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== Support Modules == |
== Support Modules == |
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+ | Utility Modules provide fundamental functions. |
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+ | {| class="wikitable" |
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+ | |- |
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+ | ! Utility Module !! Mass !! Cost !! Maintenance !! Ability 1 !! Capacity 1 !! Capacity 2 !! Requirement |
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+ | |- |
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+ | | Colony || 45 || 27 || 0.25 || Can Colonize || Population Cap 3 || None || None |
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+ | |- |
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+ | | Contructor || 45 || 27 || 0.25 || Can Construct || Construction Points Cap 1 || None || None |
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+ | |- |
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+ | | Cargo || 40 || 27 || 0.25 || Can Create Trade Route || None || None || Xeno Commerce |
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+ | |- |
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+ | | Transport || 25 || 27 || 0.25 || Can Invade || Population Cap 3 || None || Planetary Invasion |
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+ | |- |
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+ | | Advanced Transport || 45 || 51 || 0.5 || Can Invade || Population Cap 3 || Interceptor Fighters Cap 2 || Aggression Trait 4 |
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+ | |} |
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Special support modules provide various bonuses to ships, but may require special resources to build. |
Special support modules provide various bonuses to ships, but may require special resources to build. |
Revision as of 03:07, 10 May 2015
When you design and build ships in the Ship designer, you can equip these ships with various parts. More parts become available as you research and progress through the Technology tree. There are two general types of parts that can be added to ships: cosmetic and equipment. Cosmetic parts allow the designer to make virtually any appearance of ship he or she desires, however, this parts have no affect on the performance of the ship whatever; they are purely aesthetic. Equipment parts, on the other hand, determine the performance of the ship, for example, its speed, type of weapons, special abilities, range, and so forth. In the main menu, if you click the designer tab at the upper left of the screen, you will see a default ship displayed with this ships details on the right and a menu listing ships that can currently be build on the left. You can click on any ship in this list and then click the "Use Design" button at the bottom of the list to modify that particular ship; or you can start by clicking "New Design" to start crafting a ship from scratch. In either case the menu on the left will change. At the top you will buttons for "Design Mode" and for "Eguip". Design mode indicates that only custom parts are available; Equip Mode shows functional parts that can be chosen to change the performance of you ship. If the equip mode is chosen the second row from the top of the left menu will display a serious of five buttons: Engines, Weapons, Defenses, Modules, and Support. As each button is click a list of available parts will be displayed that depends on what technologies you have researched.
In the following a detailed description of each type of Equip Mode part is listed, with an indication of where they are found in the Equip Mode Menu. NOTE: the values that you actually encounter in-game may differ significantly from those found in this table, as this table is the raw values and DO NOT include miniaturizations, cost reductions, or other general modifications that one may obtain in-game.
Engines
Engines can be used for interstellar travel or to increase tactical speed in battles. Special Augments are also available, however, they require rare resources.
Interstellar Drives
Drive Type | Drive Mass | Moves | Drive System Cost | Maintenance | Value | Technology Required |
---|---|---|---|---|---|---|
Hyper Drive | 10 | 1 | 9 | 0 | 0.25 | None |
Hyper Drive Plus | 12 | 2 | 9 | 0 | 0.5 | Interstellar Travel |
Ion Drive | 14 | 3 | 18 | 0.25 | 0.75 | Ion Drive |
Warp Drive | 16 | 4 | 34 | 0.25 | 1.0 | Warp Field Theory |
Hyper Warp Drive | 18 | 5 | 65 | 0.75 | 1.25 | Hyperwarp Waves |
Stellar Folding | 20 | 6 | 123 | 1.25 | 1.5 | Stellar Folding |
Sublight Drive
Drive Type | Drive Mass | Tactical Speed | Acceleration | Cost | Maintenance | Threat | Technology Required |
---|---|---|---|---|---|---|---|
Thrusters | 8 | 10% | 10% | 7 | 0 | 0.25 | Interstellar Travel |
Ion Thrusters | 9 | 20% | 20% | 13 | 0.25 | 0.5 | Ion Drive |
Field Thrusters | 10 | 30% | 30% | 25 | 0.25 | 0.75 | Warp Field Theory |
Inertial Acceleration | 12 | 40% | 40% | 48 | 0.5 | 1.0 | Hyperwarp Waves |
Gravity Manipulation Field | 15 | 50% | 50% | 92 | 1 | 1.25 | Stellar Folding |
Interstellar Drive Augments
Resource Cost | Drive Mass | Moves | Cost | Maintenance | Value | |
---|---|---|---|---|---|---|
Prototype Hyper Drive | Promethion - 1 | 10 | 5 | 9 | 0 | 1.5 |
Weapons
Weapons come in three basic types, beam, missile, and kinetic. Each has their specific characteristics that make them useful in outfitting different types of star ships.
