Personal growth      12/14/2023

Entrepreneurial career. Industrial ships. Cargo ships in the Eve universe Eve online cargo ships guides

Cargo transportation in the real world is a troublesome, thankless, and sometimes hard job. Cargo transportation in EVE Online is no exception. Miners need to transport the mined ore to a place where it is processed. Industrialists need an uninterrupted supply of raw materials and delivery of the finished product to galactic trading stations. Large associations are interested in a stable supply of each forward base with the required amount of ammunition, ships and modules.

No one is ready to trust a particularly valuable product to a stranger, taking him only at his word. When transporting goods in EVE Online, all transportation contracts require the use of a deposit that fully covers the entire cost of the cargo.

Don't have an account yet? Sign up for EVE Online and begin your adventures in this universe. This masterpiece of modern digital technology is a must-try for every gamer on this planet!

How to organize cargo transportation in EVE Online?

Transportation of goods in EVE Online requires the payment of a deposit to the intermediary's account by the carrier. The deposit is returned only upon fulfillment of contractual conditions. Please note that you will not be able to complete every contract. For example, the final destination for delivery of goods may be a station that you simply cannot get to.

If your task is the constant transportation of goods in the EVE Online game, then we additionally suggest creating characters that are tied to a real account. They are ideal for learning non-core skills and developing a new market.

What to fly?

In their daily, everyday work, many pilots use ordinary cargo ships, for example, the Gallente Iteron Mark 5. Professional cargo ship drivers, whose main activity is transporting cargo over long distances, take on board a large volume of cargo, in high-sec and fly on freighters. To fly in “low-sec” and “zero”, “long-haulers” use a jump-freighter or a blockade-breaking transport ship, which is equipped with a camouflage system.

  • 11859 views
  • Published: June 08, 2014
  • Updated: September 16, 2014

A game

Genre

Localization

Year of issue

Payment

MMO Sci-Fi

Russian

2003

Subscription fee

Many players in the online game They strive to earn money (claims) for an easier life in this world, but this is not always possible. In this article, we will help players a little to start their cargo transportation business in a space game correctly.EveOnline.

Have a cargo ship available.

Read and study books from different sections: Trade ,Engineering,Spaceship Command.
- Know the prices of goods.
- Know and understand the Market.

And of course, have at least some start-up capital.

Start-up capital can be used in different ways, but of course, the higher it is, the better for your business. All skills from the Trade section need to be pumped up as high as possible; it wouldn’t hurt if your character is a little familiar with the skills from the Marketing section. A special section - Industrial ships will allow you to control cargo ships. Your cargo ship will have to be equipped with Expanded Cargohold I modules or something similar.The largest hold of Industrial ships have Iteron Mark V. (a huge advantage over other industrials)

All earnings from cargo transportationEveOnlineis to buy cheaper and sell more expensive. You will earn profit from sales on the difference. You will need to buy goods in some systems and sell in others, and it’s good if you don’t have to fly far. In some regions there is a lot of one product and, therefore, it is sold cheaply, in other regions there is a great demand for this product, so it is always in short supply, that is, the price for it in such a region can be set higher. The only problem is that it will be difficult for you to find out prices in different regions. Please note that when you look at prices in the market, only the prices of a given region are displayed; in order to find out prices from another region, you need to go directly to it. This problem can be solved with the help of second characters (alts, or even from other trial accounts). It is necessary to plant alts in different regions to monitor prices.

In order to increase travel safety, it is advisable for you to use beeches. Thus, with the help of beeches you can spend not 1 hour but 20 minutes on a flight and at the same time fly over, say, 20 jumps. On such a journey in a multiplayer gameEveOnlineThe only drawback is that each beech needs to be activated manually, and when flying on autopilot it is not safe to pass through dangerous zones. In other words, do not fly on autopilot with valuable cargo, and in areas with safety below 0.5, do not fly on autopilot at all. Also, beeches are not able to save your cargo when jumping into another system where enemies are already waiting for you.

You can earn money from transportation by trading not only with NPC , as described above, but also with live players. There are many systems in the galaxy that are large shopping centers: Yulai, Jita, etc.

Every EVE Online player can pilot absolutely any ship in the game, depending on whether he has the skills for this type of ship or not. However, many players usually specialize in a certain type of ship, which depends on the chosen direction of the gameplay. It is unlikely that a pirate will study the principles of ore processing, and an industrialist will study the skills of managing strategic cruisers.

Some EVE Online players prefer to choose a ship designed specifically for a specific combat style. As an example, some ships have a bonus for firing long-range lasers, while others have a bonus for controlling drones. Some ships may have more powerful energy shields, others - armor.

