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DarkSpace Database[SHOW INDEX][DOCUMENT INDEX]
4 Ship Systems
A guide to all publicly available information with regards to the various ship systems in use in DarkSpace.

4.1 Drive systems - Updated 22th Feb, 2010
Massive devices that make it possible for the ship to go to other places, you definitely can't do without them. Here is the list of them
4.1.1 Engines
* Stations have multiple engines spread out but are managed centrally and can be considered a single engine system.
* All charasteristics of the station drives are 5 times that of a normal drive.

Atomic Fusion Engine (AFE Drive)
  • Faction: Humans
  • Technology: 15 || 90
  • Resources: 4386 || 21930
  • Requirements: Metals
  • Replacements: IE Drive, PFE Drive
  • Characteristics
    1. Thrust Generation: 6.84 + (Level * 0.28)
    2. Energy Capacity: 36.5
    3. Energy Production: 0.46/s Description:
      Atomic Fusion Engine uses realiable, but, old nuclear technology to generate power and sublight propulsion.

Ion Engine (IE Drive)
  • Faction: Humans
  • Technology: 5 || 95
  • Resources: 5000 || 25000
  • Requirements: Metals
  • Replacements: AFE Drive, PFE Drive
  • Characteristics
    1. Thrust Generation: 6.0 + (Level * 0.25)
    2. Energy Capacity: 32
    3. Energy Production: 0.52/s
  • Description:
    Ion Engines is used to travel at sub light speeds.

Proton Fusion Engine (PFE Drive)
  • Faction: Humans
  • Technology: 25 || 100
  • Resources: 5700 || 28500
  • Requirements: Metals
  • Replacements: AFE Drive, IE Drive
  • Characteristics
    1. Thrust Generation: 5.26 + (Level * 0.22)
    2. Energy Capacity: 32.0
    3. Energy Production: 0.58/s
  • Description:
    Proton Fusion Engine has supperior power generation, but at the cost: of slower sub light speed.

Anti-Matter Engine (AME)
  • Faction: K'Luth
  • Technology: 35 || 100
  • Resources: 7500 || 28500
  • Requirements: Metals
  • Replacements: PSI Drive
  • Characteristics
    1. Thrust Generation: 6.84 + (level * 0.28)
    2. Energy Capacity: 28.0
    3. Energy Production: 0.46/s
  • Description:
    text

Psionic Interferenc Engine (PSI Drive)
  • Faction: K'Luth
  • Technology: 5 || 95
  • Resources: 5000 || 25000
  • Requirements: Metals
  • Replacements: AME Drive
  • Characteristics
    1. Thrust Generation: 6.0 + (Level * 0.25)
    2. Energy Capacity: 32.0
    3. Energy Production: 0.52/s
  • Description:
    The Psionic Interference Engine is the origional drive used by the K'Luth star ships. Wat it lacks in acceleration and speed is made up for with its improved energy capacity and its resistance to dammage.


4.1.2 Faster Than Light
Faster Then Light propulsions provide just what it says, a way to travel faster then light. Currently the only known application of FTP uses the Medujula Tachyon theory. With the exption of using Wormholes.

Tachyon Drive
  • Faction: Humans
  • Technology: 15
  • Resources: 250
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Fuel: 1625 + (Level* 625)
    2. FTL Speed: 2400 Gu/s
    3. Recharge Time: 30 seconds ?
    4. Energy Drain: 0.08/s
  • Description:
    The tachyon drive produces no energy and is used to travel at faster-then-light speeds within a star system.

Anti-Matter Jump Drive (AMJD)
  • Faction: K'Luth
  • Technology: 45
  • Resources: 1500
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Fuel: 1800 + (Level * 350)
    2. FTL Speed: 3000 Gu/s
    3. Recharge Time: 20 seconds?
    4. Energy Drain: 0.12/s
  • Description:
    The tachyon drive produces no energy and is used to travel at faster-then-light speeds within a star system.

Hyper Mass Accelerator (HMA)
  • Faction: All
  • Technology: 18
  • Resources: 3000
  • Requirements: Metals
  • Replacements: Worm Hole Generator (Engines 3.1.3 Special)
  • Characteristics
    1. Fuel: 6000 + (level * 600)
    2. FTL Speed: 2000 Gu/s
    3. Recharge Time: 22 seconds & 24 seconds
    4. Energy Drain: 0.42/s & 0.5/s
  • Description:
    The Hyper Mass Accelerator can propel large masses at near FTL speeds for inter-stellar travel.


4.1.3 Special
Some of the other things allow you to go to other places, but don't push or pull you trough space.

Worm Hole Generator (Worm Hole Device II)
  • Faction: All
  • Technology: 100
  • Resources: 3000
  • Requirements: Metals
  • Replacements: Hyper Mass Accelerator (Engines 3.1.2 Faster Than Light)
  • Characteristics
    1. MaxRange: 300000 Gu
    2. MinRange: 2000 Gu
    3. Duration: 120 seconds
    4. Recharge Time: 150 Seconds
    5. Energy Drain: 0.4/s
  • Description:
    Creates a workhole allowing ships to move from one location to another instantly.


4.2 Weapon Systems - Updated 10th May, 2010
The universe isn't empty and not only are there asteroids but other people and aliens out there, its always advised to be able to protect yourself by damaging or destroying before whatever could possibly hurt you. These are the various weapon systems and individual devices being used in DarkSpace.
4.2.1 Standard Cannons
Since the beginning individuals have found that using natural rocks can be used to strike the enemy from a distance by trowing or lobbing it at the enemy. A lot of time has passed and this theology has passed onto the modern world in the shape of bullets and cannon rounds. here a list of weapons that propell a physical objects at the enemy.
There are different classes of all cannon types. Light, Normal & Heavy.
The Light versions can be found on fighters while Normal can be found on most ships and the Heavy variants usually on capital ships.
Only the value's for Normal and the Heavy variants are shown in this documentation. Because the light weapons are only mounted on Fighters.

