While your ship is in a station you will have access to multiple services. These are accessed by clicking on any of the buttons appearing on the right side. The services offered differ from station to station; some provide all available services while others might provide only a few.
You can see what services each station offers by opening up the map (F10) and from the World Map Control Panel - Station Services select what type of service you are looking for. The solar systems that have stations with the service you are looking for will then light up in red. Move your mouse over the solar system and a dialog box will appear telling you what stations in that system fit your criteria.
As per [this post https://community.eveonline.com/news/dev-blogs/a-new-era-of-clones/], the following section might be outdated!
A sad reality of life is that death is inevitable, even in scientifically advanced societies like EVE. For many, it comes when it's least expected. One minute a pilot is happily approaching a Stargate with a hold full of exotic fruits and the next thing he knows, his ship is a fine mist of processed tritanium and he's left dazed and floating in his escape pod, watching the perpetrator freely scoop up his cargo of Gehian melons. Should you find yourself in this position, it's best to warp away in your blinking pod unless you want to end up a freeze-dried corpse drifting through space. Once a fragile escape capsule is destroyed, or "podded," the tragic sense of loss is compounded. But it's not the end; you do have options.
Avoiding death is a skill that can take some time to master. Thanks to the modern wonders of cloning technology, however, if you die, you are reborn at your registered cloning facility and a new frigate will be issued to you. Be aware that unless you have wisely invested in a high-grade clone, you may suffer from a period of amnesia, which will be acute if you have many skill packs installed to a high level - meaning you will lose a percentage of skill points based on the quality of the clone.
This window was improved in the Incursion 1.4 patch, and now the clone types which do not completely cover your skill points are greyed out. This helps the player in choosing which clone upgrade to buy.
You can repair your ship and drones using the Repairshop. To repair your ship you should:
Drones can be shot at and damaged, even destroyed. If one of your drones does get damaged then you should repair it before using it again to help prevent losing it. Since you cannot repair the damage yourself, you must use the Repairshop facilities for that. Click on the Repairshop button and select the drone you want to repair. You will be prompted for how much you want to repair the drone for, and we suggest you do not change the amount and accept the default to get the drone repaired 100%.
You can also repair your ship yourself without incurring any cost. This is done by using Shield, Armor and Structural Repairers. If you don't have them fitted, just fit them on and exit the station to activate them. If you are in a combat and your ship gets damaged, just fit the appropriate repairer while docked, undock from the station, and activate it (make sure it is set to autorepeat). When it's done, dock again and unfit the repairer.
Reprocess facilities allow you to refine ore, modules, drones and ships into minerals. To reprocess an item you should:
The Reprocess window will also show what yield you will obtain from that station, but depending upon the quality of the station, as well as the standings you have with the corporation that owns the station, the yield will differ.
You can improve your yield by training some refining specific industry skills and improving your standings towards the station's corporation by running missions for them.
Modules can also be reprocessed into minerals, so if you don't want to or cannot sell the modules you have collected in loot, you can reprocess them back into minerals, which many players do. This is often done with low end modules, as the market for those modules is not very active. Just be careful not to reprocess rare and named modules, as they will sell for much more than the minerals you will get from reprocessing them. To sell named modules, use the contracts system or advertise them on the Trade Channel.
The market in EVE-Online is now a part of the Neocom and accessible everywhere, but it is still included in Station Services and can be accessed from there as well. The market is now dependent upon your trading skills, which will determine how far you can set it to scan for items, your transaction cost per sale, the number of items you can have for sale, and so on.
When docked, the default range is set to the station you are in. Other settings include the Solar System and the entire Region you are in. The search will not go beyond your current region. By expanding or contracting the region display, you can determine the supply and demand for items at other places than the one in which you are located.
To learn more about the market, please see the Market Guide.
Whenever you buy a new module, rig or subsystem such as a turret, shield, or any other ship module, this is where you go to install it. Installation of modules is simple, but selecting the right modules can be quite complex as it involves the skills you have.
There are 5 types of slots on your ship: high, med, and low, rig and subsystem slots. (Although only Tech 3 ships get subsystem slots) Each module is designed to fit into one of these slot types. Each ship has a different arrangement of slots, and is therefore better suited for different things; they also differ in their amount of CPU capacity and power. This is important, as each module you want to install has different CPU and power requirements; therefore, you cannot fit a battleship gun on a frigate, as it will require more CPU and power than you have available on your frigate.
Skills play an important role in ship fitting as they affect how much CPU and power each type of module requires. For instance, training your engineering and electronic skills will increase the power and CPU capabilities of your ship, while training certain module specific skills will decrease the amount of CPU or power they require.
As the subject of ship fitting is enormous, we have written a separate guide on the subject. We recommend that you read this when ready. There is no "best" way to fit each ship, as it depends highly on skills and personal preference; in addition, CCP is continually balancing the modules to allow users to come up with new and better ship setups. Additionally, one configuration might be streamlined and immensely effective in one situation, but cripplingly ineffective in another. Outfitting your ship is as much a matter of situational effectiveness as it is your person preference.
In simple terms, to install a module simply drag the desired module from your hangar or ship cargo and drop it to the appropriate High, Medium, or Low slot.
You can see what type of slot a module requires by right clicking on the module and selecting Show Info, then selecting the Fitting tab.
Inside the fitting window, you can also see other points of interest, such as information about your ship, shields, armor, and more. The slots available for use on the frigate you begin the game with are: 2 High, 1 Medium, and 1 Low. As you get bigger and better ships, you receive more slots of each type to configure.
To learn more about Ship Fitting please see the Ship Fitting Guide.
Science & Industry
Factories are used by those players that wish to build ships, modules, and ammunition. The basic ingredients needed to build something are a blueprint, minerals, and a factory. A blueprint is a schematic for manufacturing an Item and will tell you what materials are required; the factory will take in the blueprint and minerals, then make the item.
Laboratories are used by players that own Blueprint Originals (BPO) or Blueprint copies (BPC). Each BPO/BPC have two very important features that determines its quality: Material Efficiency (ME) and Production Efficiency (PE).
To obtain a higher ME and PE, players use Lab Slots and start a new job to research the blueprint's mineral efficiency or production time. They then create blueprint copies (BPC) within the laboratories and sell them to other players that want to use the factories to build that particular item.
Laboratories are also used to research and copy BPOs so they can be sold. You not only require considerable funds to buy BPO, but also an extensive skill set, so this is almost exclusively done by experienced players.
We recommend that you read the useful Science and Industry threads for more detailed information on this subject.
Death in EVE can be an easy or painful affair depending on the level of insurance you have for your ship and your character clone. If your ship is destroyed, sometimes you still have your character, who can limp back home in the escape pod, leaving only your ship to be replaced. The player is always guaranteed their starter ship and 40% of the mineral value of the destroyed ship. The only way to recover from the loss of good ship is to have good insurance.
Insurance can help to offset this; to insure your ship you should:
This takes you to the Character Creator where you can take a new portrait of your character, and change their hair colour, clothing choices and any scars/tattoos they may have. If you have purchased a re sculpt of your character from Account services, then you will be able to fully modify your characters looks, with the exception of their gender, race and bloodlines.
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