Try playing EVE Online and you will see a significant difference from other MMORPGs. Yes, this is not a game for the general public, but every gamer on this planet must try it!

There are many types of ships available in EVE Online. In addition to mining and industrial ships, all warships are usually divided into the following classes:

  • Frigate - frigate
  • Destroyer - destroyer
  • Cruiser - cruiser
  • BattleCruiser - battle cruiser
  • BattleShip - battleship
  • Capital Ship - flagship ships, among which the Titans stand out

Most ships have separate subclasses, which usually consist of specialized ship designs (T2). In the frigate class, such ships are:

  • attack frigates
  • frigates for special operations
  • interceptors
  • electronic-technical patrol frigates
  • special purpose bombers

All classes of ships in EVE Online, ranging from battleship and below, have one or another specialized version and can be used by any pilot as soon as he has learned the necessary skills.

In this section of the site you will find guides to the different types and classes of ships available in EVE Online.

Ship identification system from Interbas Corporation

Ship identification system from Interbas Corporation ( Interbus Ship Identification System, ISIS) will show in detail a diagram with which you can identify any EVE Online ship. All ships in it are presented in an interactive form, demonstrate the skill requirements that are necessary to use them, and also show all the ships currently available for the player to control.

Using this system, the player can easily and quickly decide which ship of a particular faction, type and class he wants to strive for. ISIS called via a button on the panel on the left side of the game window or by pressing Alt+1.

Where can I buy new ships and equipment?

You can buy new equipment and ships through the contract system or on the EVE Online market. Also, you can search for ships or items that interest you, both in the contract system and on the market.

Using the contract system, you can sell any items - damaged ones, those with additional modules, while only packaged items with clear parameters are sold on the market. Also, some items can only be sold through the contract system.

Being a related profession for Miners, Traders and Manufacturers (as well as for courier missions of agents), Haulers are a completely independent profession that requires serious skills and craftsmanship. The main activity of players in this profession is the delivery of significant volumes of cargo to their destination.

The main weapon of a beginning Cargo Carrier is an Industrial Ship. Every race in EVE-online There are several types of industrial ships. The Gallente have the widest range, including five Iteron variants, the Minmatar have three ships, and the Caldary and Amarr have two each.

Note: The Industrial Ship skill cannot be learned on a trial account.

In order to start using industrial ships of any race, you need to learn the “Racial Frigate” skill (Frigate_race_name, 2 rank, 36,000 ISK) to level III, and the “Spaceship Command” skill to level III (Spaceship Command, 1 rank, 18,000 ISK), up to required level of the skill of the industrial ship of this race (race_name Industrial, rank 4, 270,000 ISK). These skills have the same primary and secondary attributes - Perception / Willpower.

Note: The required skills are indicated in the “Req.Skills” tab in the ship information menu. The information menu can be viewed in the Market section by clicking on the “i” icon opposite the ship.

Let's consider what has been said using the example of the Minmatar industrial ship "Mammoth".
In order to manage it, you need to learn:

All industrial ships have the same bonus from the profiling skill (using the example of the Mammoth, the bonus is given for the levels of the Minmatar Industrial skill):

  • plus 5% to hold volume per skill level;
  • + 5% speed per skill level.

Thus, with the V level of the “Minmatar Industrial” skill, the hold volume of our “Mammoth” will become 5,625 x 1.25 = 7,031.25 m3, maximum speed 110 x 1.25 = 137.5 m/s.


One of the most important things in trucking is hold size ship. Let's talk about him. There are several ways to increase a ship's hold, in addition to training a specialized skill:

  • installation of hold expansion modules (for example, Expanded Cargohold);
  • installation special equipment – ​​rigs (Cargohold Optimization I, II);
  • use of containers (for example, Giant Secure Container)

To use Expanded Cargohold modules, you must have the Mechanic skills (1 rank, 18,000 ISK) level I and (for some modules) Hull Upgrades (2 rank, 54,000 ISK) level I. Skills have the same primary and secondary attributes - Intelligence / Memory.

Note: Each level of the Mechanics skill adds 5% to the number of hit points of your ship's structure, each level of the Hull Improvement skill adds 5% to the armor.

The table shows the existing modules in the game with characteristics and approximate prices for them (path in the Market - Ship Equipment / Hull & Armor / Hull Upgrades).

