Modified 14 (part 2)

“Ok.”  Mike said bringing up three skills on the display.

CPU Management – Default Skill Level: 4 – Alpha Limit: 5
-Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level.
Gives us more CPU to fit more/better modules.

Power Grid Management – Default Skill Level: 4 – Alpha Limit: 5
-Basic understanding of spaceship energy grid systems. 5% Bonus to ship’s power grid output per skill level.
Gives us more PG to fit more/better modules.

Capacitor Management – Default Skill Level: 3 – Alpha Limit: 4
-Skill at regulating your ship’s overall energy capacity. 5% bonus to capacitor capacity per skill level.
Gives us more Capacitor that allows our modules to run longer.

“These are the big three.  Each affects every ship you fly every module you want to put into a ship.  I am not saying they are ABSOLUTE musts but they come in handy for almost any career choice.”

Mike paused and looked out at the room.  “I knows you have some basic levels in these skill but if at any time you start looking at a co-processor or a micro-auxillary power core?  Consider the skills over the mechanical replacement.  Now for the next three, the defensive set.

Mechanics – Default Skill Level: 2 – Alpha Limit: 5
-Skill at maintaining the mechanical components and structural integrity of a spaceship. 5% bonus to structure hit points per skill level.
Gives us more base Hull hit points to help us survive.

Hull Upgrades – Default Skill Level: 2 – Alpha Limit: 5
-Skill at maintaining your ship’s armor and installing hull upgrades like expanded cargoholds and inertial stabilizers. Grants a 5% bonus to armor hit points per skill level.
Gives us more base Armor hit points to help us survive.

Shield Management – Default Skill Level: 2 – Alpha Limit: 4
-Skill at regulating a spaceship’s shield systems. 5% bonus to shield capacity per skill level.
Gives us more base Shield hit points to help us survive

“Hull, armor, and shield are what keep you from trying to breath vacuum.  Adding to those three via skills is one of those cases of ‘every little bit helps’.  You will be shot at and being able to take it is part of being a pilot.”

“What if I plan on being a miner?  I won’t be shot at then, right?”

It took a minute for Mike to stop laughing.  “What ever gave you that idea?  Tank is the only thing a miner can have and they damn well better have enough to convince gankers to go find easier prey.  Take a moment in zkill and compare retrievers killed to procurers in any given week and get back to me on that one.  Bottom line?  You WILL be shot at so it is in your best interest to be as solid as possible.”

Mike changed the comm image to two new skills.  “Now you will use up resources so it is nice for them to come back, quickly.  That is where these two come in.”

Capacitor Systems Operations – Default Skill Level: 3 – Alpha Limit: 3
-Skill at operator you ship’s capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.
Makes our Capacitor regenerate faster to help compensate how much we use.

Shield Operation – Default Skill Level: 3 – Alpha Limit: 4
-Skill at operating a spaceship’s shield systems, including the use of shield boosters and other basic shield modules. 5% reduction in shield recharge time per skill level.
Allows our Shields to regenerate faster to help mitigate incoming damage and/or recover after a fight.

“NOW we are getting in the territory of ‘not for everybody’.  If you fly Amarr you may not care as much about shield performance.  Some ships and styles do just fine with what capacitor replenishment that they already have.  So this is where the Magic 14 is not as magical.  But sooner or later you will fly other types of ships and have other needs.  At that point it might be a good idea to come back and revisit these skills iffen you didn’t train then early.”

A new list of four skills appeared

Navigation – Default Skill Level: 3 – Alpha Limit: 5
-Skill at regulating the power output of ship thrusters. 5% bonus to sub-warp ship velocity per skill level.
Increases our base maximum speed to make us go faster.

Evasive Maneuvering – Default Skill Level: 1 – Alpha Limit: 3
-Improved skill at efficiently turning and accelerating a spaceship. 5% improved ship agility for all ships per skill level.
Improves our Inertia Modifier to allow us to reach our top speed faster and turn tighter at higher speeds.

Warp Drive Operation – Default Skill Level: 1 – Alpha Limit: 3
-Skill at managing warp drive efficiency. Each skill level reduces the capacitor need of initiating warp by 10%.
Lets us warp away using a minimal amount of our capacitor.

Spaceship Command – Default Skill Level: 3 – Alpha Limit: 4
-The basic operation of spaceships. 2% improved ship agility for all ships per skill level.
Improves our Inertia Modifier to allow us to reach our top speed faster and turn tighter at higher speeds.

“These here?  Are the go faster skills.  They may be prerequisites for other skills, down the line but basically they allow you to go and go faster, better.  Even miners . . . ”  Mike smiled at the one who had asked questions earlier. ” . . . like to have the ability to leave quickly should the need arise or the gankers are seen incoming on D-scan.  Speed is life is especially true for the Minmatar as their ships live to go fast but any ship assigned as tackle wants to get right on top  of the target as soon as possible.  These skills let you have that extra little edge in chasing or running away.”  The image changed one more time and Mike smiled.

“Almost done folks, stay with me.”

Long Range Targeting – Default Skill Level: 1 – Alpha Limit: 3
-Skill at long range targeting. 5% bonus to targeting range per skill level.
Allows us to lock onto targets that are farther away.

Signature Analysis – Default Skill Level: 1 – Alpha Limit: 3
-Skill at operating Targeting Systems. 5% improved targeting speed per skill level.
Allows us to lock on to targets faster.

“These two actually, in my opinion need Target Management added in.  I like to lock all the things and lock them quickly.  If you fly combat they are needed.  You want to shoot first even if your name is not Han and for that you need to lock them no matter how far out they are and how tiny a target they are.”

Mike smiled and stepped back from the podium.  “That is the Magic 14 but there are other skills that could be on the list, other things you need to consider.  We will get to those after we have a small break.”

——————=————————————————————–

Lessons

Of course your opinion may differ from mine, that is fine.  It should.  But you, if starting out, need to consider the basics and at least know they are there before deciding to skip them or ‘save them for later’.

fly it like you won it

m

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