VoidExpanse/Equipment: Difference between revisions

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== Engines ==
{| class="wikitable sortable" border="1"
{| class="wikitable sortable" border="1"
|-
|-align="center"
! Equipment Type
! Name
! Equipment Name
! Cost (d)
! Max Speed  <!-- speed_max_value-->
! Acceleration <!-- acceleration_value-->
! Maneuvering <!-- maneuvering_value-->
! Energy Consumption <!-- energy_consumption_engine_value-->
! Warp Cost <!-- speed_max_value-->
! Warp Recharge <!-- warp_recharge_value-->
! Strafe Speed <!-- speed_strafe_special-->
! Backward Speed <!-- speed_max_value-->
! Deceleration <!-- deceleration_special -->
! Warp Distance <!-- ??? -->
! Cruising Speed <!-- speed_cruising_special-->
! Movement Modifier (no energy) <!-- speed_max_value-->
! Shop Level
! Description
 
|-align="center"
| Civilian Engine
| 0
| +450
| +100
| +200
| +10
| ?
| ?
| ?
| ?
| ?
| ?
| ?
| ?
| 1
| As with all civilian tech, this engine is much worse than its more advanced counterparts.
 
|-align="center"
| Combat Thrusters
| 6,000
| +580
| +200
| +225
| +20
| ?
| +100
| +0.2
| ?
| +0.1
| ?
| -0.5
| ?
| 20
| This engine was specifically designed for combat situations. It doesn't have much in terms of speed, but provides superior maneuverability during combat.
|-align="center"
| Advanced Combat Thrusters
| 17,000
| +600
| +210
| +230
| +24
| ?
| +100
| +0.2
| ?
| +0.1
| ?
| -0.5
| ?
| 50
| Further development of combat thruster design. Provides even better maneuvering capability for combat situations, but seriously lacks in other areas.
|-align="center"
| Ion Engine
| 1,300
| +500
| +120
| +220
| +8
| ?
| ?
| ?
| ?
| ?
| ?
| ?
| ?
| 5
| Fairly weak engine, but has several good properties making it competitive among other options. Namely it doesn't use as much energy for its operation.
|-align="center"
| Plasma engine
| 3,000
| +600
| +160
| +210
| +16
| ?
| ?
| ?
| ?
| ?
| ?
| ?
| ?
| 10
| Uses superheated plasma as a means of propulsion, expelled within a magnetic field, making it a fairly powerful engine. However, the downside is increased energy consumption.
|-align="center"
| Power Boss
| 800
| +500
| +130
| +210
| +12
| ?
| ?
| ?
| ?
| ?
| ?
| ?
| ?
| 3
| Despite its name the performance of this engine is among the worst of its kind. They were probably trying to deceive people by naming it like that.
 
|-align="center"
| Cruise engine system
| 8,500
| +635
| +180
| +180
| +16
| ?
| ?
| ?
| ?
| ?
| ?
| +0.75
| ?
| 40
| This complicated engine system is comprised of several engine ports of different design to maximize the speed of long journeys making it ideal for cargo ships. The price is high, but this engine is a significant improvement compared to other types.
 
|-align="center"
| Neutron engine
| 4,000
| +620
| +150
| +170
| +16
| ?
| ?
| ?
| ?
| ?
| ?
| +0.5
| ?
| 15
| Uses neutron energy to propel the ship. Great engine for long journeys, especially considering improved cruising capabilities. However it has fairly poor maneuvering characteristics and as such is not suitable for combat.
|}
 
== RCS ==
{| class="wikitable sortable" border="1"
|-align="center"
! Name
! Cost (d)
! Maneuvering
! Acceleration
! Energy Consumption
! Description
! Shop Level
|-align="center"
| Civilian RCS
| 0
| +400
| +10
| +2
| Standard civilian issue RCS for most light ships. Provides very limited maneuvering capabilities.
| 1
|-align="center"
| Direct vectoring RCS
| 2,600
| +520
| +15
| +3
| Provides good maneuverability suitable for light ships. However heavier ships might find it insufficient.
| 10
|-align="center"
| Quad thrusters RCS
| 14,700
| +700
| +15
| +8
| Even more power for maneuvering at the expense of higher energy consumption.
| 25
|-align="center"
| Ion RCS
| 9,800
| +500
| +10
| +1
| Specially designed ion engine powered RCS thrusters. While providing much less power than conventional RCS, these do not use as much of the ship's energy.
| 25
|-align="center"
| Standard RCS
| 400
| +450
| +15
| +3
| Standard issue RCS for most light ships.
| 5
|-align="center"
| Twin thrusters RCS
| 8,600
| +600
| +10
| +4
| Additional power for maneuvering at the expense of energy consumption.
| 15
|}
 
