess with enemy ships ability to damage you, or increase the ability of your own ships to damage them. Electronic Counter Measures ECM Active module which can break an enemy ship's locks and prevent them from locking new targets. Comes in 5 varieties, one for each sensor type and one multispectrum module.

Sensor Boosters Active module which increases targeting range, scan resolution, and sensor strength. Can be scripted to favor one of these bonuses over another. Remote Sensor Boosters Active module which increases the targeting range, scan resolution, and sensor strength of an allied ship. Remote Sensor Dampeners Active module which decreases the targeting range and scan resolution of an enemy ship. Can be scripted to favor one of these effects over another. Target Painters Active module which increases the signature radius of an enemy ship, making them easier to apply damage to. Tracking Disruptors Active module which decreases the range and tracking speed of the turrets on an enemy ship. Guidance Disruptors Active module which decreases the explosion radius, explosion velocity, missile flight time and missile velocity of the missile launchers on an enemy ship. The jam strength of this module is increased by the number of ships targeting the activating ship.

Can only be fitted to battleships. See Target Spectrum Breaker. Propulsion These modules are the primary ways to increase a ship's velocity. For more information see Propulsion equipment. Afterburners Active module which increases velocity. Micro Jump Drives Active module which, after a spool up time of 12 seconds, instantly teleports the ship 100km in the direction it is facing. Comes in battleship and battlecruiser sizes. Micro Jump Field Generators Active module which, after a spool up time of 9 seconds, instantly teleports the ship and all nearby non-capital ships 100km in the direction it is facing. Can only be fit to Command Destroyers. Scanners These modules provide information about things around you, or allow you to hack. Cargo Scanners Active module which gives you information about what is in the cargohold of the targeted ship.

Ship Scanners Active module which gives you information about the fitting of the targeted ship. Survey Scanners Active module which gives you information about surrounding asteroids. Data Analyzers Active module which allows you to hack containers in data sites. Relic Analyzers Active module which allows you to hack containers in relic sites. Integrated Analyzers Active module which allows you to hack both data and relic containers, but has less coherence than the dedicated analyzers. Scanning Upgrades These modules improve the ability to use scanning probes. Scan Acquisition Array Passive module which decreases scan time of scan probes.

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