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	<title>Item Database:Ships:Carriers - Revision history</title>
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	<updated>2026-10-17T07:38:16Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.everp.online/index.php?title=Item_Database:Ships:Carriers&amp;diff=109983&amp;oldid=prev</id>
		<title>mylridia: Protected &quot;Item Database:Ships:Carriers&quot; [edit=sysop:move=sysop]</title>
		<link rel="alternate" type="text/html" href="https://wiki.everp.online/index.php?title=Item_Database:Ships:Carriers&amp;diff=109983&amp;oldid=prev"/>
		<updated>2011-03-24T21:21:24Z</updated>

		<summary type="html">&lt;p&gt;Protected &amp;quot;&lt;a href=&quot;/index.php?title=Item_Database:Ships:Carriers&quot; title=&quot;Item Database:Ships:Carriers&quot;&gt;Item Database:Ships:Carriers&lt;/a&gt;&amp;quot; [edit=sysop:move=sysop]&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:21, 24 March 2011&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>mylridia</name></author>
	</entry>
	<entry>
		<id>https://wiki.everp.online/index.php?title=Item_Database:Ships:Carriers&amp;diff=109982&amp;oldid=prev</id>
		<title>mylridia at 21:21, 24 March 2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.everp.online/index.php?title=Item_Database:Ships:Carriers&amp;diff=109982&amp;oldid=prev"/>
		<updated>2011-03-24T21:21:24Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Carriers==&lt;br /&gt;
===Key facts===&lt;br /&gt;
Carriers are capital-class ships. They excel at [[Fleet|fleet]] logistical support and can lend substantial fire-power to a [[Fleet|fleet]].&lt;br /&gt;
&lt;br /&gt;
The term ‘[[Carrier|carrier]]’ usually refers to the smaller of the [[Carrier|carrier]]-class vessels for each race. The larger one is called a [[Supercarrier]] or SC (formerly known as [[Mothership|motherships]] or ‘[[Mom|Mom]]’).&lt;br /&gt;
&lt;br /&gt;
Carriers do not have turret or missile weapons, but they do have huge drone bays. Additionally they can control more drones simultaneously than normal vessels, and they are the only class of ships capable of using [[Fighter|fighter]] drones. Supercarriers can additionally field fighter-bomber drones.&lt;br /&gt;
&lt;br /&gt;
Although this can make carriers formidable attackers, their real strength is in their ability to mount capital-class remote shield transfers and capital-class remote [[Armor|armor]] repairers. Supercarriers, on the other hand, are fearsome anti-capital platforms when deploying fighter-bombers.&lt;br /&gt;
&lt;br /&gt;
===Practical Use===&lt;br /&gt;
In relative terms a pilot skilled enough to fly a [[Carrier|carrier]] might be able to inflict a comparable amount of damage when flying a battleship. This makes a [[Carrier|carrier]] an expensive choice for an aggressive role.&lt;br /&gt;
&lt;br /&gt;
The [[Carrier|carrier]] is a valuable [[Fleet|fleet]] ship because in addition to delivering the damage of a very good battleship, it can repair friendly vessels over a greater range and for a greater length of time than a very good logistics ship.&lt;br /&gt;
&lt;br /&gt;
This ‘two in one’ performance level makes carriers highly desirable in any [[Fleet|fleet]].&lt;br /&gt;
&lt;br /&gt;
Carriers can not use jump gates and must use their onboard jump drives to move between systems. This requires a [[Fleet|fleet]]-member in the destination system to activate a cynosaural field.&lt;br /&gt;
&lt;br /&gt;
Practically speaking this means carriers cannot travel to high-security space.&lt;br /&gt;
&lt;br /&gt;