Rail gun
  • Faction: ICC
  • Damage Type: Kinetic
  • Technology: 5 || 10
  • Resources: 30 || 60
  • Requirements: Metals
  • Replacements: Gauss Gun
  • Characteristics
    1. Maximum Range: 1225 Gu
    2. Projectile Count: 5
    3. Ammo: 96 - (Level * 2)
    4. Damage: TBA #1
    5. Falloff: TBA #2
    6. Recharge Time: 1.5 ~ 2 seconds || 1.5 ~ 3 seconds
    7. Energy Drain: 0.08/s || 0.16/s
  • Description:
    The Rail gun is an accelerated projectile weapon with long Range but minor damage.

Gauss Gun
  • Faction: ICC
  • Damage Type: Kinetic
  • Technology: 5 || 10
  • Resources: 120 || 240
  • Requirements: Metals
  • Replacements: Rail Gun
  • Characteristics
    1. Maximum Range: 1410 Gu
    2. Projectile Count: 2
    3. Ammo: 110 - (Level * 2)
    4. Damage: TBA #1
    5. Falloff: TBA #2
    6. Recharge Time: 2 ~ 2.5 seconds || 2 ~ 3 seconds
    7. Energy Drain: 0.16/s || 0.32/s
  • Description:
    The Gaus Gun uses carefully timed triple-acceleration chambers to amplify the velocity of the projectile core.

Particle Cannon
  • Faction: UGTO
  • Damage Type: Kinetic
  • Technology: 5 || 10
  • Resources: 60 || 120
  • Requirements: Metals
  • Replacements: EMP Cannon
  • Characteristics
    1. Maximum Range: 925 Gu
    2. Projectile Count: 5
    3. Ammo: Energy
    4. Damage: TBA #1
    5. Falloff: Yes; TBA #2
    6. Recharge Time: 1.7 ~ 2.5 seconds || 2 ~ 3.7 seconds
    7. Energy Drain: 0.14/s || 0.28/s
  • Description:
    The Particle cannon fires vast quantities of super accelerated sub-atomic particles as a cohesive whole.

EMP Cannon
  • Faction: UGTO
  • Damage Type: EMP
  • Technology: 25 || 45
  • Resources: 150 || 300
  • Requirements: Metals
  • Replacements: Particle Cannon
  • Characteristics
    1. Maximum Range: 725 Gu
    2. Projectile Count: 4
    3. Ammo: Energy
    4. Damage: TBA #1
    5. Falloff: Yes; TBA #2
    6. Recharge Time: 3 ~ 3.7 seconds || 3 ~ 4.5 seconds
    7. Energy Drain: 0.08/s || 0.16/s Description:
      text

PSI Cannon
  • Faction: K'Luth
  • Damage Type: PSI & Kinetic
  • Technology: 10 || 20
  • Resources: 50 || 100
  • Requirements: Metals
  • Replacements: Plasma Cannon
  • Characteristics
    1. Maximum Range: 660 Gu
    2. Projectile Count: 5
    3. Ammo: Energy
    4. Damage: TBA #1
    5. Falloff: Yes; TBA #2
    6. Recharge Time: 2 ~ 3.5 seconds || 2 ~ 5.3 seconds
    7. Energy Drain: 0.1/s || 0.2/s Description:
      text

Plasma cannon
  • Faction: K'Luth
  • Damage Type: Energy & Kinetic
  • Technology: 40 || 70
  • Resources: 80 || 160
  • Requirements: Metals
  • Replacements: PSI Cannon
  • Characteristics
    1. Maximum Range: 640 Gu
    2. Projectile Count: 3
    3. Ammo: Energy
    4. Damage: TBA #1
    5. Falloff: None
    6. Recharge Time: 1.5 ~ 2 seconds || 1.7 ~ 2.7 seconds
    7. Energy Drain: 0.16/s || 0.32/s
    Description:
    text


TBA, To Be Added.
#1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.
#2 Falloff will be added at a later date.


4.2.2 Beams
Light has always been a useful tool, it is the most used sensory input of all the known sentient species. The invention of focusing this light has developed in to many tools, and numerous devices making use of this system, even with the introduction of adding extra chemicals the destructive power that is based on basic light has been proven to be very destructive at close Ranges. The accuracy of these weapons is enormous making them not only good for close combat weapons but they can even be put in to action to provide defense against incoming objects.


Standard Chemical Laser
  • Faction: UGTO
  • Damage Type: Energy
  • Technology: 45
  • Resources: 5
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Maximum Range: 135 ~ 200 Gu
    2. Damage: TBA #1
    3. Falloff: Yes;TBA #2
    4. Recharge Time: 3.5 ~ 5.2 seconds
    5. Energy Drain: 0.22/s ~ 0.28/s Description:
      The standard Chemical Laser generate a beam of energy witch inflicts massive damage at close Range.

Chemical Beam Laser
  • Faction: ICC
  • Damage Type: Energy
  • Technology: 45
  • Resources: 5
  • Requirements: Metals
  • Replacements: Pulse Beam
  • Characteristics
    1. Maximum Range: 135 ~ 200 Gu
    2. Damage: TBA #1
    3. Falloff: Yes; TBA #2
    4. Recharge Time: 3.5 ~ 5.2 seconds
    5. Energy Drain: 0.22/s ~ 0.28/s Description:
      The Chemical Beam Laser generates a beam of energy witch inflicts massive damage at close Range.

Heavy Chemical Laser
  • Faction: Humans
  • Damage Type: Energy
  • Technology: 65
  • Resources: 120
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Maximum Range: 250 ~ 300 Gu
    2. Damage: TBA #1
    3. Falloff: Yes; TBA #2
    4. Recharge Time: 12 seconds
    5. Energy Drain: 0.44/s ~ 0.52/s Description:
      The HCL is a more massive version of the standard chemical laser with increased Range and power.

