User Tools

Site Tools


guides:minimum_skill_requirements

This is an old revision of the document!


A PCRE internal error occured. This might be caused by a faulty plugin

======Minimum Skill Requirements====== Incursions are rewarding, but are also dangerous. To fly with us we require you to have a certain level of skill points. This is to keep you safe, and to make sure you can actually be useful on grid. Below are a list of skills required for our pilots. These are the **absolute minimums**. You must continue to improve your skills past this point. if you do not have these skills, you are **not** permitted to fly with us. They are a relatively short train, so it shouldn't take too long to train them. Note that there are other skills required for our fits, for example you may require fittings skills in order to fit one of our fits, and you may require other skills in order to make use of some of the T2 modules on our fits. **If you have all the skills below AND can successfully fit your ship and online all modules as per one of our doctrine fits, you are cleared to fly with us.** =====All Ships===== |< 100% 30% 50%>| ^ Skill: ^ Reason: ^ Exceptions? ^ | @#336699:<color white>Armor</color> | @#336699: | @#336699: | | Hull Upgrades 4 | Increases total armour HP | @#FF6600:<color white>No Exceptions</color> | | | | | | @#336699:<color white>Drones</color> | @#336699: | @#336699: | | Drone Avionics 3 | Drone Control Range | @#FF6600:<color white>No Exceptions</color> | | Drone Interfacing 3 | Drone Damage | @#FF6600:<color white>No Exceptions</color> | | Drone Sharpshooting 3 | Drone Damage Range | @#FF6600:<color white>No Exceptions</color> | | Drone Navigation 3 | Drone Speed | @#FF6600:<color white>No Exceptions</color> | | Drones 5 | Launch 5 Drones | @#FF6600:<color white>No Exceptions</color> | | Light Drone Operation 3 | Use of Light Drones | @#FF6600:<color white>No Exceptions</color> | | | | | | @#336699:<color white>Engineering</color> | @#336699: | @#336699: | | Thermodynamics 3 | Ability to overheat modules | @#FF6600:<color white>No Exceptions</color> | | | | | | @#336699:<color white>Navigation</color> | @#336699: | @#336699: | | Acceleration Control 3 | AB/MWD Speed Boost | @#FF6600:<color white>No Exceptions</color> | | Navigation 4 | Speed | @#FF6600:<color white>No Exceptions</color> | | Warp Drive Operation 3 | Capacitor Usage | @#FF6600:<color white>No Exceptions</color> | | High Speed Maneuvering 3 | Capacitor Usage | @#FF6600:<color white>No Exceptions</color> | | | | | | @#336699:<color white>Shields</color> | @#336699: | @#336699: | | EM Shield Compensation 3 (if using an EM Ward) | Increases effectiveness of EM Ward Amplifiers| @#097054:<color white>Only Mandatory if using an EM Ward Amplifier (basic fits)</color> | | Shield Managment 4 | Increases total shield HP | @#FF6600:<color white>No Exceptions</color> | | Tactical Shield Manipulation 4 | Required for use of T2 Invuls, Prevents Bleedthrough | @#FF6600:<color white>No Exceptions</color> | | | | | | @#336699:<color white>Targeting</color> | @#336699: | @#336699: | | Signature Analysis 3 | Lock Speed |@#FF6600:<color white>No Exceptions</color> | | Target Managment 4 | 6 Target Locks |@#FF6600:<color white>No Exceptions</color> | =====Battleships Only===== |< 100% 30% 50%>| ^ Skill: ^ Reason: ^ Exceptions? ^ | @#336699: <color white>Drones</color> | @#336699: | @#336699: | | Medium Drone Operation 3 | Use of Medium Drones | @#FF6600:<color white>No Exceptions</color> | | Heavy Drone Operation 3 | Use of Heavy Drones | @#FF6600:<color white>No Exceptions</color> | | | | | | @#336699:<color white>Gunnery</color> | @#336699: | @#336699: | | Controlled Bursts 3 | Capacitor Usage | @#097054:<color white>Only Required for Hybrids/Lasers</color> | | Gunnery 5 | Effective DPS, Required for Large Guns | @#FF6600:<color white>No Exceptions</color> | | Large Hybrid/Energy/Projectile Turret 4 | Effective DPS | @#FF6600:<color white>No Exceptions</color> | | Motion Prediction 3 | Gun Tracking | @#FF6600:<color white>No Exceptions</color> | | Rapid Firing 3 | Gun DPS (Cycle Time) | @#FF6600:<color white>No Exceptions</color> | | Sharpshooter 3 | Gun Optimal Range | @#FF6600:<color white>No Exceptions</color> | | Surgical Strike 3 | Gun Damage | @#FF6600:<color white>No Exceptions</color> | | Trajectory Analysis 3 | Gun Falloff Range | @#FF6600:<color white>No Exceptions</color> | | | | | | @#336699:<color white>Spaceship Command</color>| @#336699: | @#336699: | | Racial Battleship 3 (relevant to fit) | Racial Hull Bonuses | @#097054:<color white>Caldari BS I sufficient for Nightmares</color> | =====Logistics Only===== |< 100% 30% 50%>| ^ Skill: ^ Reason: ^ Exceptions? ^ | @#336699:<color white>Drones</color> | @#336699: | @#336699: | | Repair Drones Operation 3 | Repairs | @#097054:<color white>Only Required for Scimis</color> | | | | | | @#336699:<color white>Engineering</color> | @#336699: | @#336699: | | Capacitor Emission Systems 4 | Capacitor Stability | @#FF6600:<color white>No Exceptions</color> | | | | | | @#336699:<color white>Navigation</color> | @#336699: | @#336699: | | Afterburner 4 | Capacitor Stability | @#FF6600:<color white>No Exceptions</color> | | Evasive Maneuvering 3 | Agility | @#FF6600:<color white>No Exceptions</color> | | Fuel Conservation 4 | Capacitor Stability | @#FF6600:<color white>No Exceptions</color> | | | | | | @#336699:<color white>Shields</color> | @#336699:: | @#336699: | | Shield Emissions Systems 4 | Capacitor Stability | @#FF6600:<color white>No Exceptions</color> | | | | | | @#336699:<color white>Spaceship Command</color> | @#336699: | @#336699: | | Logistics Cruisers 4 | Capacitor Stability | @#FF6600:<color white>No Exceptions</color> | | | | | | @#336699:<color white>Targeting</color> | @#336699: | @#336699: | | Signature Analysis 5 | Lock speed | @#FF6600:<color white>No Exceptions</color> | | Target Management 5 | Prerequisite for Advanced Target Management | @#FF6600:<color white>No Exceptions</color> | | Advanced Target Management 3 | 10 Target Locks | @#FF6600:<color white>No Exceptions</color> | =====Boosting Only===== We require close to maximum skills for boosting since it has such a huge impact on fleet safety and efficiency. |< 100% 30% 50%>| ^ Skill: ^ Reason: ^ Exceptions? ^ | @#336699:<color white>Leadership</color> | @#336699: | @#336699: | | Command Burst Specialist IV | Prerequisite for Command Ships | @#FF6600:<color white>No Exceptions</color> | | Leadership V | Boost Range | @#FF6600:<color white>No Exceptions</color> | | Wing Command V | Boost Range | @#FF6600:<color white>No Exceptions</color> | | Fleet Command IV | Boost Range | @#FF6600:<color white>No Exceptions</color> | | Shield Command V | Prerequisite for Command Ships | @#FF6600:<color white>No Exceptions</color> | | Shield Command Specialist V | Shield Command Burst Strength | @#FF6600:<color white>No Exceptions</color> | | Skirmish Command V | Prerequisite for Command Ships | @#FF6600:<color white>No Exceptions</color> | | Skirmish Command Specialist V | Skirmish Command Burst Strength| @#FF6600:<color white>No Exceptions</color> | | | | | | @#336699:<color white>Other Skills</color> | @#336699: | @#336699: | | Command Ships IV | Command Burst Strength | @#FF6600:<color white>No Exceptions</color> | | Cybernetics V | Boosting Mindlink | @#FF6600:<color white>No Exceptions</color> | | Minmatar Battlecruiser V | Prerequisite for Claymore | @#FF6600:<color white>No Exceptions</color> | =====Required SP/Training Time===== Below you will find training queues and an the estimated time to train into one of our entry/basic level ships with a 0 day old character and +3 implants on an optimal remap. <WRAP group> <WRAP half column> * Vindicator: 40 days, 6 hours - 2,197,979 SP (5-6 Injectors) * Intelligence: 21 Perception: 27 Charisma: 17 Willpower: 17 Memory:17 * Nightmare: 42 days, 21 hours - 2,346,588 SP (5-6 Injectors) * Intelligence: 21 Perception: 27 Charisma: 17 Willpower: 17 Memory:17 * Machariel: 66 days, 18 hours - 3,659,333 SP (8-9 Injectors) * Intelligence: 21 Perception: 27 Charisma: 17 Willpower: 17 Memory:17 </WRAP> <WRAP half column> * Basilisk: 99 days, 22 hours - 5,449,777 SP (12-13 Injectors) * Intelligence: 27 Perception: 21 Charisma: 17 Willpower: 17 Memory:17 * Scimitar: 103 days, 5 hours - 5,453,771 SP (12-13 Injectors) * Intelligence: 22 Perception: 22 Charisma: 17 Willpower: 17 Memory:21 </WRAP> </WRAP>

guides/minimum_skill_requirements.1483371338.txt.gz · Last modified: 2017/01/02 15:35 by Aygo Swagtomo