Carriers have the ability to transport fully assembled, fitted and even rigged ships. Additionally pilots may refit their ships in space, if they are close enough to a friendly [[Carrier|carrier]].&lt;br /&gt;
&lt;br /&gt;
Despite a formidable tank, carriers can be destroyed by battle-ship fleets and are safest when spider-[[Tanking|tanking]] with other carriers.&lt;br /&gt;
&lt;br /&gt;
===Features and abilities===&lt;br /&gt;
A solo [[Carrier|carrier]] can maximise its ability to repair itself and other ships, by using the ‘[[Triage|triage]] [[Module|module]]’. This [[Module|module]] can only be used by [[Carrier|carrier]]-class vessels. While in ‘[[Triage|triage]]’ mode a [[Carrier|carrier]] can repair at twice its usual rate, but can not receive any remote repair. Because solo carriers are considered vulnerable, [[Fleet|fleet]] commanders may prefer to field multiple carriers without [[Triage|triage]] modules, but it should be noted that no other vessel can repair targets as quickly as a ‘[[Triage|triage]]’ enabled [[Carrier|carrier]].&lt;br /&gt;
&lt;br /&gt;
Carriers can dock at stations, supercarriers cannot; supercarriers must remain in space at all times.&lt;br /&gt;
&lt;br /&gt;
Flying a [[Carrier|carrier]] requires many fully trained skills including racial battleship, logistics, [[Drone_Interfacing|drone interfacing]] and warp drive operation. Depending on a pilot’s background and existing specialties, other capital ships may be easier to train for, but none are so versatile in combat.&lt;br /&gt;
&lt;br /&gt;
Because [[Carrier|carrier]] pilots can assign drones (including fighters) to other pilots in their [[Fleet|fleet]] – it is possible for [[Carrier|carrier]] pilots to avoid the battlefield and allow pilots in less valuable ships to direct their damage.&lt;br /&gt;
&lt;br /&gt;
Fighters and fighter-bombers are the only drones capable of warp. This means that [[Carrier|carrier]] pilots can assign fighters (but not fighter-bombers) to comrades anywhere within the same system. The only limitation is that the assignee can only control as many fighters as he could normally control drones; so no more than five. &lt;br /&gt;
&lt;br /&gt;
Carriers and especially supercarriers may field many more fighters, so may assign them to multiple pilots.&lt;br /&gt;
&lt;br /&gt;
The [[Fighter|fighter]]’s ability to use warp also means that if a target vessel escapes into warp – the fighters will follow it; this is another unique feature of [[Carrier|carrier]]-combat.&lt;br /&gt;
&lt;br /&gt;
===Vulnerability===&lt;br /&gt;
Like every ship, there is a world of difference between being able to undock, and being able to fly it well. Carriers excel in [[Fleet|fleet]] operations, but they are very vulnerable if used casually for ratting or other solo tasks. This fact, coupled with the very heavy training load required to make the ship meet its combat potential, may lead the unwary to lose their new carriers in the course of fairly mundane tasks.&lt;br /&gt;
&lt;br /&gt;
===Types of Carriers===&lt;br /&gt;
*[[Archon]]: [[Amarr|Amarr]]&lt;br /&gt;
*[[Chimera]]: [[Caldari|Caldari]]&lt;br /&gt;
*[[Thanatos]]: [[Gallente|Gallente]]&lt;br /&gt;
*[[Nidhoggur]]: [[Minmatar|Minmatar]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Playability facts and all things related:''' ==&lt;br /&gt;
&lt;br /&gt;
== ''Carriers in general:'' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Price range is 700 million + for the [[Carrier|carrier]] itself and another 230m for [[Insurance|insurance]] (with about 730m payback). For [[T2|T2]] fittings and drones/fighters expect another 200-300m, for faction fittings expect another 500m+. On average, it's going to run you ABOUT 1.5 billion.&lt;br /&gt;