Pulse Beam
  • Faction: ICC
  • Damage Type: Energy
  • Technology: 15
  • Resources: 50
  • Requirements: Metals
  • Replacements: Chemical Beam Laser
  • Characteristics
    1. Maximum Range: 145 ~ 210 Gu
    2. Damage: TBA #1
    3. Falloff: Yes; TBA #2
    4. Recharge Time: 1 seconds
    5. Energy Drain: 0.28/s
  • Description:
    This beam weapon inflicts verry little damage, but its fast firing rate makes it perfect for point defense.

Flux Cannon
  • Faction: UGTO
  • Damage Type: Energy & EMP
  • Technology: 35
  • Resources: 90
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Maximum Range: 190 ~ 225 Gu
    2. Damage: TBA #1
    3. Falloff: Yes; TBA #2
    4. Recharge Time: 5.5 ~ 7.4 seconds
    5. Energy Drain: 0.3/s ~ 0.35/s Description:
      The Flux Cannon is a medium class beam weapon that ruptures molecular cohesion.

Disruptor
  • Faction: K'Luth
  • Damage Type: Energy
  • Technology: 35
  • Resources: 40
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Maximum Range: 160 ~ 230 Gu
    2. Damage: TBA #1
    3. Falloff: None
    4. Recharge Time: 6 ~ 8.5 seconds
    5. Energy Drain: 0.16/s ~ 0.24/s
  • Description:
    text

Disruptor Assault
  • Faction: K'Luth
  • Damage Type: Energy
  • Technology: 55
  • Resources: 120
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Maximum Range: 250 ~ 350 Gu
    2. Damage: TBA #1
    3. Falloff: None
    4. Recharge Time: 16 ~ 25 seconds
    5. Energy Drain: 0.34/s ~ 0.46/s
  • Description:
    text

Elf Beam
  • Faction: K'Luth
  • Damage Type: ELF
  • Technology: 45
  • Resources: 150
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Maximum Range: 140 ~ 155 Gu
    2. Damage: TBA #1
    3. Falloff: Yes; TBA #2
    4. Recharge Time: 22 seconds
    5. Energy Drain: 0.08/s
  • Description:
    text


TBA, To Be Added.
#1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.
#2 Falloff will be added at a later date.


4.2.3 Core Weapons
With the advance in technology and understanding the physics around it there have always been new more destructive ways to destroy the enemy, but not all of them are cost: efficient or able to be applied to a smaller scale of warfare. These large weapons usually end up as discarded prototypes but occasionally the more expensive cost: offset the effectiveness and will be produced in limited numbers to be used in combat. Back in human history this kind of weaponry was submitted to the UGTO senate and during a presentation to the senate the developers said "These Devices should become the Core Weapons arsenal of every capital ship", to bad the UGTO at the time where not interested, but the Term and classification of the "Core Weapon" was born.


Ion Cannon (IC)
  • Faction: ICC
  • Damage Type: Energy & Kinetic
  • Technology: 55
  • Resources: 250
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Maximum Range: 1290
    2. Projectile Count: 2
    3. Ammo: 50
    4. Damage: TBA #1
    5. Blast Range: 15 Gu
    6. Blast damage: TBA #1
    7. Recharge Time: 6.6 seconds
    8. Energy Drain: 0.26/s
  • Description:
    text

Quantum Singularity Torpedo (QST)
  • Faction: UGTO
  • Damage Type: Energy
  • Technology: 35
  • Resources: 500
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Maximum Range: 1050 Gu
    2. Projectile Count: 1
    3. Ammo: 40
    4. Damage: TBA #1
    5. Blast Range: 20 Gu
    6. Blast damage: TBA #1
    7. Recharge Time: 6.6 seconds
    8. Energy Drain: 0.22/s
  • Description:
    The Warhead inflicts massive damage over a large area by causing a Quantum Singularity to open and disrupting the space around it.

Stellar Incinerator (SI)
  • Faction: K'Luth
  • Damage Type: Energy & PSI
  • Technology: 45
  • Resources: 450
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Maximum Range: 825 Gu
    2. Projectile Count: 1
    3. Ammo: Energy
    4. Damage: TBA #1
    5. Blast Range: 10 Gu
    6. Blast damage: TBA #1
    7. Recharge Time: 6.3 seconds
    8. Energy Drain: 0.22/s
  • Description:
    text


TBA, To Be Added.
#1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.


4.2.4 Torpedos
As technology advanced they found ways to minimize a propulsion system, en-capsule these inside a shell add some explosives and you have the definition of a torpedo. In these modern times most torpedo's do not including a propulsion unit anymore, but just containing explosives or even a explosion in progress packed together with a small control mechanism inside a casing. These weapons are launched from inside a dedicated launch facility giving them some speed and let inertia do the rest.


Fusion Torpedo
  • Faction: ICC
  • Damage Type: Energy & Kinetic
  • Technology: 30
  • Resources: 80
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Maximum Range: 400 ~ 360
    2. Ammo: 60 - (Level *2)
    3. Damage: TBA #1
    4. Blast Range: 11 + (Level * 1) Gu
    5. Blast damage: TBA #1
    6. Recharge Time: 3.5 ~ 6.3 seconds
    7. Energy Drain: 0.12/s
  • Description:
    The Fusion Torpedo is equipped with a fusion warhead, capable to causing massive damage.

Proton Torpedo
  • Faction: UGTO
  • Damage Type: Energy & Kinetic
  • Technology: 40
  • Resources: 100
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Maximum Range: 370 ~ 320
    2. Ammo: 50 - (Level * 2)
    3. Damage: TBA #1
    4. Blast Range: 13 + (Level * 1) Gu
    5. Blast damage: TBA #1
    6. Recharge Time: 3.7 ~ 7 seconds
    7. Energy Drain: 0.14/s
  • Description:
    This Proton Torpedo is very useful mid-range weapon Delivering the same type or payload as the proton Cruise Missile it is a respectable weapon.

AM Torpedo
  • Faction: K'Luth
  • Damage Type: Energy & Kinetic
  • Technology: 15
  • Resources: 95
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Maximum Range: 330 ~ 265 Gu
    2. Ammo: 40 - (Level * 2)
    3. Damage: TBA #1
    4. Blast Range: 15 gu + (Level * 1) Gu
    5. Blast damage: TBA #1
    6. Recharge Time: 4 ~ 7.5 seconds
    7. Energy Drain: 0.16/s
  • Description:
    text


TBA, To Be Added.
#1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.


