Ship Parts: Difference between revisions
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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. | 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. | ||
= | <h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Engines </h1> | ||
Engines can be used for interstellar travel or to increase tactical speed in battles. Special Augments are also available, however, they require rare resources. | Engines can be used for interstellar travel or to increase tactical speed in battles. Special Augments are also available, however, they require rare resources. | ||
= | <h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Interstellar Drives </h2> | ||
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= | <h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Sublight Drive </h2> | ||
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= | <h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Standard Weapons </h1> | ||
Weapons come in three basic types: [[beam weapon|beam]], [[missile weapon|missile]], and [[kinetic weapon|kinetic]]. | Weapons come in three basic types: [[beam weapon|beam]], [[missile weapon|missile]], and [[kinetic weapon|kinetic]]. | ||
= | <h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Standard Defenses </h1> | ||
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). | 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). | ||
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| Invulnerability Field || 11 || 38 || 0.5 || 30 || 1.0 || Invulnerability | | Invulnerability Field || 11 || 38 || 0.5 || 30 || 1.0 || Invulnerability | ||
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| Arreon Missile Defense || 13 || 31 || 0.25 || 32 || 0.6 || Arreon Missile Defense | | Arreon Missile Defense || 13 || 31 || 0.25 || 32 || 0.6 || Arreon Missile Defense | ||
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= | <h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Modules </h1> | ||
Modules come in many types, including: Life Support, Sensors, Weapon Assists, and Special Modules for Colony, Constructor, Transport, Cargo, or other purposes. | Modules come in many types, including: Life Support, Sensors, Weapon Assists, and Special Modules for Colony, Constructor, Transport, Cargo, or other purposes. | ||
= | <h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Life Support </h2> | ||
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. | 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. | ||
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= | <h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Sensors </h2> | ||
Sensors extend the visibility of a star ship. | Sensors extend the visibility of a star ship. | ||
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= | <h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Utility Modules </h2> | ||
Utility Modules provide fundamental functions. | Utility Modules provide fundamental functions. | ||
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= | <h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Survey Modules </h2> | ||
Survey Modules Permit the Analysis of Anomalies | Survey Modules Permit the Analysis of Anomalies | ||
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= | <h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Carrier Modules </h2> | ||
Carrier Modules Provide Carrier Based Craft to Perform Assault, Interceptor, Guardian, and Escort Functions | Carrier Modules Provide Carrier Based Craft to Perform Assault, Interceptor, Guardian, and Escort Functions | ||
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<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Special Purpose Modules </h2> | |||
Special Purpose Modules Cover a Wide Variety of Ship Enhancements including Attack, Defense, Repair and other Funchtions. Most, but not all, require rare resources to to built. | Special Purpose Modules Cover a Wide Variety of Ship Enhancements including Attack, Defense, Repair and other Funchtions. Most, but not all, require rare resources to to built. |
Latest revision as of 13:37, 2 June 2020
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 they desire, however, these cosmetic parts have no effect on the performance of the ship whatsoever; 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 ship's details on the right and a menu listing ships that can currently be built 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 see buttons for "Design Mode" and for "Equip". 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 clicked 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 | Drive System Cost | Maintenance | Moves | Technology Required | Resources |
---|---|---|---|---|---|---|
Hyper Drive | 10 | 9 | 0 | 1 | None | None |
Prototype Hyper Drive | 10 | 9 | 0 | 5 | None | Promethion - 1 |
Hyper Drive Plus | 12 | 9 | 0 | 2 | Interstellar Travel | None |
Ion Drive | 14 | 18 | 0.25 | 3 | Ion Drive | None |
Warp Drive | 16 | 34 | 0.25 | 4 | Warp Field Theory | None |
Hyper Warp Drive | 18 | 65 | 0.75 | 5 | Hyperwarp Waves | None |
Stellar Folding | 20 | 123 | 1.25 | 6 | Stellar Folding | None |
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 |
Standard Weapons
Weapons come in three basic types: beam, missile, and kinetic.
Standard 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 | Technology Required |
---|---|---|---|---|---|---|
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 | Technology 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 Missile Defense |
Modules
Modules come in many types, including: Life Support, Sensors, Weapon Assists, and Special Modules for Colony, Constructor, Transport, Cargo, or other purposes.
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 | Technology Required | |
---|---|---|---|---|---|
Life Support | 6 | 4 | 0 | 6 | Tech Tree |
Environmental Support | 6 | 10 | 0 | 9 | Interstellar Travel |
Stellar Support | 8 | 24 | 0.25 | 12 | Life Support |
Deep Space Support | 10 | 52 | .5 | 15 | Support Field Generation |
Support Field Generator | 12 | 111 | 1 | 18 | Promethion Support Systems |
Stasis Field Generator | 14 | 235 | 2.25 | 21 | Lossless Support Systems |
Sensors
Sensors extend the visibility of a star ship.