&lt;br /&gt;
2. [[Battleships|Battleships]] can easily bump a massive [[Carrier|carrier]] away from a [[Station|station]].&lt;br /&gt;
&lt;br /&gt;
3. The [[Carrier|carrier]] 50% range increase bonus only applies to CAPITAL remote repair modules, NOT regular ones.&lt;br /&gt;
&lt;br /&gt;
4. A [[Carrier|carrier]] can do level 5 missions like a hot knife through butter. Assuming it can get into said mission.&lt;br /&gt;
&lt;br /&gt;
5. EVERYONE WANTS A [[Capital_ship|CAPITAL SHIP]] [[Kill_mail|KILL MAIL]]. Remember that, EVERYONE wants one. FREAKIN EVERYONE! If your grandmother that doesn’t play Eve heard about their awesomeness, she’d want one too.&lt;br /&gt;
&lt;br /&gt;
6. At [[Carrier|Carrier]] level 3 a capital remote repair [[Module|module]] has 37.5km range, at level 4 it is 45km.&lt;br /&gt;
&lt;br /&gt;
7. The ability of a [[Carrier|carrier]] to lock onto a target is VERY slow; most use a Sensor Booster II [[Module|module]] with a scan [[Script|script]] to speed it up.&lt;br /&gt;
&lt;br /&gt;
8. The sensor strength of a [[Carrier|carrier]] is a base of 80; a faction battleship by comparison is only 27.&lt;br /&gt;
&lt;br /&gt;
9. Normal [[Tanking|tanking]] ability of a [[Carrier|carrier]] is 2000-6000 [[DPS|dps]]. [[Triage|Triage]] mode can boost that to 16,000+ [[DPS|dps]] perma. A personal best was [[Tanking|tanking]] 26 ships at 3.45 million damage.&lt;br /&gt;
&lt;br /&gt;
10. Capital modules have a volume of 4 to 5 thousand m3 each.&lt;br /&gt;
&lt;br /&gt;
11. [[Carrier|Carrier]] damage output is on par with a nicely fitted faction battleship.&lt;br /&gt;
&lt;br /&gt;
12. Carriers have a million m3 of space to put ASSEMBLED ships inside it. For your convenience a [[Raven|Raven]] takes up about 486,000 m3. The only thing that can be in any stored ships cargo are charges.&lt;br /&gt;
&lt;br /&gt;
13. Carriers have about 3850+ m3 of cargo space. 3000m3 of this is separated from the rest and is specifically for holding the carrier's jump fuel and cannot hold anything else.&lt;br /&gt;
&lt;br /&gt;
14. Carriers have a CORPORATE HANGER BAY. When you open it, it looks just like the corporate hangar array display of a POS and looks the same as the hangar in a [[Station|station]] where you have an office at. It is real buggy too.&lt;br /&gt;
&lt;br /&gt;
15. As the pilot, you can turn on or off the ability to allow your fleet (all or none only) to access the Ship Maintenance Bay of your [[Carrier|carrier]].&lt;br /&gt;
&lt;br /&gt;
16. If a fleeted ship is 1500 meters from you, they can swap out modules as if they were in a [[Station|station]].&lt;br /&gt;
&lt;br /&gt;
17. You can dock a [[Carrier|carrier]] at a [[Station|station]] in low or [[Null_Sec|null sec]], it is the [[Titan|Titan]] and the [[Supercarrier]] that cannot dock in a [[Station|station]]. All capital ships (supers too) can be stored in a [[Capital_ship|Capital Ship]] Maintenance Bay.&lt;br /&gt;
&lt;br /&gt;
18. Carriers can NOT fit any launchers or turret hardpoints as they have ZERO slots for them. Neuts, smartbombs, drone control units and remote reps are generally the best options for high slots.&lt;br /&gt;
&lt;br /&gt;
19. If you are disconnected with fighters out, they will warp to you and return to your [[Drone_bay|drone bay]].&lt;br /&gt;
&lt;br /&gt;
20. Items in your [[Carrier|carrier]]'s corporate hangar bay do NOT show up in kill mails.&lt;br /&gt;
&lt;br /&gt;
21. You can open [[Secure_containers|secure containers]] in your carriers's corporate hangar bay, but you may not remove items from it.&lt;br /&gt;
&lt;br /&gt;