4.2.5 Missiles - Updated 9th Feb, 2011
Skyrocket where first used by using part of there explosive force as fuel to reach there target. Later rockets where made that had separate propulsion and explosives. Flight paths where a factor to accuracy, until they found the way to make the missile steer itself towards the target. These days Missiles and Rockets still exist and with there fire and forget capability in addition to long accurate range makes them just as important in the current space wars as they did in the past.
There are Three missile Tiers.
Tier 1 for Corvettes and frigates, Tier 2 for destroyers and cruisers, Tier 3 for Dreadnoughts and Stations.


! These missile value's are subject to changes !

Anti-Radar Missile

  • Tier: Small
  • Faction: Humans
  • Damage Type: Kinetic
  • Technology: 0
  • Resources: 88
  • Requirements: Metals
  • Replacements: Peregin Missile, Sparrow Missile
  • Characteristics
    1. Minimum Range: 300 Gu
    2. Maximum Range: 1500 Gu
    3. Missile Count: 1
    4. Ammo: 27
    5. Damage: TBA #1
    6. Blast Range: 8 Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 6 Seconds
    9. Energy Drain: 0.16/s <
  • Description:
    text

Peregrine Missile

  • Tier: Small
  • Faction: Humans
  • Damage Type: Kinetic
  • Technology: 0
  • Resources: 100
  • Requirements: Metals
  • Replacements: Anti-Radar Missile, Sparrow Missile
  • Characteristics
    1. Minimum Range: 336 Gu
    2. Maximum Range: 1560 Gu
    3. Missile Count: 1
    4. Ammo: 23
    5. Damage: TBA #1
    6. Blast Range: 9 Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 7 Seconds
    9. Energy Drain: 0.18/s
  • Description:
    text

Sparrow Missile

  • Tier: Small
  • Faction: Humans
  • Damage Type: Kinetic
  • Technology: 10
  • Resources: 110
  • Requirements: Metals
  • Replacements: Peregin Missile, Anti-Radar Missile
  • Characteristics
    1. Minimum Range: 356.5 Gu
    2. Maximum Range: 1610 Gu
    3. Missile Count: 1
    4. Ammo: 20
    5. Damage: TBA #1
    6. Blast Range: 10 Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 8 Seconds
    9. Energy Drain: 0.20/s <
  • Description:
    text

Raptor Missile

  • Tier: Medium
  • Faction: Humans
  • Damage Type: Kinetic
  • Technology: 40
  • Resources: 175
  • Requirements: Metals
  • Replacements: Ion Tracker Missile, Phoenix Missile
  • Characteristics
    1. Minimum Range: 374 Gu
    2. Maximum Range: 1540 Gu
    3. Missile Count: 1
    4. Ammo: 22
    5. Damage: TBA #1
    6. Blast Range: 13 Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 9 Seconds
    9. Energy Drain: 0.28/s <
  • Description:
    text

Ion Tracker Missile

  • Tier: Medium
  • Faction: Humans
  • Damage Type: Kinetic
  • Technology: 45
  • Resources: 200
  • Requirements: Metals
  • Replacements: Raptor Missile, Phoenix Missile
  • Characteristics
    1. Minimum Range: 430 Gu
    2. Maximum Range: 1785 Gu
    3. Missile Count: 1
    4. Ammo: 20
    5. Damage: TBA #1
    6. Blast Range: 14 Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 10 Seconds
    9. Energy Drain: 0.30/s <
  • Description:
    text

Phoenix Missile

  • Tier: Medium
  • Faction: Humans
  • Damage Type: Kinetic
  • Technology: 50
  • Resources: 225
  • Requirements: Metals
  • Replacements: Raptor Missile, Ion Tracker Missile
  • Characteristics
    1. Minimum Range: 399 Gu
    2. Maximum Range: 1900 Gu
    3. Missile Count: 1
    4. Ammo: 18
    5. Damage: TBA #1
    6. Blast Range: 15 Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 11 Seconds
    9. Energy Drain: 0.32/s <
  • Description:
    text

Linear Drive Missile

  • Tier: Heavy
  • Faction: Humans
  • Damage Type: Kinetic
  • Technology: 60
  • Resources: 350
  • Requirements: Metals
  • Replacements: Proton Cruise Missile, Harpex Missile
  • Characteristics
    1. Minimum Range: 456 Gu
    2. Maximum Range: 1995 Gu
    3. Missile Count: 1
    4. Ammo: 20
    5. Damage: TBA #1
    6. Blast Range: 18 Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 12 Seconds
    9. Energy Drain: 0.40/s <
  • Description:
    text

Proton Cruise Missile

  • Tier: Heavy
  • Faction: Humans
  • Damage Type: Kinetic
  • Technology: 65
  • Resources: 400
  • Requirements: Metals
  • Replacements: Linear Drive Missile, Harpex Missile
  • Characteristics
    1. Minimum Range: 464 Gu
    2. Maximum Range: 2160 Gu
    3. Missile Count: 1
    4. Ammo: 18
    5. Damage: TBA #1
    6. Blast Range: 19 Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 13 Seconds
    9. Energy Drain: 0.44/s <
  • Description:
    text

Harpex Missile

  • Tier: Heavy
  • Faction: Humans
  • Damage Type: Kinetic
  • Technology: 70
  • Resources: 450
  • Requirements: Metals
  • Replacements: Linear Drive Missile, Proton Cruise Missile
  • Characteristics
    1. Minimum Range: 476 Gu
    2. Maximum Range: 2240 Gu
    3. Missile Count: 1
    4. Ammo: 16
    5. Damage: TBA #1
    6. Blast Range: 20 Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 14 Seconds
    9. Energy Drain: 0.48/s <
  • Description:
    text



TBA, To Be Added.
#1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.


