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guides:minimum_skill_requirements

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

Skill: Reason: Exceptions?
Armor
Hull Upgrades 4 Increases total armour HP No Exceptions
Drones
Drone Avionics 3 Drone Control Range No Exceptions
Advanced Drone Avionics 3 Drone Control Range No Exceptions
Drone Interfacing 3 Drone Damage No Exceptions
Drone Sharpshooting 3 Drone Damage Range No Exceptions
Drone Navigation 3 Drone Speed No Exceptions
Drones 5 Launch 5 Drones No Exceptions
Light Drone Operation 3 Use of Light Drones No Exceptions
Engineering
Thermodynamics 3 Ability to overheat modules No Exceptions
Navigation
Acceleration Control 3 AB/MWD Speed Boost No Exceptions
Navigation 4 Speed No Exceptions
Warp Drive Operation 3 Capacitor Usage No Exceptions
High Speed Maneuvering 3 Capacitor Usage No Exceptions
Shields
EM Shield Compensation 3 (if using an EM Ward) Increases effectiveness of EM Ward AmplifiersOnly Mandatory if using an EM Ward Amplifier (basic fits)
Shield Managment 4 Increases total shield HP No Exceptions
Tactical Shield Manipulation 4 Required for use of T2 Invuls, Prevents Bleedthrough No Exceptions
Targeting
Signature Analysis 3 Lock Speed No Exceptions
Target Managment 4 6 Target Locks No Exceptions

Battleships Only

Skill: Reason: Exceptions?
Drones
Medium Drone Operation 3 Use of Medium Drones No Exceptions
Heavy Drone Operation 3 Use of Heavy Drones No Exceptions
Gunnery
Controlled Bursts 3 Capacitor Usage Only Required for Hybrids/Lasers
Gunnery 5 Effective DPS, Required for Large Guns No Exceptions
Large Hybrid/Energy/Projectile Turret 4 Effective DPS No Exceptions
Motion Prediction 3 Gun Tracking No Exceptions
Rapid Firing 3 Gun DPS (Cycle Time) No Exceptions
Sharpshooter 3 Gun Optimal Range No Exceptions
Surgical Strike 3 Gun Damage No Exceptions
Trajectory Analysis 3 Gun Falloff Range No Exceptions
Spaceship Command
Racial Battleship 3 (relevant to fit) Racial Hull Bonuses Caldari BS I sufficient for Nightmares

Logistics Only

Skill: Reason: Exceptions?
Drones
Repair Drones Operation 3 Repairs Only Required for Scimis
Engineering
Capacitor Emission Systems 4 Capacitor Stability Only Required for Basis
Navigation
Afterburner 4 Capacitor Stability No Exceptions
Evasive Maneuvering 3 Agility No Exceptions
Fuel Conservation 4 Capacitor Stability No Exceptions
Shields :
Shield Emissions Systems 4 Capacitor Stability No Exceptions
Spaceship Command
Logistics Cruisers 4 Capacitor Stability No Exceptions
Targeting
Signature Analysis 5 Lock speed No Exceptions
Target Management 5 Prerequisite for Advanced Target Management No Exceptions
Advanced Target Management 3 10 Target Locks No Exceptions

Claymore Boosting Only

We require close to maximum skills for boosting since it has such a huge impact on fleet safety and efficiency.

Skill: Reason: Exceptions?
Leadership
Command Burst Specialist IV Prerequisite for Command Ships No Exceptions
Leadership V Boost Range No Exceptions
Wing Command V Boost Range No Exceptions
Fleet Command IV Boost Range No Exceptions
Shield Command V Prerequisite for Command Ships No Exceptions
Shield Command Specialist V Shield Command Burst Strength No Exceptions
Skirmish Command V Prerequisite for Command Ships No Exceptions
Skirmish Command Specialist V Skirmish Command Burst StrengthNo Exceptions
Other Skills
Command Ships IV Command Burst Strength No Exceptions
Cybernetics V Boosting Mindlink No Exceptions
Minmatar Battlecruiser V Prerequisite for Claymore No Exceptions

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.

  • 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
  • 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
guides/minimum_skill_requirements.txt · Last modified: 2017/09/15 13:07 by Doras