Basic Ship Info

As *EVE Echoes* is a space-based MMORPG, player characters will spend most of their time in a **ship**.

## Modules

Ships are enhanced by installing modules into their available slots. There are four types of available slots:

### Drone Slots

Drone slots are used for equipping Drones. Drones are listed under Mid Slots

### High Slots

High slots are reserved for Weapons and Harvesting Modules, along with modules that allow you to transfer Shield or Armor to another ship. The larger class of ship, the more high slots it will have. Ships have between 3 and 8 high slots, depending on its size.

### Mid Slots

Mid slots are reserved for a ship's Sub-Weapons such as Electronic Warfare (Webs and Warp Disrupters), Logistics Modules, and Drones. While drones are considered a mid slot module, ships that can have them have a dedicated Drone Bay to load them into and do not take up a ships mid slots. Ships have between 2 and 5 mid slots, depending on its size.

### Low Slots

Low slots are reserved for Enhancement modules such as Shield Boosters, Armor Repairers, Capacitor Batteries, propulsion modules and weapon upgrades. Most low slot modules have diminishing returns on effectiveness if more than one are fitted to a ship and some have a limit of one per ship, such as Reactive Shield Hardeners. Ships can fit between 2 and 7 low slot modules, depending on its size.

## Rigs

Ships also have rig slots to increase various bonuses. There are two categories for rigs:

### Combat Rigs

Combat rigs are designed to give an additional bonus to a specific stat for Weapons and Drones

### Engineer Rigs

Engineer rigs are designed to give an additional bonus to a specific stat of the ship such as Navigation, Engineering, Electronic or Industrial

### Offense

Measured in damage per second (DPS), this is broken up into three groups: Turrets, Missiles, and Drones.

### Defense

Measured as effective hitpoints (EHP) and resistances, defense comes in three types: Shield, Armor, and Structure. Each has an individual hit point value as well as individual electromagnetic (EM), thermal, kinetic, and explosive resistance percentages.

### Capacitor

The capacitor provides the ship's power. It has a capacity measured in gigajoules (GJ) and a recharge time measured in seconds.

### Targeting

Measured by the following values: targeting range in kilometers, radar sensor strength in points, scan resolution in millimeters, signature radius in meters, and the maximum number of locked targets.

### Navigation

Measured by the following values: Maximum velocity in meters per second, mass in tons, warp speed in AU per second, and an inertia modifier.

## Resistances & Effective Hitpoints

If there were no resistances, you could get an idea of the amount of damage required to destroy a ship, by calculating the sum of the shield, armor and structure hitpoints. But resistances effectively increase the amount of damage a ship can take, by reducing the amount points of damage coming through. With 50% resistance, half the damage comes through, so every 2 points of damage only take away 1 hitpoint.

Shields, Armor and Structure typically each have their own set of resistances. Shields are typically strong against explosion damage, but weak against electromagnetic damage. Armor's strengths and weaknesses are generally the exact opposite. By default structure blocks a third of all incoming damage types.

The game shows you the worst case scenario, where all incoming damage is of the type with the lowest resistances. This is only an estimate because shields and armor usually have opposite resistances, and the damage type normally wouldn't change as soon as the shield is down. But it is useful because you can't always tune your resistances for the opponents you face.

The game writes resistances as percentages, but the explanation below turns these into decimal fractions of 1. So 100% is 1, 75% is .75, etc. By subtracting the resistance from one, you get the amount of damage that comes through. By dividing 1 over the amount of damage that comes through, you can calculate how many effective hitpoints every hitpoint is worth. That would end up looking like HP \* (1/ (1- resistance) in the EHP calculation, which can then be simplified as HP / (1-resistance).

It is also worth noting that the game rounds the intermediate values down to the nearest whole number before adding them together. Below this is shown with the 'floor' function — so for example: floor(5539.5) = 5539.

It is calculated as follows:

`EHP = floor( ShieldHP / (1 - LowestShieldResistance)) + floor( ArmorHP / (1 - LowestArmorResistance)) + floor (StructureHP / (1 - LowestStructureResistance))`

So to use the Rifter as an example, with 378 Shield, 336 Armor and 298 Structure. The lowest shield resistance is 0%, the lowest armor resistance is 10% (i.e.: .1), and structure is 33.33% (.3333).

`1198 = floor( 378 / (1 - 0)) + floor(336 / (1 - 0.1)) + floor( 298 / (1 - 0.3333))`