4.2.5.1 Legacy Missiles (Old missiles)
These missile are still in usage. But will slowly be fased out with the introduction of the new missiles.
NPC Pirate faction will keep using these

Anti-Radar Missile (AR Missile)
  • Faction: Humans
  • Damage Type: Kinetic
  • Technology: 25 || 50
  • Resources: 140 || 280
  • Requirements: Metals
  • Replacements: IT Missile, SABOT
  • Characteristics
    1. Minimum Range: 128 Gu
    2. Maximum Range: 1148 ~ 1658 Gu
    3. Missile Count: 1 || 2
    4. Ammo: 30 + (level * 1)
    5. Damage: TBA #1
    6. Blast Range: 15 + (level * 3) Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 5.5 ~ 7.5 Seconds
    9. Energy Drain: 0.06/s || 0.12/s
  • Description:
    Anti-Radar Missile is a quick short range missile weapon.


Ion Tracker Missile (IT Missile)
  • Faction: Humans
  • Damage Type: Kinetic
  • Technology: 45 || 90
  • Resources: 120 || 240
  • Requirements: Metals
  • Replacements: AR Missile, SABOT
  • Characteristics
    1. Minimum Range: 210 Gu
    2. Maximum Range: 2590 ~ 3150 Gu
    3. Missile Count: 1 || 2
    4. Ammo: 15 + (Level * 1)
    5. Damage: TBA #1
    6. Blast Range: 30 + (level * 2)
    7. Blast Damage: TBA #1
    8. Recharge Time: 10 Seconds
    9. Energy Drain: 0.08/s || 0.16/s
  • Description:
    The Ion Tracker is a smart missile that homes in on the ion energy wake trail of the pace faring vessels generated by there fusion engines.


Sabot Rocket (SABOT)
  • Faction: Humans
  • Damage Type: Kinetic
  • Technology: 5 || 20
  • Resources: 100 || 200
  • Requirements: Metals
  • Replacements: AR Missile, IT Missile
  • Characteristics
    1. Minimum Range: 32 ~ 40Gu
    2. Maximum Range: 420 ~ 500 Gu
    3. Missile Count: 4 || 8
    4. Ammo: 35 + (Level *1)
    5. Damage: TBA #1
    6. Blast Range: 10 + (level * 1) Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 4.5 Seconds
    9. Energy Drain: 0.04/s
  • Description:
    text


Proton Cruise Missile (PCM)
  • Faction: Humans
  • Damage Type: Energy & Kinetic
  • Technology: 35
  • Resources: 400
  • Requirements: Metals
  • Replacements: PSM
  • Characteristics
    1. Minimum Range: 275 ~ 300 Gu
    2. Maximum Range: 7150 ~ 8400 Gu
    3. Missile Count: 1
    4. Ammo: 12
    5. Damage: TBA #1
    6. Blast Range: 60 + (level *1) Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 15 Seconds
    9. Energy Drain: 0.10/s
  • Description:
    text


PSI Missile
  • Faction: K'Luth
  • Damage Type: Kinetic & PSI
  • Technology: 20 || 50
  • Resources: 90 || 180
  • Requirements: Metals
  • Replacements: Shredder Missile
  • Characteristics
    1. Minimum Range: 320 Gu
    2. Maximum Range: 2000 Gu
    3. Missile Count: 1 || 2
    4. Ammo: 20
    5. Damage: TBA #1
    6. Blast Range: 20 Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 15 Seconds
    9. Energy Drain: 0.04/s
  • Description:
    text


Shredder Missile
  • Faction: K'Luth
  • Damage Type: Kinetic & PSI
  • Technology: 20/ 60
  • Resources: 200 || 450
  • Requirements: Metals
  • Replacements: PSI Missile
  • Characteristics
    1. Minimum Range: 143 Gu
    2. Maximum Range: 950 ~ 1330 Gu
    3. Missile Count: 1 || 2
    4. Ammo: 25
    5. Damage: TBA #1
    6. Blast Range: 10 Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 7.5 Seconds
    9. Energy Drain: 0.02/s
  • Description:
    text


Shock Missile
  • Faction: K'Luth
  • Damage Type: Kinetic & PSI
  • Technology: 20
  • Resources: 150
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Minimum Range: 280 ~ 320 Gu
    2. Maximum Range: 6650 ~ 8800 Gu
    3. Missile Count: 1
    4. Ammo: 8
    5. Damage: TBA #1
    6. Blast Range: 30 + (level * 3) Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 22.5 Seconds
    9. Energy Drain: 0.06/s
  • Description:
    text


TBA, To Be Added.
#1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.


4.2.6 Bombs - Updated 9th Feb, 2011
Essentially a warhead wrapped in a heatshield with maneuvering thrusters, bombs deliver a specialized payload to the planet's surface from high orbit.


! These Bomb value's are subject to changes !

MIRV
  • Faction: Humans
  • Damage Type: Kinetic, Bio & Planet
  • Technology: 10
  • Resources: 110
  • Requirements: Metals
  • Replacements: Neutron Bomb
  • Characteristics
    1. Minimum Range: 112,5 Gu
    2. Maximum Range: 750 Gu
    3. Speed: 15 Gu/s
    4. Ammo: 12
    5. Damage: TBA #1
    6. Recharge Time: 4.7 ~ 6.8 seconds
    7. Energy Drain: 0.12/s
  • Description:
    text

Neutron Bomb
  • Faction: Humans
  • Damage Type: Bio & Planet
  • Technology: 20
  • Resources: 135
  • Requirements: Metals
  • Replacements: MIRV
  • Characteristics
    1. Minimum Range: 112,5 Gu
    2. Maximum Range: 750 Gu
    3. Speed: 15 Gu/s
    4. Ammo: 12
    5. Damage: TBA #1
    6. Recharge Time: 4.7 ~ 6.8 seconds
    7. Energy Drain: 0.12/s
  • Description:
    text

