|
| Normal
| Lowest
| Highest
|
|
| Mass
| 100
| 1
| 10000
|
|
| Warp drag factor
| 100
| 0
| 10000
| Lower number causes ship to burn less fuel.
|
| Warp signature
| 100
| 0
| 10000
| Lower number causes ship to be more difficult to detect
|
| Maximum subspace speed
| 50
| 10
| 400
| 0 to 400 light years per tun
|
| Maximum hyper jump
| -
| 0
| 900
| The maximum distance a ship can hyper jump
|
| Cloak fuel burn
| -
| 0
| 1000
| 0 to 1000 kt per turn (fuel used to cloak ship)
|
| Scan range
| 250
| 5
| 1000
| Range that the ship can detect a large enemy ship
|
|
| Normal
| Lowest
| Highest
|
|
| Engines
| 2
| 0
| 30
| Subspace engines
|
| Generators
| 1
| 0
| 5
| Power generators that supply power to the weapons
|
| Tractor beam
| -
| 0
| 200000
| Max mass this ship can tow
|
| Power bank
| 100
| 10
| 10000
| Standby weapons power
|
|
| Normal
| Lowest
| Highest
|
|
| Armor limit
| 100
| 0
| 20000
| The limit on the amount of armor reinforcement
|
| Shield limit
| 400
| 0
| 3000
| The highest shield power this ship can have
|
| Damage mod parts
| 100
| 0
| 1000
| Lower number makes ship parts and hull harder to damage
|
| Damage mod system
| 100
| 0
| 1000
| Lower number makes control systems harder to damage
|
| Damage mod engines
| 100
| 0
| 1000
| Lower number makes subspace engines harder to damage
|
| Damage mod life support
| 100
| 0
| 1000
| Lower number makes life support harder to damage
|
| Damage mod hyperdrive
| 100
| 0
| 1000
| Lower number makes hyperdrive engine harder to damage
|
|
| Normal
| Lowest
| Highest
|
|
| Evasive modifier
| 0
| 0
| 100
| The ability to dodge enemy weapons fire
|
| Attack modifier
| 0
| 0
| 100
| The ability to bring weapons to bare on the enemy target
|
| Soft spot ( Critical Hit )
| 1
| 0
| 100
| Odds that an internal hit will cause the ship to have a critical hit
|
|
| Lowest
| Highest
|
|
| Point defense weapon mounts
| 0
| 10
| Mounts hold one point defense weapon each
|
| Small ship weapon mounts
| 0
| 30
| Mounts hold one small weapon each
|
| Large ship weapon mounts
| 0
| 20
| Mounts hold one large weapon that is the same size as the mount or smaller
|
| Large weapon mount size
| 30
| 2000
| The maximum size of large weapon that will fit in the large weapon mount
|
| Fighter bays
| 0
| 20
| Hold fighter wings
|
| Fighter bay size
| 1
| 100
| The number of fighters each fighter bay can hold
|
|
| Lowest
| Highest
|
|
| Fuel tank
| 10
| 20000
|
|
| Cargo bays
| 0
| 20
|
|
| Cargo bay size
| 100
| 10000
|
|
| Standard cargo storage
| 0
| 20000
|
|
| Ordnance storage
| 0
| 20000
|
|
| Repair unit storage
| 0
| 20000
|
|
|
| Lowest
| Highest
|
|
| Crew Size
| 50
| 100000
|
|
| Guest Size
| 0
| 100000
|
|
| Tech Level
| Ranges from 1 to 20. The tech level required before this ship can be built.
|
| Duranium Metal
| Kilotons of metal required to build this hull
|
| Tritanium Metal
| Kilotons of metal required to build this hull
|
| Molybdenum Metal
| Kilotons of metal required to build this hull
|
| Cost
| In megacredits, the cost to build this hull
|
Fuel
Fuel Tank: (Neutronium) All ships have a fuel tank that holds neutronium fuel. The fuel
is used to power the ship ' s subspace engines, hyperjump engine, and the shields.
Fuel Core: The power core that holds between 0.000001 kt and 1.00000 kt of fuel. The
fuel is superheated and piped out to all ship systems that require ship fuel.
When the ship ' s fuel core is empty 1 kt of fuel is moved from the main fuel tank to the fuel
core.
Minimum Fuel Setting: When a ship shares its fuel with fleet members it will transfer fuel to fleet
member ships until the fuel level reaches this minimum level.
Ordnance
Ordnance: ( Also called Ord ) Ordnance is used as ammunition in ship weapons that
require it. Missile and projectile weapons use ordnance. Most pure energy weapons do
not use ordnance. Ships that are able to lay mines can convert ordnance into
minefield units. Each ord unit has a mass of 0.01 kt.
Minimum Ordnance: When a ship is sharing combat ordnance other fleet members it will transfer
ordnance to other ships until the ordnance storage level of the ship reaches
this level.
Damage: When a ship takes internal hits the different internal ship systems can take
damage. When the internal damage exceeds the hardness of the associated parts
the item stops functioning or in the case of subspace engines does not function
as well.