22. To scoop an unmanned ship in space the [[Carrier|carrier]] needs to be 1500m from it. It will go into your ship maintenance bay.&lt;br /&gt;
&lt;br /&gt;
23. Carriers CAN go through a [[Wormhole|wormhole]], but only very large ones. [[Supercarriers]] and Titans are the ones that can NOT.&lt;br /&gt;
&lt;br /&gt;
24. The only [[Implants|implants]] that affect capital modules are the [[Implants|implants]] that SPECIFICALLY say they do, otherwise capitals are affected by normal [[Implants|implants]] the same as a non [[Capital_ship|capital ship]] is.&lt;br /&gt;
&lt;br /&gt;
25. You will never get any [[Capital_ship|capital ship]] into [[High_Sec|high sec]] via a [[Wormhole|wormhole]], sorry.&lt;br /&gt;
&lt;br /&gt;
26. Using a [[Carrier|Carrier]] in a Class 4, 5 or 6 [[Wormhole|wormhole]] to do magnetic or radar sites WILL spawn 6 ADDITIONAL Sleeper [[Battleships|Battleships]].  This is per entry, if you warp away and warp back you get 6 additional Sleeper Battleships, if you manage to warp away it's probably not a good idea to come back.&lt;br /&gt;
&lt;br /&gt;
== ''Cynosural Fields and Carriers:'' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. A normal cyno generator makes a cyno field that EVERYONE in the system can instantly warp to. The ship making it can not move or dock for the 5-10 minutes that the field will be active. Be sure to turn it OFF before it recylcles or you will spend another 5-10 minutes if you have the liquid ozone in your cargo hold.&lt;br /&gt;
&lt;br /&gt;
2. The ship generating a cyno field is NOT invulnerable. A good tactic to use is to make the cyno field with a throw away ship for low threat areas or use a tougher ship ([[Carrier|carrier]], [[Battleships|battleships]], etc.) if you think it will be a HOT landing.&lt;br /&gt;
&lt;br /&gt;
3. If you are popped while generating a cyno field you can warp away in your [[Pod|pod]].&lt;br /&gt;
&lt;br /&gt;
4. Liquid Ozone is the fuel for making a cyno field and starts at 450 units with level 1 [[Cynosural_field|Cynosural Field]] Theory skill. It drops by 50 units with every level after level 1.&lt;br /&gt;
&lt;br /&gt;
5. You must be in a fleet to activate a cyno field. You must also be in the fleet to jump TO a cyno field. If you joined AFTER it was created, the cyno field must be &amp;quot;re-broadcasted&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
6. It takes about a month to be able to use the [[Covert_Ops|covert ops]] cyno generator. It does NOT appear on other player’s overview like the REGULAR cyno generator does.&lt;br /&gt;
&lt;br /&gt;
7. Only a Black Ops battleship class ship can jump to a [[Covert_Ops|Covert Ops]] cyno. Capital ships can NOT use it.&lt;br /&gt;
&lt;br /&gt;
8. Yes, [[Cyno_fields|Cyno fields]] are the ONLY way a [[Capital_ship|capital ship]] can get out of a system, they will NOT be able to use a standard gate.&lt;br /&gt;
&lt;br /&gt;
9. You can not start a regular cyno field while in [[High_Sec|high sec]] but you can jump to ANY regular cyno field FROM [[High_Sec|high sec]].&lt;br /&gt;
&lt;br /&gt;
10. You CAN NOT eject while the regular cyno is active.&lt;br /&gt;
&lt;br /&gt;
11. Some ships (Force [[Recon|Recon]] for example) get bonuses to Liquid Ozone consumption and a reduced timer for their cyno field (5 minutes).&lt;br /&gt;
&lt;br /&gt;
12. The [[Capital_ship|capital ship]] lands in a 5km wide bubble around the cyno field. This means you could potentially &amp;quot;bounce&amp;quot; off a [[Station|station]] and wind up away from the docking ring. Use your tactical overlay to verify you are at least 5km away from the [[Station|station]].&lt;br /&gt;
&lt;br /&gt;
