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.
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.
Shield systems, electronic warfare, propulsion modules, and sensor equipment. Shield Boosters, Webifiers, Afterburners, and Target Painters live here.
Passive upgrades to hull, armor, cargo, and damage. Armor Plates, Cargo Expanders, Damage Amplifiers, and Nanofiber structures fit here.
Permanent modifications that cannot be removed without destruction. Rigs provide powerful bonuses but lock your ship into a specialization. Choose carefully.
Every module consumes two fitting resources from your ship's pool:
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.
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.
A simple fit for running Core space combat missions.
Maximize cargo and speed for inter-system trading.
Pin down targets for your fleet to destroy. Fast and disruptive.
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