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TIE PILOT: A BEGINNER'S GUIDE
Part 3: Components
Once you have left your humble Starter TIE, you will progress onto the Standard TIE fighter models. The main advantage of doing this is the ability to upgrade by means of components looted from space missions. Even if you have not obtained enough loot to get you into space in your new ship, you are sure to find a good bargain on the Bazaar, but be quick, as space loot sells as quick as Bantha poodu off a shovel!

At first, upgrading may seem a daunting task, as there are many components which you will be unfamiliar with, and all of which will affect your ship's performance in different ways. In this section I will discuss the purpose of each component, and give you an insight into what I look for in a ship's component parts.
MAIN REACTOR: This provides your ship with every bit of power it uses, and you can't launch without one. If your reactor is crippled in space, so are you! The key figure to look for here is the energy output, which represents the power of your reactor at any given moment. On average, for a Level 1 component, you can expect a reactor with an output of around 8000 to 9000 units. As you progress, you can look for reactors with outputs of 12000 to 13000 or more. However, if you get the minimum capacitor to power all of your ship, you may be able to economise on space and fit a little extra armor in.
ENGINE: This is what makes your ship move through space, and determines the speed and handling of the craft. Your ship will have it's own modifiers depending on its type, so consider the engine ratings as a comparison to other ships of similar class, rather than to all other ships. Generally speaking, the higher the numbers, the better. You will see pitch, yaw and roll statistics, which affect turning and banking. Engine speed is self explanatory! You should be looking for figures of 50 or more to get good speed and manoeuverability, but be prepared to make a compromise for your favoured aspect.
SHIELD: This stops damage to your armor, until the shields are depleted. They charge up at a stated rate, the higher the number the better! If you are going to be attacked often, you will want shields which recharge quickly after taking damage. You will also see front and rear hitpoints, again the higher the better. Bear in mind that sometimes rear hitpoints are higher, or vice versa. Where do you take most damage? There will be a rating for reactor drain too. As with all components, weigh up their worth with the energy drain from the reactor, and also the amount of mass they take up within your craft.
ARMOR: The main consideration when equipping your ship's armor, is mass. You will naturally choose the highest armor values, but you will likely find the better the armor, the more mass it takes up in your ship's hull. You have two slots for armor, front and rear. Depending on your flying/fighting style, you will want to fit your strongest armor to the part of your ship which takes most damage. For most pilots, this is the rear of the craft, as you will often pick up an enemy fighter on your tail. If you are just starting out, look for armor pieces which are described as 'lightweight', as they will give much better protection for the same mass.
CAPACITOR: This component is responsible for storing the energy for your blaster. Think of it as an energy reservoir. It recharges when you are not using it, and depletes as the blaster is fired. You will need to look at capacity and recharge rate, as well as mass and reactor drain. Capacity refers to the maximum amount of charge stored, and usually 600 to 800 or more is a good figure. Sometimes you will se a capacitor with low capacity but high recharge rate (30 or more is good). This doesn't matter so much, as you may be lucky and find the capacitor recharges faster than you can fire! Experiment with different blasters and capacitors to find a reliable combo for your ship.
BOOSTER: Sometimes refered to as an 'afterburner' this piece of equipment provides your craft with a limited burst of speed. This can be used both offensively and defensively. Boost into a fight or to the rescue of an ambushed freighter! Or accelerate away from an opponent to escape destruction. You may use the boost as many times as you like, but as with blasters and shields, it must recharge between uses. Compare booster speeds and accelerations, recharge rates and the usual reactor drain and mass.
DROID INTERFACE: Required for use of an Astromech, or in the case of the TIE fighters, a flight computer. The interface has one key figure, which is 'droid command speed'. The lower the number, the better. This number represents not the delay between pressing the button and the computer carrying out the order, but the delay after issuing one command before you can issue another.
BLASTER: This is your ship's main weapon, but as you advance you will also use missiles too. You will see a damage range, in a similar way to hand-held blasters. More importantly you will see statistics against armor and shields. Ion cannons are better against shields, and Disruptors are better against armor. Blasters do both equally well. Later on, you will co-ordinate guns and missiles, for example using an Ion cannon to take down a ship's shields, then a missile to blast it out of the sky! Also look at energy per shot. This is the minimum energy you will need in your capacitor to fire a shot. A lower number represents a more efficient weapon.
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