13. If your cyno ship gets popped while jumping ships are enroute they will land RANDOMLY in the cyno's system at a speed which will take minutes to decrease from.&lt;br /&gt;
&lt;br /&gt;
14. You CAN NOT cloak with a cyno up.&lt;br /&gt;
&lt;br /&gt;
15. You CAN NOT Cyno yourself within the same system (anymore).&lt;br /&gt;
&lt;br /&gt;
16. You CAN self destruct while you have the Cyno field up.&lt;br /&gt;
&lt;br /&gt;
17. A log off or disconnect with a Cyno up means your ship STAYS until the Cyno has run its course.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ''Jumping/Warping:'' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. [[Capital_ship|Capital ship]] navigation for jumping is accessed via the Shortcuts tab in the Esc menu. It will tell you a number of things like distance in light years, fuel consumption and what [[Jamming|jamming]] fields are active. Some use external jump planners like this one here.&lt;br /&gt;
&lt;br /&gt;
2. A good idea is to only jump to systems that have a [[Station|station]] you can safely store your [[Carrier|carrier]] in if you get into trouble upon arrival. Pop the cyno field right at the [[Station|station]].&lt;br /&gt;
&lt;br /&gt;
3. A single warp scram can stop you from jumping AND warping.&lt;br /&gt;
&lt;br /&gt;
4. They take about 6 seconds to jump plus the load time for the new system.&lt;br /&gt;
&lt;br /&gt;
5. It takes about 30 seconds to go to warp.&lt;br /&gt;
&lt;br /&gt;
6. The starting [[Jump_range|jump range]] is 6.5 light years.&lt;br /&gt;
&lt;br /&gt;
7. The only skill that increases the [[Jump_range|jump range]] is the [[Jump_drive|Jump Drive]] Calibration skill which takes about a month to start to train.&lt;br /&gt;
&lt;br /&gt;
8. [[Jump_drive|Jump Drive]] Operation reduces the amount of capacitor you need to jump by 5% per level. At level 3 you need 80% capacitor power to jump.&lt;br /&gt;
&lt;br /&gt;
9. Jump Fuel Conservation reduces the amount of racial isotopes you need for any given length of jump.&lt;br /&gt;
&lt;br /&gt;
10. You must be in a fleet to jump to a cyno field. You do NOT have to be in a fleet to jump to a Jump Beacon (0.0 only).&lt;br /&gt;
&lt;br /&gt;
11. You can not jump a [[Carrier|carrier]] into [[High_Sec|high sec]]. A [[Capital_ship|capital ship]] in [[High_Sec|high sec]] means it was BUILT in a .5 system BEFORE they removed that ability.&lt;br /&gt;
&lt;br /&gt;
12. Capital ships can use [[Jump_bridges|Jump Bridges]] provided there is enough Liquid Ozone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ''[[Carrier|Carrier]] Tactics:'' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Dock hugging is not just for carebears.&lt;br /&gt;
&lt;br /&gt;
2. Cloaking will break your control over drones AND fighters.&lt;br /&gt;
&lt;br /&gt;
3. If your fighters are set to follow an enemy through warp you can lose them if they warp to a hostile POS.&lt;br /&gt;
&lt;br /&gt;
4. Carriers make your fleet much more powerful, but are weak by themselves.&lt;br /&gt;
&lt;br /&gt;
5. Pay attention to [[Cyno_fields|cyno fields]] being generated that are not your own because it will be a [[Dreadnought|Dreadnought]] which are designed to kill other capital ships as well as POSs.&lt;br /&gt;
&lt;br /&gt;
6. Run away to fight another day but I doubt you will be able to.&lt;br /&gt;
&lt;br /&gt;
7. Do not sit your [[Carrier|carrier]] in the exit path of a [[Station|station]]; move it so that an exiting ship can not ram it away from the stations docking range.&lt;br /&gt;
&lt;br /&gt;
8. Keep a variety of fighters so that you can do your best to match [[Damage_types|damage types]] to enemy ships natural weaknesses.&lt;br /&gt;