Beam | Beam Attack | Range | Cooldown | Accuracy | Mass | Cost | Maintenance | Threat | Required Technology |
---|---|---|---|---|---|---|---|---|---|
Laser | 2 | Mid-Range(800) | 5 | 135% | 12 | 18 | 0.25 | 0.2 | Weapon Systems |
Particle Beam | 3 | Mid-Range(800) | 5 | 135% | 14 | 24 | 0.25 | 0.4 | Beam Weapons |
Disrupter | 5 | Mid-Range(800) | 5 | 135% | 16 | 34 | 0.25 | 0.6 | Matter Disruption |
Plasma | 8 | Mid-Range(800) | 5 | 135% | 18 | 48 | 0.5 | 0.8 | Plasma Projection |
Phasors | 16 | Mid-Range(800) | 5 | 135% | 22 | 68 | 0.75 | 1.0 | Energy Phasing |
Doom Ray | 32 | Mid-Range(800) | 5 | 135% | 24 | 82 | 0.75 | 1.2 | Doom Ray |
Missile | Missile Attack | Range | Cooldown | Accuracy | Mass | Cost | Maintenance | Threat | Required Technology |
---|---|---|---|---|---|---|---|---|---|
Stinger | 8 | Long-Range(1100) | 5.6 | 125% | 18 | 48 | 0.5 | 0.6 | Missile Weapons |
Harpoon | 12 | Long-Range(1100) | 5.6 | 125% | 20 | 57 | 0.5 | 0.9 | Harpoon Tech |
Photonic Warhead | 16 | Long-Range(1100) | 5.6 | 125% | 20 | 65 | 0.75 | 1.2 | Photonic Warheads |
Photon Torpedoes | 20 | Long-Range(1100) | 5.6 | 125% | 22 | 70 | 0.75 | 1.5 | Photon Torpedoes |
Nightmare Torpedoes | 30 | Long-Range(1100) | 5.6 | 125% | 24 | 84 | 1.0 | 1.8 | Nightmare Torpedo Tech |
Kinetic | Kinetic Attack | Range | Cooldown | Accuracy | Mass | Cost | Maintenance | Threat | Technology Required |
---|---|---|---|---|---|---|---|---|---|
Rail Gun | 4 | Short-Range(600) | 3 | 115% | 24 | 57 | .5 | .3 | Kinetic Weapons |
Pulse Cannon | 6 | Short-Range(600) | 3 | 115% | 26 | 67 | .75 | .5 | Pulse Cannon Tech |
Graviton Driver | 8 | Short-Range(600) | 3 | 115% | 28 | 75 | .75 | .5 | Graviton Thrower |
Quantum Driver | 10 | Short-Range(600) | 3 | 115% | 30 | 80 | .75 | .6 | Quantum Drivers |
Singularity Driver | 16 | Short-Range(600) | 3 | 115% | 32 | 91 | 1.0 | .7 | Singularity Drivers |
Prototype Weapons
If rare mineral resources are available, prototype versions of these weapons are available which are significantly more powerful.
Prototype Weapon | Attack | Range | Cooldown | Accuracy | Resource | Mass | Cost | Maintenance | Threat | Required Technology |
---|---|---|---|---|---|---|---|---|---|---|
Prototype Elerium Beam | 16 | Mid-Range(800) | 5 | 135% | Elerium - 1 | 12 | 16.2 | 0.2 | 1 | Weapon Systems |
Prototype Antimatter Missile | 16 | Long-Range(1100) | 5.6 | 125% | Antimatter - 1 | 18 | 22.5 | 0.2 | 1.5 | Weapon Systems |
Prototype Durantium Driver | 8 | Short-Range(600) | 3 | 115% | Durantium - 1 | 24 | 20.7 | 0.2 | 0.6 | Weapon Systems |
Defenses
There are three basic types of Defenses that can be placed on ships: Armor (Defend against Kinetic Weapons), Shields (Defend against Beam Weapons), and Point Defenses (Defend against Missile Weapons).