Mass | Cost | Range | Maintenance | Technology Required | |
---|---|---|---|---|---|
Navigational | 8 | 9 | 2 | 0 | None |
Interstellar | 9 | 9 | 3 | 0 | Interstellar Travel |
Sensor Array | 10 | 34 | 4 | 0.25 | Interstellar Survey |
Field Detectors | 12 | 65 | 5 | 0.75 | Energy Field Sensors |
Subspace Sensor | 14 | 123 | 6 | 1.25 | Subspace Sensor |
Utility 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 |
Survey Modules
Survey Modules Permit the Analysis of Anomalies
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 |
Carrier Modules
Carrier Modules Provide Carrier Based Craft to Perform Assault, Interceptor, Guardian, and Escort Functions
Carrier Module | Threat | Mass | Cost | Maintenance | Capacity | Required Technology |
---|---|---|---|---|---|---|
Assault | 6 | 70 | 195 | 1.6 | Assault Fighters 2 | Carriers |
Drone | 6 | 45 | 195 | 1.6 | Interceptor Fighters 2 | Carrier Focus 1 |
Guardian | 6 | 45 | 195 | 1.6 | Guardian Fighters 2 | Carrier Focus 2 |
Escort | 6 | 90 | 371 | 3 | Assault Fighters 3 | High Capacity Carriers |
Special Purpose Modules
Special Purpose Modules Cover a Wide Variety of Ship Enhancements including Attack, Defense, Repair and other Funchtions. Most, but not all, require rare resources to to built.
Module Type | Limit per Ship | Placement | Mass | Cost | Maintenance | 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 | Accuracy 0.25 | None | Threat 2 | Targeting Support | None |
Stealth Field | 1 | Targeting | 20 | 18 | 0.25 | Jamming 0.1 | None | Fortitude 1 | Targeting Assist | None |
Jamming Array | 1 | Targeting | 15 | 65 | 0.75 | Jamming 0.25 | None | Fortitude 2 | Targeting Support | Thulium - 1 |
Rapid Recharger | 1 | Augment | 10 | 27 | 0.25 | Beam Cooldown -30% | Beam Attack -15% | Threat 1 | Beam Weapons | None |
Energy Accelerator | 1 | Augment | 12 | 51 | 0.5 | Beam Range 30% | None | Threat 2 | Beam Weapon Augmentation | Elerium - 1 |
Shield Leach | 1 | Augment | 14 | 97 | 1.0 | Shield Damage Weapon 1.0 | None | Threat 3 | High Energy Transfer | Elerium - 1 |
Shield Punch | 1 | Augment | 16 | 185 | 1.75 | Ignore Shield 0.5 | Beam Attack -25% | Threat 4 | High Energy Magnification | Elerium - 1 |
Missile Assister | 1 | Augment | 8 | 27 | 1.75 | Missile Cooldown -25% | None | Threat 2 | Missile Weapons | None |
Slingshot Booster | 1 | Augment | 10 | 51 | 1.75 | Missile Range +25% | None | Threat 3 | Missile Augmentation | Antimatter - 1 |
Cluster Warheads | 1 | Augment | 12 | 97 | 1.75 | Point Damage Weapon 1.0 | None | Threat 4 | Advanced Missile Guidance | Antimatter - 1 |
Launch Assister | 1 | Augment | 8 | 185 | 1.75 | Missile Cooldown -50% | None | Threat 6 | Intelligent Warheads | Antimatter - 1 |
Rapid Reload | 1 | Augment | 12 | 27 | 0.25 | Kinetic Cooldown -50% | Kinetic Accuracy -15% | Threat 5 | Kinetic Weapons | None |
Kinetic Accelerator | 1 | Augment | 14 | 51 | 0.5 | Kinetic Range 0.5 | None | Threat 5 | Kinetic Augmentations | Durantium - 1 |
Armor Piercing | 1 | Augment | 16 | 97 | 1.0 | Armor Damage Weapon 1.0 | None | Threat 5 | Mass Manipulation | Durantium - 1 |
Field Generator | 1 | Support | 15 | 18 | 0.25 | Shield Strength 5 | None | Fortitude 1 | Shield Support Systems | None |
Field Augmentation Array | 1 | Support | 15 | 34 | 0.25 | Shield Strength 25% | None | Fortitude 2 | Shield Augmentation | Elerium - 1 |
Leaching Field | 1 | Support | 15 | 65 | 0.75 | Shield Strength -50% | None | Fortitude 3 | Energy Field Manipulation | Elerium - 1 |
Barrier Field Generator | 1 | Support | 15 | 65 | 0.25 | Shield Strength 20 | None | Fortitude 4 | Energy Field Manipulation | Elerium - 1 |
