Player Guide > Activities
Ship deeds, registration, boarding, piloting, permissions, modules, targeting, repairs, shields, hull, and capacitor.
Ship Management can register ship deeds from your inventory. You can have up to 10 registered ships. Registering creates the ship and consumes the deed.
You can board a ship when you are at its current location. Inside the ship, use the ship computer to pilot if you have Pilot Ship permission and meet the ship and module requirements.
Ship Management can show ships where you have permissions. Owners can grant permissions such as entering, piloting, refitting, renaming, or managing permissions.
Ships have high power, low power, and configuration module slots. Installing a module requires the right slot type, the right perk requirements, and the right ship class. Capital ships use capital-class modules.
While piloting, your ship uses shields, hull, and capacitor. Modules can require targets, range, capacitor, and cooldown time. Shields and capacitor recover over time while flying.
Ship Management can repair missing shields and hull when the ship is at your location and you have enough credits. Starport upgrades and Social can reduce the repair bill.
Unregistering returns the ship deed, but the ship must be fully repaired and high or low power modules must be removed first. Structures inside the ship are permanently lost.
Up to 10.
You may lack Pilot Ship permission, the required ship or module perks, or the ship controls may already be in use.
It may be the wrong slot type, require a perk, or require a different ship class.
Starport upgrades and Social can reduce the bill.