Post Sun Jun 21, 2020 7:53 am

Core Skills (player info)

Just a reference on what's typically considered "Core Skills" for all pilots

Primary: (skills affecting ship)
Electronics
Electronics – 5% CPU per level.
Signature Analysis – 5% improved locking time per level.
Long Range Targeting – 5% increased targeting range per level.
Targeting - 1 additional target per level
MultiTasking - 1 additional target per level
Engineering
Engineering – 5% PG per level.
Energy Management – 5% capacitor capacity per level.
Energy Systems Operation – 5% capacitor recharge rate per level.
<type> Shield Compensation - 5% bonus to <type> Shield resistance per level
Shield Management – 5% shield capacity per level.
Shield Operation – 5% shield recharge rate per level.
Tactical Shield Manipulation - reduces chance of damage penetrating shield by 5% level, with 0% chance at L5
Mechanics
Mechanics – 5% structure HP per level.
Hull Upgrades – 5% armor HP per level.
Navigation
Navigation – 5% to sub-warp speed per level.
Evasive Maneuvering – 5% to ship agility per level.
Warp Drive Operation - 10% reduction in warp cap need per level
Spaceship Command
Spaceship Command - 2% to ship agility per level.

Secondary: (skills affecting modules)
Electronics
Electronics Upgrades
Propulsion Jamming - warp scram and stasis webber
Sensor Linking
Signal Dispersion - ECM jammers
Signal Suppression - rem sensor damp
Signal Focusing - target painter
Survey - scan speed
Target Painting - 5% red in cap need
Turret Destabilization - tracking disruptors
Weapon Disuption - weapon disruptors
Engineering
<type> Emission Systems - CPU need reduction for <type> emission modules
<type> Upgrades - 5% CPU need reduction for modules requiring this skill
Gunnery
Controlled Bursts - 5% reduction in cap need of all turrets
Gunnery - 2% bonus to weapon ROF
Motion prediction - 5% bonus to turret tracking speeds
Rapid Firing - 4% per level to weapon ROF
Sharpshooter - 5% bonus to turret optimal range
Surgical Strike - 3% bonus to turret damage per level
Trajectory Analysis - 5% bonus to accuracy falloff per level
Weapon Upgrades - 5% red in CPU need of weapon modules
*all other gunnery skills affect their specific weapon module
Mechanics
Repair Systems - 5% reduction on system duration per level
Jury Rigging : Allows makeshift modifications to ship systems through the use of rigs. Required learning for further study in the field of rigging
<type> Rigging
<type> Armor Compensation - 5% bonus to <type> Armor resistance per level
Missile Launcher Operation
Missile Bombardment : 10% bonus to all missiles' maximum flight time per level.
Missile Launcher Operation : 2% Bonus to missile launcher rate of fire per skill level.
Missile Projection : 10% bonus to all missiles' maximum velocity per level.
Rapid Launch : 3% bonus to missile launcher rate of fire per level.
Light Missiles : 5% Bonus to light missile damage per skill level.
Rockets : 5% bonus to rocket damage per skill level.
Target Navigation Prediction : 10% decrease per level in factor of target's velocity for all missiles.
Navigation
Acceleration Control : 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level.
Afterburner : 5% reduction to afterburner duration and 10% reduction in afterburner capacitor use per skill level.
Fuel Conservation : 10% reduction in afterburner capacitor needs per skill level.
High Speed Maneuvering : 5% reduction in MicroWarpdrive capacitor usage per skill level.