Bio Bomb
  • Faction: K'Luth
  • Damage Type: Bio & Planet
  • Technology: 5
  • Resources: 320
  • Requirements: Metals
  • Replacements: TK Bomb
  • Characteristics
    1. Minimum Range: 105 Gu
    2. Maximum Range: 750 Gu
    3. Speed: 15 Gu/s
    4. Ammo: 5
    5. Damage: TBA #1
    6. Recharge Time: 6.5 ~ 9.3 seconds
    7. Energy Drain: 0.08/s
  • Description:
    text

Tele-Kenetic Bomb (TK Bomb)
  • Faction: K'Luth
  • Damage Type: Kinetic, Bio & Planet
  • Technology: 10
  • Resources: 220
  • Requirements: Metals
  • Replacements: Bio Bomb
  • Characteristics
    1. Minimum Range: 90 Gu
    2. Maximum Range: 750 Gu
    3. Speed: 15 Gu/s
    4. Ammo: 10
    5. Damage: TBA #1
    6. Recharge Time: 6.5 ~ 9.3 seconds
    7. Energy Drain: 0.08/s
  • Description:
    text

Proton Siege Missile (PSM)
  • Faction: Humans
  • Damage Type: Energy, Bio & Planet.
  • Technology: 35
  • Resources: 220
  • Requirements: Metals
  • Replacements: PCM
  • Characteristics
    1. Minimum Range: 250 Gu
    2. Maximum Range: 1250 Gu
    3. Missile Count: 1
    4. Speed: 50 Gu/s
    5. Ammo: 5
    6. Blast Range: 30 Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 15 Seconds
    9. Energy Drain: 0.10/s
  • Description:
    text


TBA, To Be Added.
#1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.


4.2.7 Mine's
Striking your enemy first with explosives has always given you the better odd of winning. however with the various usages of explosives letting the enemy come to you or knowing where your enemy might be and hiding lots of explosives in that path and detonate them when the enemy got close seemed like a win situation. Of-course not everything might go as planned but what is more fun that watching your enemy get blown up when you stand at a safe distance.


Thermo-Nuclear Mine
  • Faction: ICC
  • Damage Type: Energy, Kinetic, EMP
  • Technology: 5
  • Resources: 55
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Mines: 6
    2. Interval: 0.7 seconds
    3. Ammo: 10
    4. Arm Time: 1.5 seconds
    5. Life: 20 minutes + (level * 40 seconds)
    6. Blast Range: 50 gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 8 seconds
    9. Energy Drain: 0.06/s
  • Description:
    text

EMP Mine
  • Faction: UGTO
  • Damage Type: Energy & EMP
  • Technology: 15
  • Resources: 60
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Mines: 8
    2. Interval: 0.7 seconds
    3. Ammo: 12
    4. Arm Time: 1.5 seconds
    5. Life: 20 minutes + (level * 40 seconds)
    6. Blast Range: 55 Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 8 seconds
    9. Energy Drain: 0.06/s
  • Description:
    text

Anti-Matter Mine
  • Faction: K'Luth
  • Damage Type: Energy & Kinetic
  • Technology: 25
  • Resources: 65
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Mines: 5
    2. Interval: 1 seconds
    3. Ammo: 12
    4. Arm Time: 1.5 seconds
    5. Life: 20 minutes + (level * 40 seconds)
    6. Blast Range: 60 Gu
    7. Blast Damage: TBA #1
    8. Recharge Time: 9 seconds
    9. Energy Drain: 0.04/s
  • Description:
    text


TBA, To Be Added.
#1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.


4.2.8 Fighters
text
4.2.8.1 ICC
text

F-29
  • Type: Assault
  • Technology: 10
  • Resources: 1000
  • Requirements: Metals
  • Replacements: XB-11, FI-8, SSR
  • Characteristics
    1. Range: 9975 + (Level * 590) Gu
    2. Speed: 35 Gu/s
    3. Recharge Time: 30 seconds
    4. Weapons: Railgun
  • Description:
    text

XB-11
  • Type: Bomber
  • Technology: 10
  • Resources: 1000
  • Requirements: Metals
  • Replacements: F-29, FI-8, SSR
  • Characteristics
    1. Range: 8550 + (Level * 600) Gu
    2. Speed: 30 Gu/s
    3. Recharge Time: 45 seconds
    4. Weapons: Building Buster Bomb
  • Description:
    text

FI-8

  • Type: Incerceptor
  • Technology: 10
  • Resources: 1000
  • Requirements: Metals
  • Replacements: F-29, XB-1, SSR
  • Characteristics
    1. Range: 12500 + (Level * 700) Gu
    2. Speed: 44 Gu/s
    3. Recharge Time: 30 seconds
    4. Weapons: Chemical Beam Laser
  • Description:
    text

SSR
  • Type: Recon
  • Technology: 10
  • Resources: 1250
  • Requirements: Metals
  • Replacements: F-29, XB-11, FI-8
  • Characteristics
    1. Range: 14500 + (Level * 1450) Gu
    2. Speed: 49 Gu/s
    3. Recharge Time: 100 seconds
    4. Devices: ECCM
  • Description:
    text


4.2.8.2 UGTO
text

A-34
  • Type: Assault
  • Technology:
  • Resources:
  • Requirements: Metals
  • Replacements: B-27, I-19, EWAS
  • Characteristics
    1. Range: 9975 + (Level * 590) Gu
    2. Speed: 35 Gu/s
    3. Recharge Time: 30 seconds
    4. Weapons: Particle Cannon
  • Description:
    text

B-27
  • Type: Bomber
  • Technology:
  • Resources:
  • Requirements: Metals
  • Replacements: A-34, I-19, EWAS
  • Characteristics
    1. Range: 8550 + (Level * 600) Gu
    2. Speed: 30 Gu/s
    3. Recharge Time: 45 seconds
    4. Weapons: Fury Bomb
  • Description:
    text

I-19
  • Type: Interceptor
  • Technology:
  • Resources:
  • Requirements: Metals
  • Replacements: A-34, B-27, EWAS
  • Characteristics
    1. Range: 12500 + (Level * 700) Gu
    2. Speed: 44 Gu/s
    3. Recharge Time: 30 seconds
    4. Weapons: Standard Chemical Laser
  • Description:
    text