&lt;br /&gt;
9. Watching local is more important than ever, assume all of them will [[Gang|gang]] up against you (because they WILL).&lt;br /&gt;
&lt;br /&gt;
10. Keeping aligned to a [[Station|station]] is always a good idea if you can.&lt;br /&gt;
&lt;br /&gt;
11. While you certainly have room for a lot of drones/fighters the current interface makes them difficult to use sometimes. Don't have anymore drones than you really really need!&lt;br /&gt;
&lt;br /&gt;
12. Assign your fighters to ships that can not normally use drones. This maximizes the amount of drone/fighters your fleet can field.&lt;br /&gt;
&lt;br /&gt;
13. Keeping a &amp;quot;cyno alt&amp;quot; account is common for [[Capital_ship|capital ship]] pilots. Keep that alt in another system ready to drop a cyno field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ''Fighters/Drones:'' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Compared to cruiser or larger ship types, Fighters do not fair well against [[Frigates|frigates]]. You should carry light drones or webify a frigate.&lt;br /&gt;
&lt;br /&gt;
2. All fighters do the SAME amount of damage and the SAME amount of effective hit points, they only vary in the amount of [[Armor|armor]], shield and [[Hull|hull]] hit points they have but all have the same total amount of points. &lt;br /&gt;
&lt;br /&gt;
3. They also vary in what type of damage they do and at what optimal range they do it at as well as their speeds.&lt;br /&gt;
&lt;br /&gt;
4. Firbolgs seem to be a favorite because of its particular mix of those factors.&lt;br /&gt;
&lt;br /&gt;
5. The ONLY skills that relates to fighters is the Fighters skill and the [[Carrier|Carrier]] skill. Nothing else!&lt;br /&gt;
&lt;br /&gt;
6. Drones (which are not FIGHTERS) do not get the 200% range bonus. Without another [[Module|module]] or skill level, drones have whatever range you always have with them.&lt;br /&gt;
&lt;br /&gt;
7. A full compliment of fighters will cost 180 million + depending on what [[Fighter|fighter]] and what [[Carrier|carrier]] you use.&lt;br /&gt;
&lt;br /&gt;
8. You can set your fighters to follow a target if they warp out. A common tactic is for your enemy to warp to a POS where you automatically lose your fighters. &lt;br /&gt;
&lt;br /&gt;
9. Fighters will NOT follow you through a jump, but they WILL follow you through a warp.&lt;br /&gt;
&lt;br /&gt;
10. Fighters can be sluggish to respond to orders; I think this is a bug.&lt;br /&gt;
&lt;br /&gt;
11. Fighters have a universal volume of 5,000 m3 each. Average cost is 12-15 million each.&lt;br /&gt;
&lt;br /&gt;
12. As the [[Carrier|carrier]] pilot you can Delegate your fighters to any number of ships in your fleet. This DOES count against THEIR drone control skill limit but NOT their bandwidth limit. The fighters will follow them through warp, but NOT a jump.&lt;br /&gt;
&lt;br /&gt;
13. When you assign someone fighters it is YOUR Fighters skill that gets applied, so your assigned fighters do the same amount of damage as usual.&lt;br /&gt;
&lt;br /&gt;
14. A [[Fighter|fighter]] conroller may return their assigned fighters via the &amp;quot;return control&amp;quot; option. The fighers will immediatly warp to the owning [[Carrier|carrier]].&lt;br /&gt;
&lt;br /&gt;
15. With [[Carrier|Carrier]] skill at level 5 and Advanced [[Drone_Interfacing|Drone Interfacing]] at level 5 a [[Carrier|carrier]] can have up to 15 fighters, a [[Supercarrier|supercarrier]] will have 25.&lt;br /&gt;
&lt;br /&gt;
16. Fighters can not be warp scrammed and when the controller &amp;quot;relinquishes control&amp;quot; they automatically return to the [[Carrier|carrier]].&lt;br /&gt;