Name

Speed ​​penalty

Bonus to hold

Penalty on structure HP

Skills

Price

Basic Expanded Cargohold -20 m/sec
Marked Modified SS Expanded Cargo -20 m/sec
Expanded Cargohold I -15 m/sec

Hull Upgrades I
Mechanic I

Type-E Altered SS Expanded Cargo -20 m/sec
Mark I Modified SS Expanded Cargo -14 m/sec

Hull Upgrades I
Mechanic I

Alpha Hull Mod Expanded Cargo -20 m/sec
Type-D Altered SS Expanded Cargo -13 m/sec

Hull Upgrades I
Mechanic I

Partial Hull Conversion Expanded Cargo -20 m/sec
Beta Hull Mod Expanded Cargo -12 m/sec

Hull Upgrades I
Mechanic I

Local Hull Conversion Expanded Cargo I -11 m/sec

Hull Upgrades I
Mechanic I

Expanded Cargohold II -10 m/sec

Hull Upgrades II
Mechanic I

Modules that expand the hold are installed in the lower slots of the ship. Our "Mammoth" has four of them. By installing Expanded Cargohold II in each slot, we get a hold volume (taking into account the V level of the Minmatar Industrial skill) 7,031.25 x 1,275 x 1,275 x 1,275 x 1,275 = 18,581.18 m3.

Note: Based on these considerations, it follows that the most important slots for a cargo ship are the bottom ones. The number of lower slots determines, to a large extent, the size of the hold, and therefore the demand for the ship.


There are currently two special modules in the game. rigs (rigs) that increase the hold of a ship (about rigs, see the corresponding article) - Cargohold Optimization I(costs about 40kk ISK) and its T2 version Cargohold Optimization II(Market path: Ship Modifications / Astonautic Rigs). Any industrial ship has 3 corresponding slots for their installation.

Module Specifications Cargohold Optimization I.

  • bonus to ship hold - 15%;
  • penalty on the amount of armor -10%;
  • calibration cost 100 units

For use Cargohold Optimization I You must learn the following skills (primary / secondary attributes - Intelligence / Memory):

  • Mechanic III level (1 rank, 18,000 ISK);
  • Jury Rigging level III (rank 2, 54,000 ISK);
  • Astronautics Rigging level I (rank 3, 18,000 ISK)

Let's add three modules to our "Mammoth" Cargohold Optimization I: 18,581.18 x 1.15 x 1.15 x 1.15 = 28,259.65 m3.

In order to finish the conversation about the ship’s hold, let’s consider “safe” containers (Secure Container). Thanks to physics EVE, there are fields that allow you to shrink objects, with the exception of living forms. For example, a container occupying 3,000 m3 in the hold holds 3,900 m3.

To use “safe” containers, you must learn the Anchoring skill (rank 3, 67,500 ISK, Memory / Charisma) to level I.

The table shows containers existing in the game, characteristics and approximate prices (path in the Market - Ship Equipment / Deployable Equipment / Cargo Containers).

Name

Container volume Hold volume Price Coefficient

Giant Secure Container

Huge Secure Container

Large Secure Container

Medium Secure Container

Small Secure Container


Note: Taking into account the compression ratio and cost, we can say that containers are the cheapest “hold expanders”.

Let’s put nine Giant Secure Containers (total volume 9 x 3,900 = 35,100 m3) into the hold of our “Mammoth” (28,259.65 m3). The total volume is 36,359.65 m3.


Now, I would like to talk about the dangers that await a cargo carrier in space. As long as your routes are through high security, you have nothing to fear. But as soon as you fly into a system with a security status below 0.5, expect trouble in the form of pirates. Industrial ships are one of the easiest prey and, at the same time, one of the most delicious. A battleship will destroy a beginner's industrial ship within a few seconds. Strictly speaking, this is how things are...

Why didn't I place this paragraph at the very beginning of the text? For a simple reason, EVE-online- a game subject to balance. Any action has its reaction and the appearance of absolute force is unacceptable.

Let's talk a little about tactics and equipment to stay alive. To begin with, you need to understand a simple thing - industrial ships are not designed for combat. The pilot’s task is to ensure the safety of the cargo, and the faster the ship leaves the dangerous place (ideally, it doesn’t end up in it), the better this task will be solved.

Perhaps the most correct solution is to use scout– a ship checking what awaits you beyond the next gate. But for this you need either a second account or a friend who has free time.

There are three fundamental options to escape from a pirate ambush:

  • return to the gate from which you came;
  • run away from the battlefield by jumping to the next gate;
  • use an invisibility module (for example, Prototype Cloaking Device I, its use will be discussed in the “For Advanced” section).

Industrial ships are slow, heavy and, at the same time, fragile troughs. Physics EVE-online connects the mass and speed of the ship. In addition to this, there is also a maneuverability parameter - agility, which is responsible for the turning speed (for industrial ships it is equal to 1, for interceptors - 3.1). It is easier for lighter and faster ships (weighing about 10,000 tons) to return to the gate, and for heavier and slower ships to jump into the next one.

