Ship Types: Difference between revisions
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* Frigates – Have high accuracy to negate the evasion of fighters and bombers. One of the first ship roles you may consider adding some defenses. | * Frigates – Have high accuracy to negate the evasion of fighters and bombers. One of the first ship roles you may consider adding some defenses. | ||
* Cruisers and Capitals – Will close to the maximum range to hit with all of their weapons. Cruisers are very versatile, having more mass than the smaller ships, but have a lower logistics cost than that of the other capital ships. | * Cruisers and Capitals – Will close to the maximum range to hit with all of their weapons. Cruisers are very versatile, having more mass than the smaller ships, but have a lower logistics cost than that of the other capital ships. | ||
* Carrier | * Carrier Fighters – Created by Carrier modules. They are fighters. These are refreshed after every combat. | ||
* Support – Non-combat craft. These will not move forward until all combat craft on their side has been destroyed. Generally, they will not have any combat worthiness. | * Support – Non-combat craft. These will not move forward until all combat craft on their side has been destroyed. Generally, they will not have any combat worthiness. | ||
* Starbase/Shipyard – Cannot move but can fire its weapons once ships get into it's range | * Starbase/Shipyard – Cannot move but can fire its weapons once ships get into it's range | ||
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Revision as of 11:13, 18 December 2023
Ship Types
Ship roles, or classes, define the ship’s behavior in battle. It determines the targeting priority and various stats. It also determines the starting location in each fleet’s deployment zone.
- Fighters – Defenders of the fleet. They are critical in intercepting enemy bombers without your capital ships taking too much damage.
- Bombers – Will rush past your fighters and frigates and attempt to destroy the capital ships.
- Frigates – Have high accuracy to negate the evasion of fighters and bombers. One of the first ship roles you may consider adding some defenses.
- Cruisers and Capitals – Will close to the maximum range to hit with all of their weapons. Cruisers are very versatile, having more mass than the smaller ships, but have a lower logistics cost than that of the other capital ships.
- Carrier Fighters – Created by Carrier modules. They are fighters. These are refreshed after every combat.
- Support – Non-combat craft. These will not move forward until all combat craft on their side has been destroyed. Generally, they will not have any combat worthiness.
- Starbase/Shipyard – Cannot move but can fire its weapons once ships get into it's range