Armor | Mass | Cost | Maintenance | Armor Rating | Fortitude | |
---|---|---|---|---|---|---|
Hull Plating | 12 | 29 | 0.25 | 8 | 0.3 | Defense Systems |
Titanium Plating | 13 | 36 | 0.255 | 12 | 0.6 | Armor Systems |
Durantium Composite | 14 | 35 | 0.25 | 16 | 0.9 | Durantium Composite |
Kanvium Laminate | 15 | 34 | 0.25 | 30 | 1.2 | Kanvium Laminate |
Zero Point Armor | 16 | 30 | 0.25 | 32 | 1.5 | Zero Point Armor |
Shield | Mass | Cost | Maintenance | Shield Strength | Fortitude | Technology Required |
---|---|---|---|---|---|---|
Deflectors | 7 | 22 | 0.25 | 4 | 0.2 | Defense Systems |
Shield Generators | 8 | 24 | 0.25 | 6 | 0.4 | Shield Systems |
Barrier Fields | 9 | 30 | 0.25 | 10 | 0.6 | Barrier Field Generation |
Force Fields | 10 | 35 | 0.25 | 16 | 0.8 | Force fields |
Invulnerability Field | 11 | 38 | 0.5 | 30 | 1.0 | Invulnerability |
Point Defense | Mass | Cost | Maintenance | Point Defense | Fortitude | Teechnology Required |
---|---|---|---|---|---|---|
Chaff | 9 | 30 | 0.25 | 8 | 0.2 | Defense Systems |
Point Defense | 10 | 32 | 0.25 | 12 | 0.3 | Point Defenses |
ECM | 11 | 33 | 0.25 | 16 | 0.4 | Counter Measures |
Drone Sentries | 12 | 32 | 0.25 | 20 | 0.5 | Drone Security Systems |
Arreon Missile Defense | 13 | 31 | 0.25 | 32 | 0.6 | Arreon Missils Defense |
Modules
Modules come in many types, including Life Support, Sensors, Weapon Assists, and Special Modules for Colony, Constructor, Transport, Cargo or other purposes. Certain modules are intended to be equipped on support ships; these are listed under support below.
Life Support
Life Support components are used to extend the range a ship can be from a planet or starbase. These modules are good for all ship types, although colony ships, constructors and scouts will benefit most from the added range. Upgrades are found in the Engineering tech tree beginning on the Interstellar Travel branch. After clicking on a ship/fleet you will see a dashed line displaying the maximum range of this unit. By holding down the Control key, a tool tip will display showing the distance the tile under the mouse cursor is from the currently selected unit.
Mass | Cost | Maintenance | Ship Range | Value | Required Technology | |
---|---|---|---|---|---|---|
Life Support | 6 | 4 | 0 | 6 | 0.25 | Tech Tree |
Environmental Support | 6 | 10 | 0 | 9 | 0.5 | Interstellar Travel |
Stellar Support | 8 | 24 | 0.25 | 12 | 0.75 | Life Support |
Deep Space Support | 10 | 52 | .5 | 15 | 1.0 | Support Field Generation |
Support Field Generator | 12 | 111 | 1 | 18 | 1.25 | Promethion Support Systems |
Stasis Field Generator | 14 | 235 | 2.25 | 21 | 1.5 | Lossless Support Systems |
Sensors
Sensors extend the visibility of a star ship.
Mass | Cost | Range | Maintenance | Value | Technology Required | |
---|---|---|---|---|---|---|
Navigational | 8 | 9 | 2 | 0 | 0.25 | None |
Interstellar | 9 | 9 | 3 | 0 | 0.5 | Interstellar Travel |
Sensor Array | 10 | 34 | 4 | 0.25 | 1.0 | Interstellar Survey |
Field Detectors | 12 | 65 | 5 | 0.75 | 1.25 | Energy Field Sensors |
Subspace Sensor | 14 | 123 | 6 | 1.25 | 1.5 | Subspace Sensor |
Support Modules
Utility Modules provide fundamental functions.