Repair Units:
Repair units have their own storage space. Repair units are used to fix damage
to the many ship systems and the hull. It takes one repair unit to repair one
point of damage to everything except the hull. The ship ' s hull requires 1 repair unit for every 20 kt of ship mass to repair. (A 100
kt ship hull would require 5 repair units to fix 1 point of hull damage) Each
repair unit has a mass of 0.01 kt. You can choose, from the damage report
screen, which area of a ship are to be repaired in the event they are damaged. These
areas include:
Subspace Engines
Hyperdrive Engine
Hull
Systems ( Control )
Life Support
Shield Generator
Weapon Systems
|
|
|
|
|
|
Fleet Leader And Members: A ship can be flagged a fleet leader or a fleet member. Being a leader is just
a marker for you to keep track of which ships are the leaders and does nothing
of any importance. Being a member of a fleet means that you will be on the
receiving end of any materials sharing the fleet does. The escort mission is the
method used to keep the fleet together. If you want a ship to join a fleet
formation you need to have it set to escort the fleet leader (or any ship that is
escorting the fleet leader). The fleet member will follow the fleet leader where
ever it travels. If the leader travels faster than the members current speed
is set to the members of the fleet will lag behind but will continue to follow
the fleet leader. A ship can choose to share its fuel, ordnance or repair units
with other fleet members. Only ships in the area that belong to the same race
and are fleet members will share. When a ship shares its fuel with fleet members
it will transfer fuel to fleet member ships until the fuel level reaches its
minimum level or all the members of the fleet have been filled up to their
minimum levels for fuel. When a ship is sharing combat ordnance other fleet members
it will transfer ordnance to other ships until the ordnance storage level of
the ship reaches its minimum level or all fleet members have loaded up to their
minimum levels for ordnance. Repair units are transferred to any ship that is
damaged and is attempting to repair itself, but is out of repair units.
Fleet Switches
| Fleet Leader
| Does nothing, used for searching for fleet leaders.
|
| In A Fleet
| Allows this ship to accept fuel, ord and repair units from ships in the fleet.
|
| Share Fuel
| Allows this ship to share fuel with any fleet member that has less than
minimum fuel. The ship will continue to share fuel unit it reaches its minimum fuel
level.
|
| Share Ord
| Allows this ship to share ordnance with any fleet member that has less than
minimum ordnance. The ship will continue to share ordnance unit it reaches its
minimum ordnance level.
|
| Share Repair
| Allows this ship to share repair units with any fleet member that is
attempting a repair and is lacking repair units. There is no minimum repair unit setting.
|
| Auto Pilot
| The ship does whatever the ship ' s computer wants to do.
|
| Attack All Enemies
| Attack enemies, ship has permission to fire first.
|
| Flee From All Enemy Races
| Run away and do not attempt to fight
|
| Stay At Stand Off Range
| Try to stay at a stand off range (0 to 1000) if possible and fire at the enemy
from that range.
|
| Hold The Line At Any Cost
| Do not run no matter what.
|
| Target Soft
| Target the enemy targets that are small or soft and can quickly be destroyed.
Enemy cargo pods will be targeted first.
|
| Target Dangerous
| Target the enemy target that has the most dangerous weapons.
|
| Strike Through
| Travel through the battle area as quickly as possible. Take one shot at enemy
targets and run.
|
| RAM!
| Attempt to run into enemy ships
|
| Delay Ship (Second Wave)
| Ship waits and enters battle as a part of a second wave about half way through
the battle.
|
| Fire At Ground Targets
| This gives the ship permission to fire on enemy ground bases, even if they do
not fire first. Ships always have permission to fire on ground bases if the
ground base first fires on the ship.
|
| Intercept Target
| Ship will follow the intercept target unit the object disappears off of the
scanners or is destroyed.
|
| Escort Target (Fleet leader)
| If this ship does not have an intercept target it will follow its escort
target. If a ship has nether an escort target or an intercept target it will travel
to its first way point.
|
| Capture Target
| If a ship passes by the capture target object it will attempt to capture the
object.
|
| Tow Target
| If a ship passes by the tow target it will attempt to tow the target object
|
| Kill Target
| If the ship ends up in a battle it will try to do the most damage and mainly
target its kill target before targeting other ships in the battle.
|
| Transfer Target
| If the ship passes by the transfer target it will attempt to move cargo to and
from the transfer target.
|
Transportable items include: Fuel, cash, crew, troops, colonists, high guard rangers, supplies, duranium,
tritanium, molybdenum, food, medical units, repair units and ordnance. The
above screen shows this ship transporting 10 colonists to object ID 2609 a base
named Elko, it will attempt to beam up from the base 100 repair units and 180 fuel
units. The transfer will take place when the ship is over to the transfer
target. It can do the transfer as it travels past the base on its way to another
place. If the jettison control is switched on the cargo that normally would be
transferred to the target object will be dumped into space. You can generally
transfer cargo to any object that can handle the cargo. If you attempt to transfer
personnel to an enemy race they will either kill or held as prisoners. Doing
so will adversely affect your own ship crew ' s exuberance for your cause.
Mine Dropping: Some ships are able to drop and recover minefields. The four different types
of minefields are: gravitonic, barbitic, laser and web mines. In order for a
ship to drop a minefield it must have one of the four different types of
minefield dropping devices. Some ships have more than just one type of mine dropping
device and have a choice of what type it would like to drop. Mines can be
dropped in a cloaked state. Cloaked mines are invisible and inactive until they are
turned on. A ship can not hit a cloaked mine. All minefields have a power
reserve. When the minefields power reserve reaches 0 the minefield become inactive
and disappears.
Gravitonic Mines
Keeps hyperjump ships from jumping. Knocks ships in hyperspace back into
normal space.
Barbitic Mines
Very powerful anti-ship mines. When detonated they will destroy other mines
that have their center point within the radius of the exploding barbitic
minefield.
Laser Mines
Anti fighter mines. Fires bolts of energy at fighter craft. Does nothing to
starships.
Web Mines
Energy draining mines that drain a ship of power, forcing the crew to burn
up their fuel at a very high rate just to stay alive. Web mines cause any ship
hitting the mine to stop moving. Hyperjumping ships can jump over or out of
web minefields