Let us illustrate this using the example of the Amarr ship “Symbol” (Sigil, weight 11,000 tons, speed at level V profile skill 193.75 m/s) and the Minmatar “Mammoth” (mass 12,500 tons, speed at level V profile skill 137 .5 m/s).

Important note: Each level of the Navigation skill increases the speed of the ship by 5%, each level of the Spaceship Command skill improves maneuverability by 2%.

The initial conditions of the problem are the same. Our industrial ship jumped into the next system and hangs in post-jump invisibility ( it lasts for 1 minute) 12 km from the gate. We are in the low sector (system security status is below 0.5) and a pirate (one or more) is hanging near the gate.

In the case of light ships similar to the Symbol, it is proposed to break through back to the gate. To do this, 10mn batteries must be installed in the middle slots (Med slot) (10mn Afterburner I, the module gives a speed bonus of about 100%), in the lower slots (Low slot) a combination of inertia stabilizers (Inertia Stabilizers I, the module improves the maneuverability of the ship) , nanofibers (Nanofiber Internal Structure I, module reduces the mass of the ship) and injectors (Overdrive Injection System I, module increases the speed of the ship).

So, the ship hangs 12 km from the gate in post-jump invisibility. You have just under a minute to make the right decision. Right-click on the gate from which you exited and select “Add as fist way point” from the drop-down menu. With the left mouse button, select the same gate and click “Approach”, immediately turn on our 10mn AB - the ship begins to accelerate in the direction of the nearest gate. We turn on the autopilot and cross our fingers. When approaching a distance of 2.5 km from the gate, the autopilot must activate it (Jump) and send the ship to the previous system.

In this tactic, the bet is on the speed of the ship. You need to fly about 10 km to the gate. My Symbol does this at 800 m/s in 15 seconds (not ideal). Most likely, during this time you will be shot at several times, which is why you need appropriate tanking (see below).

Important note: A ship in post-jump invisibility is oriented in all directions at once. This means that he does not waste time turning in the right direction, but immediately begins to accelerate.


Another tactic is to break through to the next gate. Two things can interfere with a ship's warp:

    blocking the ship's warp engine with enemy warp jammer modules (scrambler / Warp Scrambler I - works at a distance of 7.5 km with force 2 and disruptor / Warp Disruptor I - works at a distance of 20 km with force 1);

    violation of the vector of your acceleration in the direction of the jump object, by physically ramming an enemy ship.

To counteract warp jamers, warp engine stabilizers are used (Warp Core Stabilizer I, the module adds +1 to the strength of the warp engine). Based on these considerations, the lower slots are filled with warp drive stabilizers to prevent it from blocking. The Mammoth has 4 lower slots, so we can install 4 warp drive stabilizers in them.

Note: All ships in EVE-online(with the exception of transport blockade runners, they have a warp engine power of 3 units) have a warp engine power of 1 unit. Warp drive blocking is considered to be a simple summation of the forces of the applied modules. For example, the strength of the Mammoth warp engine is 1, plus the strength of four stabilizers (4), the total strength is 5. The enemy uses one disruptor (-1), the total engine strength is 4 - the warp engine is working, the jump is possible. Another example - the enemy uses three scramblers (-2 x 3 = -6) (or five disruptors, -5), the result is engine strength -1 (in the case of disruptors 0), the engine is blocked, a warp jump is not possible.

If the ship accelerates for a jump for more than 10 seconds, then 1mn MVD is placed in the middle slot (1mn MicroWarpDrive I, +500% to the speed and signature of the ship, for ships weighing 1,500 tons, the MVD operating cycle is constant and equal to 10 seconds), with the function turned off auto-repeat (RMB). Select the next gate along the route, click “Warp to” and turn on 1mn MIA for 1 cycle of operation. After completing the cycle, the MIA will turn off, but during this time it will accelerate the ship to the speed required for the jump. For about 10 seconds the ship will be under enemy fire, so you need to pay attention to tanking (see below),

Note: To make a jump using a warp drive, several conditions must be met: the ship must be accelerated in the direction of the jump to at least 75% of its maximum speed, the warp drive must not be blocked by the enemy.

Attempting to counteract warp drive blockage is not always successful. I have seen six disruptors used with lethal results on a cargo carrier. It may be worth considering a combined option aimed at quickly going into a warp jump, but this problem does not have an ideal solution.

Using a scout is the best tactic.