== Fuel Tank ==
{| class="wikitable sortable" border="1"
|-align="center"
! Name
! Cost (d)
! Capacity
! Description
! Shop Level
! Requirements
|-align="center"
| Civilian fuel tank
| 0
| 300
| The most basic fuel tank. Used on civilian vessels.
| 1
| None
|-align="center"
| Clustered Fuel tank Mk2
| 15,200
| 1200
| Further development of clustered fuel tank technology. Able to hold absurd amounts of fuel.
| 60
| None
|-align="center"
| Dimensional Fuel tank
| 23,000
| 2500
| Uses subspace technology to dimensionally compress the space that fuel occupies thus allowing the safe storage of much larger amounts of fuel. However, unlike most other ship equipment, requires some engineering proficiency to install and maintain.
| 55
| engineering_ability level 3
|-align="center"
| Clustered fuel tank
| 6900
| 1000
| Clusterization provides separate volumes for parts of the fuel insuring safety, thus enabling the ability to hold more fuel.
| 40
| None
|-align="center"
| Sectioned fuel tank
| 1800
| 750
| Separating the fuel tank into several sections enables a better fit of the fuel tank to a particular ship design enabling it to store more fuel.
| 15
| None
|-align="center"
| Standard fuel tank
| 400
| 500
| Separating the fuel tank into several sections enables a better fit of the fuel tank to a particular ship design enabling it to store more fuel.
|5
| None
|}
 
== Generators ==
{| class="wikitable sortable" border="1"
|-align="center"
! Name
! Cost (d)
! Energy Generation
! Energy Capacity
! Fuel Consumption
! Description
! Shop Level
|-align="center"
| Civilian generator
| 0
| 20
| 350
| 50
| Basic generator mostly used on light civilian ships. Certainly not the most efficient or powerful model out
there.
| 1
|-align="center"
| Tritium generator
| 1,600
| 30
| 400
| 60
| Much better than the basic deuterium generator in regards to energy production, but due to construction limitations it can store very little energy, almost the same amount as civilian models.
| 8
|-align="center"
| Tritium Generator with Capacitor
| 1,900
| 30
| 600
| 60
| Construction limitations of tritium generators didn't allow for a big enough capacitor to be included. This model remedies that by adding an external capacitor.
| 15
|-align="center"
| Null Space Generator
| 11,500
| 50
| 600
| 120
| One of the more powerful generators as it extracts energy from vacuums directly.
| 30
|-align="center"
| Dark Energy Generator
| 16,500
| 55
| 750
| 150
| This generator is able to harness the power of dark energy and use it for powering the ship.
| 40
|-align="center"
| Deuterium generator
| 800
| 25
| 600
| 60
| Simple generator mostly used on light vessels. Certainly better than the civilian version but otherwise not remarkable.
| 1
|-align="center"
| Muon generator
| 4,000
| 40
| 900
| 90
| Uses the forces of sub atomic particles, muons, to generate energy.
| 20
|}
 
== Shields ==
{| class="shieldstable sortable" border="1"
|-align="center"
! Name
! Cost (d)
! Charge
! Regeneration
! Deflection
! Reestablishment
! Regen Delay
! Energy Consumption
! Shop Level
! Description
|-align="center"
| Magnetic shield (Deflector type)
| 700
| +600
| +50
| +100
| +125
| +3
| +18
| 1
| This shield is based on ancient magnetic field technology. It deflects all incoming damage, has a decent capacity, and other properties for the price.
|-align="center"
| Gravitational shield (Deflector type)
| 8,000
| +1250
| +75
| +100
| +250
| +3
| +26
| 25
| Uses a gravitational distortion field to create a defensive barrier around the ship.
|-align="center"
| Phase shifting shield (Deflection type)
| 12,000
| +1500
| +80
| +100
| +200
| +3
| +28
| 35
| Complete realisation of phase shifting technology allows the ship to completely change its phase effectively preventing any interactions with incoming damage. The downside is the somewhat lower capacity compared to other shields of similar class.
|-align="center"
| Dimensional shield (Deflection type)
| 29,000
| +1800
| +180
| +100
| +250
| +3
| +36
| 60
| Distorts space around the ship effectively blocking all incoming damage.
|-align="center"
| Plasma cloud shield (Compensation type)
| 1,100
| +900
| +34
| +50
| +100
| +3
| +18
| 7
| Creates a field of contained hot plasma to partially deflect some incoming damage, making a quite effective shield for its class.
|-align="center"
| Phase manipulation shield (Compensation type)
| 6,300
| +1100
| +50
| +70
| +100
| +3
| +20
| 15
| Manipulates the dimensional phase of the ship making it possible to partially avoid interactions with incoming damage.
|-align="center"
| Reactive shield (Compensation type)
| 9,500
| +1000
| +200
| +85
| +250
| +4
| +30
| 30
| New technology of reactive shields that uses an array of energy emitting nodes to directly counteract incoming damage.
|-align="center"
| Magnetic shield Mk2 (Deflector type)
| 2,000
| +750
| +60
| +100
| +125
| +3
| +21
| 10
| Slight improvement over the standard magnetic shield by adding extra capacitors and increasing the throughput of feeding powerlines.
|-align="center"
| Civilian shield (Deflector type)
| 0
| +350
| +25
| +100
| +100
| +3
| +12
| 1
| Most basic civilian shield. Could probably deflect a piece of garbage dropped by a nearby ship. But that's the most it can do.
|-align="center"
| Reactive shield Mk2 (Compensation type)
| 15,000
| +1800
| +150
| +85
| +250
| +4
| +30
| 50
| Further development of reactive shields technology that employs even more diverse arrays of energy emitting nodes to more effectively counteract incoming damage.
|}
 