EWAS
  • Type: Recon
  • Technology: 10
  • Resources: 1250
  • Requirements: Metals
  • Replacements: A-34, B-27, I-19
  • Characteristics
    1. Range: 14500 + (Level * 1450) Gu
    2. Speed: 49 Gu/s
    3. Recharge Time: 100 seconds
    4. Devices: ECCM
  • Description:
    text


4.2.8.3 K'Luth
text

Larvae
  • Type: Assault
  • Technology: 10
  • Resources: 1000
  • Requirements: Metals
  • Replacements: Wasp, Tarus
  • Characteristics
    1. Range: 9975 + (Level * 590) Gu
    2. Speed: 35 Gu/s
    3. Recharge Time: 30 seconds
    4. Weapons: Psi Cannon
  • Description:
    text

Wasp
  • Type: Bomber
  • Technology: 10
  • Resources: 1000
  • Requirements: Metals
  • Replacements: Larvae, Tarus
  • Characteristics
    1. Range: 8550 + (Level * 600) Gu
    2. Speed: 30 Gu/s
    3. Recharge Time: 45 seconds
    4. Weapons: Purifier Bomb
  • Description:
    text

Tarus
  • Type: Interceptor
  • Technology: 10
  • Resources: 1000
  • Requirements: Metals
  • Replacements: Larvae, Wasp
  • Characteristics
    1. Range: 12500 + (Level * 700) Gu
    2. Speed: 44 Gu/s
    3. Recharge Time: 30 seconds
    4. Weapons: Disruptor
  • Description:
    text
Cimex
    Status: NOT_AVALABLE
  • Type: Recon
  • Technology: 10
  • Resources: 1250
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Range: 14500 + (Level * 1450) Gu
    2. Speed: 49 Gu/s
    3. Recharge Time: 100 seconds
    4. Devices: ECM
  • Description:
    text


4.2.9 Special
War always brings new idea's, Some that even don't have a official classification. Anything that can not be classified as a official listed weapon but still is beeing used as one is mentioned in here.

Flux Wave
  • Faction: UGTO
  • Type: Energy & EMP
  • Technology: 45
  • Resources: 150
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Damage: TBA #1Energy, EMP
    2. Blast Range: 250 + (Level * 5) Gu
    3. Recharge Time: 50 ~ 40 seconds
    4. Energy Required: 18
  • Description:
    text

Beacon
  • Faction: All
  • Technology: 5
  • Resources: 70
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Maximum Range: 500 Gu
    2. Projectile Count: 1
    3. Ammo: 15 + (Level * 1)
    4. Beacon Life: 120 seconds
    5. Beacon Effect: Razes target signature by 20
    6. Recharge Time: 1 seconds
    7. Energy Required: 0.8
  • Description:
    text


TBA, To Be Added.
#1 Damage statistics will be added at a later date after the proper balance sheet as been drawn.


4.3 Defensive Systems - Updated 22th Feb, 2010
With the move advanced weapons became the need to protect yourself from them From a simple organic wooden shield, till today. Defense systems have been in many shapes and sizes, sometimes even a weapon can become a defense, but still the need for a static wall between yourself and the enemy is required. And that is not just to keep the air inside the ship but even to keep cosmic bad stuff out.
4.3.1 Armor
Plank of wood, Wall of stone, Plate of Nanites, something pshyically to stand between you and whatever is assaulting you.

Composite Armor
  • Faction: ICC
  • Technology: 5
  • Resources: 450
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Protection: Kinetic, Energy, EMP
    2. Full repair Time: TBA #1
  • Description:
    text

Standard Armor
  • Faction: UGTO
  • Technology: 5
  • Resources: 450
  • Requirements: Metals
  • Replacements: Ablative Armor, Reflective Armor
  • Characteristics
    1. Protection: Kinetic, Energy, EMP
    2. Full repair Time: TBA #1
  • Description:
    text

Ablative Armor
  • Faction: UGTO
  • Technology: 25
  • Resources: 920
  • Requirements: Metals
  • Replacements: Standard Armor, Reflective Armor
  • Characteristics
    1. Protection: Kinetic, Energy, EMP
    2. Full repair Time: No Repair
  • Description:
    text

Reflective Armor
  • Faction:
  • Technology: 25
  • Resources: 900
  • Requirements: Metals
  • Replacements: Standard Armor, Ablative Armor
  • Characteristics
    1. Protection: Kinetic, Energy, EMP
    2. Full repair Time: TBA #1
  • Description:
    text

Organic Armor
  • Faction: K'Luth
  • Technology: 15
  • Resources: 700
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Protection: Kinetic, Energy, EMP
    2. Full repair Time: TBA #1
  • Description:
    text

Chitinous Armor
  • Faction: K'Luth
  • Technology: 75
  • Resources: 700
  • Requirements: Metals
  • Replacements: Auto Hull Repair
  • Characteristics
    1. Protection: Kinetic, Energy, EMP
    2. Full repair Time: TBA #1
  • Description:
    text


TBA, To Be Added.
#1 Rechartime will be added at a later date when Eledore has figured it out how it is actually calculated.

4.3.2 Projection Defences
A cloth, A smokescreen, loads of particles, technology that stands between you and the enemy making the enemy harder to hit you. In this space age mankind has found a way to focus or bend radio and energy waves to there will, creating a wall of something that defends them from there attackers. while this wall appears indestructible the strain of the devices to keep it up and the constant energy demand, if the enemy is persistent they might still stand a change.