Tanking (increasing the defensive properties of a ship) is discussed in detail in the corresponding section. In relation to industrial ships, it is worth noting that you will have to tank in the middle slots (the lower ones are occupied by other equipment), and therefore with a shield, regardless of race. In addition, it is assumed that the industrial ship is in the affected area for a limited time, which means there is no point in using various types of shield restorers. Limit yourself to modules that increase the shield's resistance to damage and modules that increase the size of the shield.


Instead of a conclusion.
Having mastered the transportation of goods by industrial ships, you may wonder what's next? Take a look at Transport Ships and Freighters. The former have increased survivability, the latter have amazing hold sizes. This is the next stage in the development of cargo transportation, and there are also Carriers jumping through several solar systems..

Ships in EvE Online are something that no player can do without. You can't walk much in space :). In this part of the guide we will talk about all the main types of aircraft and their purpose. The description will use the slang generally accepted in EVE, so that in the future you will not get lost in the game when you hear unusual names. For greater simplicity, slang terms will be given in parentheses after the official ones.
Let's start with the fact that each race has its own line of ships, which means that to pilot each of them you will need appropriate driving skills. Simply put, the learned skill of piloting Galentine frigates will not give you the opportunity to fly Minmatar frigates. In addition, if in ordinary MMORPGs you assigned armor, weapons and magical artifacts to your character, here the ship plays this role. And what’s noteworthy is that the icon of the armor or power shield is stylized to resemble knight’s armor - obviously for clarity, although this is where all the visual similarities with its fantasy sisters in Eve end.

Capsule (Egg)

The rescue capsule in which the pilot finds himself after the loss of the ship. Serves only for moving to the place of purchase of a new aircraft. No additional modules can be installed on it. It is destroyed very easily, but due to its small size and instantaneous escape into the warp, it is quite difficult to catch it. If the capsule is destroyed, the pilot is reborn at the station where the clone was purchased (a copy of the pilot, which allows you not to lose skills in the event of death). Clones can be purchased at all stations where the pilot can land, and where there is the necessary equipment called a “cloner”. The more skills a pilot learns (the count is based on the number of skill points), the larger the amount you will have to pay for your copy.

Rookie ship (nubship)

The simplest ship given free of charge at the station at the very beginning or in case of successful return to the “egg”. Almost useless and just serves to familiarize yourself with the game. Any frigate, even the cheapest, is much more useful.

Frigate (Frigate or frig)

A light fighter that is available from the very beginning. It is here that you will gain basic piloting and combat experience. It is lightly armed, poorly protected, but has decent speed and maneuverability. Only the weakest defense systems and class S weapons are suitable for installation. The main purpose is to intercept and “hold” enemy warships, finish off ejected enemy pilots, reconnaissance, destroy transport ships (which he can do alone), etc. Each race has several types of frigates; The higher the required level of piloting, the better the ship, as a rule. In battle, as additional equipment, frigs are equipped with special devices - scramblers/disruptors, which block the enemy's jump engines, preventing him from leaving the battlefield. This opportunity makes these nimble ships almost irreplaceable, and given their low cost, very popular among pilots - from seasoned aces with an impressive list of victories, to naive newcomers who just came to the world of EVE yesterday.

Almost every type of ship in the EVE universe has a T2 modification, which is very different from the base model. Improvements are specialized in nature depending on the purpose. In the case of frigates, there are currently 4 types.

Interceptor (interceptor or inter)

The fastest ship in the game, the parameters of the power shield and armor have been improved, and the configuration of slots for placing equipment has been changed. All this makes interceptors indispensable for searching, intercepting, and destroying light enemy ships of a similar class or transport ships. Acting in pairs, they can emerge victorious in a battle with ships of a higher class. Also, inters are excellent at holding any ships due to their amazing speed, maneuverability and better survivability compared to frigates (they are simply more difficult to hit). However, you have to pay for all this in hard cash - their price is hundreds of times higher than the cost of the original model. For example, the most popular Minmatar frigate, the Rifter, can be purchased for 150 thousand isks; for the interceptor you will have to pay at least 5–6 million.

This is a leisurely armored combat platform, stuffed to the gills with weapons. It is distinguished by considerable survivability and an excellent defense/attack ratio, and is therefore designed to shoot any ships of its class. Although, with the proper skill of the pilots, he is quite capable of going against a cruiser. The price of Assaults is comparable or higher than the cost of Interceptors.