Utility Module | Mass | Cost | Maintenance | Ability 1 | Capacity 1 | Capacity 2 | Requirement |
---|---|---|---|---|---|---|---|
Colony | 45 | 27 | 0.25 | Can Colonize | Population Cap 3 | None | None |
Contructor | 45 | 27 | 0.25 | Can Construct | Construction Points Cap 1 | None | None |
Cargo | 40 | 27 | 0.25 | Can Create Trade Route | None | None | Xeno Commerce |
Transport | 25 | 27 | 0.25 | Can Invade | Population Cap 3 | None | Planetary Invasion |
Advanced Transport | 45 | 51 | 0.5 | Can Invade | Population Cap 3 | Interceptor Fighters Cap 2 | Aggression Trait 4 |
Special support modules provide various bonuses to ships, but may require special resources to build.
Survey Module | Resource Cost | Mass | Cost | Maintenance | Sensor Range | Value | Technology Required |
---|---|---|---|---|---|---|---|
Standard Survey | None | 32 | 18 | 0.25 | 3 | 0.75 | Interstellar Survey |
Prototype Survey | Thulium - 1 | 8 | 9 | 0 | 3 | 0.75 | None |
Range | Resource Cost | Mass | Cost | Maintenance | Value | Technology Required |
---|---|---|---|---|---|---|
Stasis Field Module | Promethion - 1 | 15 | 65 | 0.6 | 6 |
Module Type | Limit per Ship | Placement | Mass | Cost | Maintenance | Value | Effect 1 | Effect 2 | Stat | Technology Required | Resource Requirements |
---|---|---|---|---|---|---|---|---|---|---|---|
Duranthium Hull Reinforcment | No Limit | Defense | 5 | 14 | 0.25 | - | Hit Points Cap +15 | None | Fortitude 1 | None | Duranthium - 1 |
Structural Enhancement | 1 | Augment | 10 | 34 | 0.25 | - | Tactical Repair +1 | None | Fortitude 0.5 | Hull Strengthening | None |
Self Healing Hulls | 1 | Augment | 20 | 65 | 0.75 | - | Tactical Repair +5 | None | Fortitude 1.0 | Self Healing Hulls | Duranthium - 1 |
Targeting Scanners | 1 | Targeting | 15 | 65 | 0.75 | 2 | Accuracy 0.25 | None | Threat 2 | Targeting Support | None |
Stealth Field | 1 | Targeting | 20 | 18 | 0.25 | 1 | Jamming 0.1 | None | Fortitude 1 | Targeting Assist | None |
Jamming Array | 1 | Targeting | 15 | 65 | 0.75 | 2 | Jamming 0.25 | None | Fortitude 2 | Targeting Support | Thulium - 1 |
Rapid Recharger | 1 | Augment | 10 | 27 | 0.25 | 2 | Beam Cooldown -0.3 | Beam Attack -0.15 | Threat 1 | Beam Weapons | None |
Energy Accelerator | 1 | Augment | 12 | 51 | 0.5 | 2 | Beam Range 0.3 | None | Threat 2 | Beam Weapon Augmentation | Elerium - 1 |
Shield Leach | 1 | Augment | 14 | 97 | 1.0 | 2 | Shield Damage Weapon 1.0 | None | Threat 3 | High Energy Transfer | Elerium - 1 |
Shield Punch | 1 | Augment | 16 | 185 | 1.75 | 2 | Ignore Shield 0.5 | Beam Attack -0.25 | Threat 4 | High Energy Magnification | Elerium - 1 |
Missile Assister | 1 | Augment | 8 | 27 | 1.75 | 2 | Missile Cooldown -0.25 | None | Threat 2 | Missile Weapons | None |
Slingshot Booster | 1 | Augment | 10 | 51 | 1.75 | 3 | Missile Range 0.25 | None | Threat 3 | Missile Augmentation | Antimatter - 1 |
Cluster Warheads | 1 | Augment | 12 | 97 | 1.75 | 4 | Point Damage Weapon 1.0 | None | Threat 4 | Advanced Missile Guidance | Antimatter - 1 |
Launch Assister | 1 | Augment | 8 | 185 | 1.75 | 5 | Missile Cooldown -0.5 | None | Threat 6 | Intelligent Warheads | Antimatter - 1 |