Reactive Shields
  • Faction: ICC
  • Technology: 50
  • Resources: 50
  • Requirements: Metals
  • Replacements: Active Shields
  • Characteristics
    1. Protection: Kinetic, Energy, ELF, EMP
    2. Energy Usage: 0.04/s
    3. Energy Recharge plus: 0.06
    4. Full recharge Time: 40 seconds + (Level * 10 seconds) (Can be slightly of, due to time conversion)
  • Description:
    text

Active Shields
  • Faction: ICC
  • Technology: 50
  • Resources: 300
  • Requirements: Metals
  • Replacements: Reactive Shields
  • Characteristics
    1. Protection: Kinetic, Energy, ELF, EMP
    2. Energy Usage: 0.08/s
    3. Energy Recharge plus: 0.02/s
    4. Full recharge Time: 145 seconds + (Level * 40 seconds) (Can be slightly of, due to time conversion)
  • Description:
    text

{}Auxiliary Shield Generator
  • Faction: ICC
  • Technology: 10
  • Resources: 100
  • Requirements: Metals
  • Replacements: Auxilirary Fusion Reactor (Support Systems 3.4.1 Power Systems)
  • Characteristics
    1. Protection: Kinetic, Energy, ELF, EMP
    2. Energy Usage: 0.02/s
    3. Energy Recharge plus: 0.04/s
    4. Full recharge Time: 40 seconds + (Level * 13 seconds) (Can be slightly of, due to time conversion)
  • Description:
    text


4.4 Support Systems - Updated 22th Feb, 2010
Devices providing support to your own and or allied ships.
4.4.1 Power Systems
In the early days when you where cold, you made your self a fire. later on other means of useful methods where developed, Steam engine, combustion engine, Jet engine, all these where able to provide a power for us to be transformed in to either electricity, or in our more modern days charged particles or plasma. When the demand of power is larger than what our regular engines can provide as there waste product, we can install additional miniaturized generators who have the dedicated task to provide us nothing but this raw power.

Auxilirary Fusion Reactor
  • Faction: ICC
  • Technology: 5
  • Resources: 750
  • Requirements: Metals
  • Replacements: {}Auxiliary Shield Generator (Defensive Systems 3.3.2 Projection Defences)
  • Characteristics
    1. Energy Capacity: 6.0
    2. Energy Production: 0.3/s
  • Description:
    text

Fusion Reactor
  • Faction: UGTO
  • Technology: 5
  • Resources: 750
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Energy Capacity: 7.5
    2. Energy Production: 0.25/s
  • Description:
    text

{}Luth Fusion Reactor
  • Faction: K'Luth
  • Technology: 5
  • Resources: 750
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Energy Capacity: 7.5
    2. Energy Production: 0.25/s
  • Description:
    text


4.4.2 Drones
{}Build a house with bricks, Give a archer more arrows, something along those lines.

Build Drones
  • Faction: All
  • Technology: ?
  • Resources: ?
  • Requirements: ?
  • Replacements: None
  • Characteristics
    1. Range: 250 Gu
    2. Energy Requirement: ?
  • Description:
    text

Light Supply Drones
  • Faction: All
  • Technology:
  • Resources:
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Range: 250 + (Level * 5) Gu
    2. Ammo: 1000 + (Level *125)
    3. Reload Rate: 50
    4. Repair Rate: 150 + (Level * 5)
    5. Energy Requirement: 0
  • Description:
    text

Supply Drones
  • Faction: All
  • Technology: 75
  • Resources: 70
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Range: 250 + (level * 5) Gu
    2. Ammo: 1000 + (Level * 250)
    3. Reload Rate: 50
    4. Repair Rate: 300 + (Level * 10)
    5. Energy Requirement: 0
  • Description:
    text

Heavy Supply Drones
  • Status: NOT_AVALABLE
  • Faction: All
  • Technology:
  • Resources:
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Range:
    2. Ammo:
    3. Reload Rate:
    4. Repair Rate:
    5. Energy Requirement:
  • Description:
    text


4.4.3 Electronic Warfare
{}Smoke, Mirrors, Magnifing glasses, something along those lines.

Scanner
  • Faction: All
  • Technology: 5
  • Resources: 120
  • Requirements: Metals
  • Replacements: ECM, ECCM
  • Characteristics
    1. Area: 2500 + (Level * 250) Gu
    2. Energy Requirement: 0.1/s
    3. Cool-down Time: 9~45 seconds (depending on Level)
  • Description:
    text

ECM
  • Faction: All
  • Technology: 5
  • Resources: 120
  • Requirements: Metals
  • Replacements: Scanner, ECCM
  • Characteristics
    1. Area: 500 + (Level * 50) Gu
    2. Area Effect: Decreases signature in Area
    3. Energy Requirement: 0.1/s
    4. Cool-down Time: 9~45 seconds (depending on Level)
  • Description:
    text

ECCM
  • Faction: All
  • Technology: 10
  • Resources: 120
  • Requirements: Metals
  • Replacements: Scanner, ECM
  • Characteristics
    1. Area: 1000 + (Level * 150) Gu
    2. Area Effect: Increases signature in Area
    3. Energy Requirement: 0.1/s
    4. Cool-down Time: 9~45 seconds (depending on Level)
  • Description:
    text

Cloak
  • Faction: K'Luth
  • Technology:
  • Resources:
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Effect: Hides from enemy sensors
    2. Energy Requirement: 0.2/s ~ 0.8/s
    3. Cool-down Time: (depending on area signature, ship Level and beacons)
  • Description:
    text


4.4.4 Utility
{}Everything else useful to have a certain function in here plz.

Mining Beam
  • Faction: All
  • Technology: 5
  • Resources: 50
  • Requirements: Metals
  • Replacements: Tractor Beam
  • Characteristics
    1. Range: 300 + (Level * 20) Gu
    2. Resource Extraction Rate:
      • Planet: 15 resources per second
      • Asteroid: 30 resources per Second
    3. Energy Requirement: 0.2/s
  • Description:
    text

Tractor Beam
  • Faction: All
  • Technology: 5
  • Resources: 250
  • Requirements: Metals
  • Replacements: Mining Beam
  • Characteristics
    1. Range: 150 + (Level * 20) Gu
    2. Energy Requirement: 0.02/s
  • Description:
    text


4.4.5 Special
{}

Interdictor
  • Faction: All
  • Technology: 75
  • Resources: 500
  • Requirements: Metals
  • Replacements: None
  • Characteristics
    1. Range: 1000 Gu
    2. Area Effect: Prevents Jumping in area for enemy ships
    3. Energy Required: 0.6
  • Description:
    text




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