Covert Ops (cover, carpet)

Its main feature is the use of an invisibility generator (cloaking device). Its other task is to detect a hiding enemy, for which special probes are used, which are installed only on this type of ship. Being under the cloak of invisibility, the covert can fly, perform intra-system jumps, and direct the fleet to the target. But to start shooting or turn on the scrambler, you will have to appear in front of the enemy. Coverts are poorly armed and protected, and do not have very high speed, but for reconnaissance and search there is no better option. Their price is comparable to the cost of interceptors (about 10 million), although a frigate with similar characteristics can be bought for 100–200 thousand ISK. But the worst is yet to come. For the amount you pay for the invisibility device (85 million ISK), you can easily buy a battleship. Flying these ships, searching for enemies with probes, is quite difficult, but the reward for the pilot will be the universal respect of his comrades in arms. After all, without a cover, any fleet is simply blind, and in most cases the outcome of the battle depends on accurate intelligence data. Also, invisible ones are very convenient for transporting expensive cargo - usually they are used to transport things worth from 100 million to several billion.

Stealth bomber

This is a heavy missile frigate that can use a stealth generator, and has the ability to carry cruise missiles on board. Before the advent of this type of ship, only battleship class ships could boast of such weapons. However, this did not make bombers very popular, since they also have many disadvantages: weak protection, huge aiming time, low speed, high price of equipment. On the other hand, with appropriately developed skills, cruise missiles are quite capable of destroying any frigate, interceptor or cruiser in one salvo, as well as damaging a battleship quite well. These ships are intended mainly for single-handed hunting of transport ships.

Destroyer

The next type of ship, which is an intermediate link between ships of the frigate class and cruisers. Destroyer has more powerful defense compared to a frigate, but lower speed and much less maneuverability. Its main advantage is the number of guns on board - you can install 8 gun systems on such a ship at once, in contrast to the 4 available for a frigate. The flip side of the coin was a reduction in slots for additional equipment and a decrease in the rate of fire. However, all this is partly compensated by the low price and the ability to destroy any ship of a similar class with one salvo. But the disadvantages still outweigh, and these ships are rarely seen in the vastness of EVE.

Interdictor

T2 modification of the destroyer, but how different is this type of ship from the original! More powerful defense, fewer guns, higher speed and maneuverability. It would seem that there are no fundamental changes. However, only the announcer can generate “traffic jams,” that is, artificially created fields of a certain size, in the area of ​​​​action of which the operation of the warp generator is disrupted. Unlike field generators permanently installed on any ship (mobile warp generator), the interdictor can “throw” traffic jams in the right place and at the right time. Both the mobile phone and the traffic jam serve the same purpose - to prevent the enemy from leaving, but the announcer solves this problem much more effectively. And if we remember the quite good indicators of speed and maneuverability, it becomes clear why the most popular ships of this type cost from 20 to 30 million. Just like the covert, the announcer is a must-have ship for any fleet. But it’s not easy to fight in it; there are often cases when the pilot’s inept actions led to the death of his entire group, stuck in their own traffic jam.

Cruiser (Cruiser or Kruzak)

Medium-class ships, which are equipped with M-class weapons and defense systems. They are focused on combating similar ships, but cope no less successfully with all types of frigates. Accordingly, they are often used to defend heavy ships from light attack aircraft. A good balance of weapon and protective systems, combined with a low price (even less than an interceptor), make cruisers very popular among pilots. Their versatility is no less attractive. On Kruzaks you can shoot frigates and interceptors, destroy transport ships, jam enemy guidance systems, dig, carry out missions and much more. Well, we don’t even need to mention the possibility of shooting a battle as a group. Cruisers, in turn, are divided into several subtypes.

Heavy Assault Cruiser (Hack)

Heavy assault cruisers. Powerful defense and excellent firepower have made the hack one of the most sought-after and at the same time expensive ships in Eve. In terms of its parameters, it is significantly superior to a conventional cruiser. And the ability of the hack to destroy or seriously damage almost any target in battle is so tempting that most novice pilots want to purchase this particular vessel. However, after becoming familiar with the cost (from 100 to 250 million) and the list of skills necessary to learn, the opportunity to ride on such a ship quickly moves beyond the horizon. Only very wealthy and developed pilots can afford such luxury. But the hack is worth all the effort in the end.

Recon ship

This modification of the cruiser is much like a carpet in its functionality. The use of an invisibility generator, good protection parameters and the ability to use M-class weapon systems make it very popular among pilots. Free hunting, reconnaissance, destruction of individuals (up to ships of their class) - this is an incomplete range of applications for recons. And the good bonuses of this type of ship can cause a lot of trouble for the enemy. And even though their cost exceeds the price of Asult and Interceptor, they are still far from hacking, which makes them more affordable.

Battlecruiser (BC)

Battlecruisers are more powerful ships than cruisers, with good attack and defense bonuses. This makes them very durable, and therefore a popular type of vessel. The BC can handle any cruiser without any problems, but the outcome of a fight with a hack will most likely be decided by the skill of the pilots. However, the Heavy Assault Cruiser's better stats still give it some advantage in combat.

