Ship Fitting
Every ship in Outer Directive is a blank canvas. The modules you fit determine its role, its strengths, and its weaknesses. Understanding the fitting system is the difference between winning fights and losing ships.
Four Slot Types
High Slots
Weapons and active combat modules. Turrets, missile launchers, mining lasers, remote repair modules. If it shoots, mines, or actively affects another ship, it goes in a High slot.
Mid Slots
Shield systems, electronic warfare, propulsion modules, and sensor equipment. Shield Boosters, Webifiers, Afterburners, and Target Painters live here.
Low Slots
Passive upgrades to hull, armor, cargo, and damage. Armor Plates, Cargo Expanders, Damage Amplifiers, and Nanofiber structures fit here.
Rig Slots
Permanent modifications that cannot be removed without destruction. Rigs provide powerful bonuses but lock your ship into a specialization. Choose carefully.
Fitting Resources
Every module consumes two fitting resources from your ship's pool:
- Power Grid (PG): Large, power-hungry modules like weapons and shield boosters consume the most. Bigger ships have more PG.
- CPU: Electronics and precision modules consume CPU. Sensor modules, electronic warfare, and automation systems are CPU-heavy.
You cannot exceed your ship's PG or CPU cap. This forces trade-offs: fitting a larger weapon may mean downgrading your shield booster. The puzzle of maximizing effectiveness within resource constraints is the heart of the fitting game.
Stacking Penalty
Fitting multiple modules that boost the same attribute triggers diminishing returns. The first module applies at 100% effectiveness, the second at approximately 87%, the third at 57%, and the fourth at just 28%.
This means stacking four identical damage modules gives less total bonus than fitting two damage modules and two other useful modules. Diversity in fitting is almost always more effective than pure specialization.
Beginner Fits
Corvette: PvE Combat
A simple fit for running Core space combat missions.
Courier: Trade Run
Maximize cargo and speed for inter-system trading.
Frigate: Fleet Tackle
Pin down targets for your fleet to destroy. Fast and disruptive.
Related Guides
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