&lt;br /&gt;
17. You CAN NOT assign fighters to [[Fleet|fleet]] mates in a .4 system.&lt;br /&gt;
&lt;br /&gt;
18. [[Carrier|Carrier]] pilots can not monitor their fighters health if their fighters are not on the same grid.&lt;br /&gt;
&lt;br /&gt;
19.  Assigning Fighters to pilots in a sleeper combat site spawns six additional sleeper battleships.  Depending on the fleet in the site this can be a very bad idea.&lt;br /&gt;
&lt;br /&gt;
== ''[[Triage|Triage]] Mode:'' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. You CAN NOT use drones or fighters while you are in [[Triage|triage]] mode.&lt;br /&gt;
&lt;br /&gt;
2. You CAN NOT recieve ANY type of remote rep while in [[Triage|triage]] mode.&lt;br /&gt;
&lt;br /&gt;
3. [[Triage|Triage]] mode eats [[Strontium_Clathrates|Strontium Clathrates]], 450 units at level 1, 50 less units per additional level.&lt;br /&gt;
&lt;br /&gt;
4. [[Triage|Triage]] mode lasts for 5 minutes and can not be interupted.&lt;br /&gt;
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5. Generally speaking you can tank 14000 to 21000 [[DPS|dps]]. Some carriers can be specifically fitted to do this in perma mode while others will last only minutes before the cap burns out.&lt;br /&gt;
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6. Unless you have a very good plan, [[Triage|triage]] mode means you're going to die.&lt;br /&gt;
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7. Your scan resolution jumps by 900%&lt;br /&gt;
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8. You can NOT move, dock, warp or jump at all while in [[Triage|triage]] mode.&lt;br /&gt;
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9. You gain the ability to target 4 more objects.&lt;br /&gt;
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10. You x4 your ability to repair yourself and remote repair others. (-50% duration along with 100% repair bonus)&lt;br /&gt;
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11. Your cap requirment for E-war modules while in [[Triage|triage]] mode makes them impossible to use.&lt;br /&gt;
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==[[Supercarriers]]==&lt;br /&gt;
===Key Facts===&lt;br /&gt;
[[Supercarriers]] are [[Super Capital]]-class ships. These ships can only be built from a [[Capital_ship|capital ship]] array inside of an alliance's sovereign territory. These massive ships are the second most costly ships in the game, behind the [[Titan]]-class [[Super Capital]]. The main differences between carriers and [[Supercarriers|supercarriers]] is the ability to launch more [[Fighter|fighter]] drones than a [[Carrier|carrier]] can. A [[Carrier|carrier]] can deploy one extra drone per [[Carrier|carrier]] level, whereas a [[Supercarriers|supercarrier]] can deploy three extra per [[Carrier|carrier]] level. [[Supercarriers]] can also deploy the anti-[[Capital_ship|capital ship]] [[Item_Database:Drones:Combat_Drones:Fighter_Bombers|fighter-bomber]] drones.&lt;br /&gt;
&lt;br /&gt;
[[Supercarriers]] can also equip the [[Remote_ECM_Burst_I|Remote ECM Burst]] [[Module|module]]. This [[Module|module]] jams any ship within its area of effect.&lt;br /&gt;
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===Types of [[Supercarriers]]===&lt;br /&gt;
*[[Aeon]]: [[Amarr|Amarr]]&lt;br /&gt;
*[[Wyvern]]: [[Caldari|Caldari]]&lt;br /&gt;
*[[Nyx]]: [[Gallente|Gallente]]&lt;br /&gt;
*[[Hel]]: [[Minmatar|Minmatar]]&lt;/div&gt;</summary>
		<author><name>mylridia</name></author>
	</entry>
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