Command ship

T2 modification of the BC, which differs from the regular version by the presence of bonuses for the use of special modules that improve various parameters of friendly ships. Another nice feature is the increased characteristics of protective fields and armor, which makes it noticeably more durable than the original. Sometimes teams are even used in solo missions - experienced pilots hunt them for lone enemy battleships. True, the price is steep, and there are also quite a lot of requirements for skills. But these are the only shortcomings that are more than compensated by the ability to change the defense of the entire battle group by about 15 percent, which can be a decisive factor in the battle.

Battleship (Battleship, Battle)

“Battles” are the main ships used in Eve both for PvP and for working for agents or mining ore. The striking force of any combat group, battleships have a huge number of configurations and can be configured to solve almost any problem. Each race has 3 types of such ships, differing, as usual, in price and bonuses. For example, the Caldari Scorpion is ideal for electronic warfare, while the Raven is the best missile platform in its class. And the battleship Rokh, which was given to this race with the latest patch, allows you to install previously unavailable hybrid weapons.

Distinguished by its great firepower, a battleship is capable of single-handedly destroying any ship/group of ships of a lower, and sometimes even similar class. However, its heavy weapons make it vulnerable in battle against a group of light fighters that are simply impossible to hit. In such cases, combat robots (drones) come to the rescue, which every reasonable pilot keeps in the hangar. These machines are divided into several types: fast “scouts” with weak weapons to repel attacks from light enemies; medium, capable of handling any vessel up to a cruiser; heavy - slow monsters that chew through the armor of a large ship in literally seconds, but shamelessly smear on “small prey.” There are also a bunch of specialized drones: security drones (essentially a stationary firing point with excellent lethality); repair drones that will help your comrades restore armor and shields: robots designed to conduct electronic warfare and other small dirty tricks on the enemy. An s-class strike missile launcher with a high reload and flight speed for light missiles also helps a lot against annoying fighters.

A group of battleships, supported by frigates and cruisers, can effortlessly blockade any busy highway, forcing everyone in the area to find alternate routes or turn off their computers. Only a more powerful squadron can try to knock out the uninvited guests from the gate. There are simply no other options. I would like to add that a well-matched group of experienced pilots is capable of destroying a much larger fleet. It's all about the commanders' ability to navigate the situation, the competent work of the players and the thoughtful equipment of the ships.

Dreadnought (Dreadnought, or Dread)

Giant super-heavy strike platforms used to destroy enemy POSs (stationary space stations that can be installed by any player) and ships of a similar class. Due to their size, dreadlocks cannot use regular jump gates, so they are equipped with their own warp generator. The cost of a fully equipped dreadnought ranges from 2 to 4 billion ISK, depending on the configuration. And that is not all. In order to ride this monster, it will take at least a year to upgrade the necessary skills. And if you want to shoot, and even hit, then feel free to add a couple more months.

However, at the moment, not a single operation to capture key enemy systems can be completed without these giants. High demands on the pilot's skills and huge cost (the skills alone to drive such a monster cost about 1 billion ISK) make this type of ship elite. Only wealthy pilots can afford such luxury. Although usually this cannot be done without the help of the corporation, because for personal use the dreadnought is practically useless.

Carrier

A real aircraft carrier, carrying on board many automatic fighters (“fighters”), control over which can be transferred to any pilot in the battle group. And while the others are fighting, the quarryer himself can calmly sit behind POS’s shield. The cost of such a ship ranges from 1 to 2 billion ISK, and the total cost of mastering the skills to drive it is the same. The quarries are also quite convenient for transporting cargo - the warp generator (the same as that of the dreadlocks) allows you to make hyperjumps over long distances, and the hold has a large capacity. They are most often used to transfer fuel to combat POS's. In addition, quarries are indispensable for restoring shields and armor of flagship ships (battleships and dreadnoughts) that are under massive fire. To do this, special energy pumping modules are installed on them. In addition to the regular one, there is an improved version of this type of ship - the “mothership”, which has stronger armor, increased hangar capacity and a larger number of fighters. Also, this modification is not affected by any electronic warfare equipment, and a module for containing clones and standard ships can be installed on board. However, combat tests of such ships were carried out infrequently, since at a price (up to 30 billion ISK) it is equal to 15–20 ordinary quarries, which not even every corporation can afford.