Missile Disruptor | 1 | Support | 15 | 34 | 0.25 | Point Defense 2 | None | Fortitude 1 | Point Defense Support System | None |
Point Augmentation Array | 1 | Support | 15 | 65 | 0.75 | Point Defense 25% | None | Fortitude 2 | Point Defense Augment | Antimatter - 1 |
Point Disruption | 1 | Support | 15 | 65 | 0.75 | Point Defense -50% | None | Fortitude 3 | Point Defense Manipulation | Antimatter - 1 |
Point Defense Array | 1 | Support | 15 | 34 | 0.25 | Point Defense 4 | None | Fortitude 4 | Point Defense Manipulation | Antimatter - 1 |
Integrity Field | 1 | Support | 15 | 34 | 0.25 | Armor Rating 10% | None | Fortitude 1 | Armor Support Systems | None |
Hull Enhancement Field | 1 | Support | 15 | 65 | 0.75 | Armor Rating 25% | None | Fortitude 2 | Armor Enhancement | Durantium - 1 |
Integrity Disruptor | 1 | Support | 15 | 123 | 1.25 | Armor Rating -50% | None | Fortitude 3 | Integrity Field Projection | Durantium - 1 |
Structural Enhancement Field | 1 | Support | 15 | 65 | 0.75 | Tactical Repair 1 | None | - | Hull Strengthening | None |
Repair Drones | 1 | Support | 15 | 123 | 1.25 | Tactical Repair 2.5 | None | - | Hull Repair Systems | Thulium - 1 |
Nanite Projection Array | 1 | Support | 15 | 235 | 2.25 | Tactical Repair 5.0 | None | - | Self Healing Hulls | Thulium - 1 |
Beam Assist | 1 | Support | 15 | 34 | 0.25 | Beam Cooldown -15% | None | - | Beam Weapon Augmentation | Elerium - 1 |
Beam Magnification Array | 1 | Support | 15 | 65 | 0.75 | Beam Attack +25% | None | - | High Energy Transfer | Elerium - 1 |
Missile Guidance System | 1 | Support | 15 | 34 | 0.25 | Missile Accuracy 0.25 | None | - | Missile Augmentation | Antimatter - 1 |
Missile Guidance Array | 1 | Support | 15 | 65 | 0.75 | Missile Attack 0.25 | None | - | Advanced Missile Guidance | Antimatter - 1 |
Inertial Dampeners | 1 | Support | 15 | 34 | 0.25 | KInetic Attack +10% | None | - | Kinetic Augmentation | Durantium - 1 |
Inertial Field Projector | 1 | Support | 15 | 65 | 0.75 | Kinetic Attack +25% | None | - | Mass Manipulation | Durantium - 1 |
Accelerator Field | 1 | Support | 15 | 185 | 1.75 | Kinetic Range +25% | None | Threat 6 | Inertial Magnification | Durantium - 1 |
Targeting Array | 1 | Support | 15 | 34 | 0.25 | Accuracy 0.1 | None | Threat 3 | Targeting Assist | Thulium - 1 |
Subspace Targeting Grid | 1 | Support | 15 | 65 | 0.75 | Accuracy 0.25 | None | Threat 5 | Targeting Support | Thulium - 1 |
Jamming Field Generator | 1 | Support | 15 | 97 | 1.0 | Jamming 0.1 | None | Fortitude 1 | Targeting Assist | Thulium - 1 |
Field Disruption | 1 | Support | 15 | 123 | 1.25 | Jamming 0.25 | None | Fortitude 2 | Targeting Support | Thulium - 1 |
Wake Generator | 1 | Support | 15 | 34 | 1.0 | Tactical Speed 10% | None | - | Hyperfield Projection | Promethion - 1 |
Slipstream Generator | 1 | Support | 15 | 65 | 0.75 | Tactical Speed +25% | None | Threat 6 | Gravity Field Manipulation | Promethion - 1 |
Repulsor Field | 1 | Support | 15 | 123 | 1.25 | Tactical Speed -25% | None | - | HyperField Disruption | Promethion - 1 |
Stellar Accelerator | 1 | Support | 15 | 34 | 0.25 | Moves Cap +2 | None | - | Hyperfield Projection | Promethion - 1 |
Slipstream Accelerator | 1 | Support | 15 | 123 | 1.25 | Moves Cap +4 | None | - | Stellar Field Projection | Promethion - 1 |
Environmental Shield Module | 1 | Support | 15 | 34 | 0.25 | Immune to Nebula | None | Threat 2 | Support Field Mastery | Promethion - 1 |
Stasis Field Module | 1 | Support | 15 | 65 | 0.75 | Ship Range +12 | None | - | None | Promethion - 1 |
Precursor Protection Field | 1 | Support | 15 | 123 | 0 | Shield Strength +50%, Point Defense +50% | Armor Rating +50% | Fortitude 3 | Precursor Mysteries | Elerium - 1, Antimatter - 1, Durantium -1 |