Titan

The largest ship in the game, which looks truly impressive from the outside. Only a few of the largest Eva Alliances currently have this megamonster. It was first built by Ascendant Frontier (AF) - a large industrial Alliance, which was popularly called “hobbits”. It took several months of hard work by dozens of people and more than 100 billion ISK to build. This gigantic sum would easily be enough for 80 dreadnoughts complete with pilots. Each module was built separately and transported to the assembly site, which was kept secret from everyone. One can envy the patience of the builders of this “Tower of Babel”; it is a pity that the fate of their creation turned out to be just as sad. Not long ago, Eva's first titan was destroyed by the forces of the WWII alliance, after which the head of AF Cyvok left the game, having previously written that he was disappointed by the game mechanics, which allowed him to destroy the most powerful ship in 5 minutes. Indeed, the combat capabilities of these giants turned out to be not as impressive as it previously seemed. And the meaning of real application is completely lost. A shot from a titan's superweapon is 100% likely to destroy only light-class ships. While battleships, with proper use of the configuration capabilities, may well survive such a test. Drainouts will hardly suffer at all. And even though the monstrous salvo of a titan belonging to the LV&V alliance instantly vaporized 190 frigates and cruisers in the 1V system, the sad experience of the creation of Ascendant Frontier is difficult to forget.

In addition to warships, there are several specialized classes designed for mining ore, transporting cargo, or supporting a flotilla. Most of them cannot boast of serious armor or high speed, and it’s not worth talking about weapons at all. However, this does not make them less popular, because without trade, equipment production and mining, life in Eve would hardly have been so fun and eventful.

Industrial Ship (Indus)

Very common ships designed exclusively for transporting large cargo. Their extremely weak defense, weapons and speed are compensated by their huge cargo hold. And the very low cost (maximum at the cruiser level) and low skill requirements make Indians the most popular among traders and diggers. However, high accessibility, poor protection and a spacious hold filled with goods make this type of ship a tasty prey for pirates. We described the procedure for a classic attack in the first part of the guide, so we recommend trusting especially valuable goods to stronger ships. The saying “the miser pays twice” describes this situation perfectly. Each race has 5 types of Indians, differing in price, number of slots for additional equipment and skill requirements.

Transport Ship (transport)

The T2 modification of the Indian is more suitable for transporting valuable cargo than the original. This type of ship has significantly improved defense systems; in addition to thicker armor and power shields, some variants are also equipped with an anti-interception system - Warp Stab. This device does not allow enemy ships to keep the transport from hyperjumping. Each race has 2 types of such ships - one is designed exclusively for transporting the maximum possible volume of cargo, the second is more suitable for flying in dangerous zones, often blocked by pirates. It is she who can boast of the presence of Warp Stabs, and the not very large hold is compensated by increased speed and maneuverability. The price of transport varies greatly. While some can be purchased for the price of an interceptor, for others you will have to pay the cost of a battleship. But due to increased safety, this type of vessel is chosen by all professional diggers, traders or production workers without exception. They are not afraid even of the significant costs of the required skills. For example, in order to simply buy a very expensive skill for driving transport ships, you will first have to learn Indian piloting up to level 5.

Freighter

These are the real titans of the merchant fleet. Huge dimensions, a hold of a million cubic meters, armor and shields almost like that of a carrier, terribly low speed and monstrously low maneuverability - these are the distinctive features of a freighter. To match the size and skill requirements and price - for everything together you will have to pay about one and a half billion isks. However, the costs more than pay for themselves. After all, these ships allow you to transport any cargo (both in weight and volume) throughout the inhabited EVE universe in almost complete safety. In fact, it is precisely the purchase of a freighter that any normal trader or manufacturer should strive to achieve. It is almost impossible to defeat such a mastodon without a well-prepared fleet. And the complete destruction of the cargo after the explosion of the freighter also makes them absolutely uninteresting for pirates.

Logistic

Highly specialized ships designed purely to support the fleet. They are used to quickly repair the armor of other ships or restore damaged POS’s. Another example of the use of logistics is increasing the aiming speed for sniper ships, which greatly increases the chance of hitting the target. Otherwise, more than half of the ships will probably have time to calmly fly away about their business, simply leaving the affected radius. However, you cannot meet logisticians so often, because usually the commander of any large formation tries to include the maximum number of warships in its composition. After all, it is unlikely that repairmen alone will be able to destroy the enemy squadron.

Mining barge

Sluggish vessels designed exclusively for ore mining. They have corresponding bonuses and, as a result, weak protection in the complete absence of weapons. Ideal for asteroid mining. Some of their T2 modifications can significantly increase the volume of ore produced by installing unique equipment. The skill requirements are not easy, so usually, when leveling up on barges, novice diggers fly on special “digging” frigates and cruisers.