== Armor Shields ==
{| class="wikitable sortable" border="1"
|-align="center"
! Name
! Cost (d)
! Armor Value
! Energy Consumption
! Shop Level
! Description
|-align="center"
| Multilayered power plating (Armor type)
| 9,450
| +60
| +10
| 45
| Advancement over standard power plating. Instead of establishing a single layer of protection it creates several thin layers which are able to more effectively spread incoming damage thus protecting the hull integrity even more.
|-align="center"
| Power plating (Armor type)
| 3,400
| +35
| +5
| 20
| Instead of establishing a shield bubble like conventional shields, the power plating addon covers the entire ship hull with a thin localized defense layer effectively increasing armor.
|}
 
== Radars ==
{| class="wikitable sortable" border="1"
|-align="center"
! Name
! Cost (d)
! Range
! Range
! Targeting Range
! Targeting Range
! Targeting Speed
! Targeting Speed
|-
! Energy Consumption
| Radar
! Shop Level
! Description
|-align="center"
| Civilian Radar
| Civilian Radar
| 0
| 50
| 50
| 15
| 15
| 200
| 200
|-
| 1
| Radar
| 1
| Radar Basic 50
| Standard civilian radar able to scan surroundings in a short range. The problem with it though is that it wasn't built for combat and its targeting speed is awful.
| 50
|-align="center"
| Advanced Combat Radar
| 1,200
| 75
| 40
| 600
| 2
| 45
| Provides very high range on target acquisition and fairly fast targeting speed.
|-align="center"
| Sensors Array
| 5,000
| 100
| 15
| 200
| 2
| 35
| This variation of radar technology includes a number of sensors specifically designed for wider area scans providing unmatched range in this regard. But due to this specialization designers had to sacrifice the targeting speed and range.
|-align="center"
| Combat Radar QQ Class
| 6,000
| 75
| 20
| 850
| 3
| 25
| Radar specifically designed for quick target acquisition. Otherwise it is very similar to standard class.
|-align="center"
| Radar Standard ER
| 1,900
| 85
| 30
| 500
| 2
| 12
| Modified version of the standard radar able to acquire and hold targets at extended range as well as scan a larger surrounding area.
|-align="center"
| Standard radar
| 650
| 75
| 20
| 20
| 600
| 500
| 2
| 5
| Standard radar able to scan surroundings in a medium range and also target other ships.
|}
 
== Grapplers ==
{| class="wikitable sortable" border="1"
|-align="center"
! Name
! Cost (d)
! Range
! Pick-up Range
! Force
! Energy Consumption
! Shop Level
! Description
|-align="center"
| Civilian Grappler
| 0
| +15
| +4
| +10
| +40
| 1
| Gets the job done, but that's pretty much it. Very inefficient and slow.
|-align="center"
| Gravitational Grappler
| 8,000
| +20
| +5
| +26
| +35
| 25
| Uses a channeled gravity beam to attract containers towards the ship. Arguably the best grappler on the market.
|-align="center"
| Kinetic Beam Grappler
| 4,000
| +15
| +4
| +20
| +30
| 10
| Uses a newly developed kinetic beam as a means of moving the object towards the ship. Overall much better than the previously used magnetic grappler. Expect slightly shorter range.
|-align="center"
| Force Devil Grappler
| 8,000
| +15
| +4
| +35
| +50
| 45
| Technology used by this grappler was initially developed as a means of launching heavy projectiles. But as it turns out it is as effective in reverse.
|-align="center"
| Magnetic grappler
| 500
| +18
| +4
| +14
| +35
| 5
| Uses magnetic force to attract containers. Better than nothing...
|}
 
== Devices ==
{| class="wikitable sortable" border="1"
|-align="center"
! Name
! Cost (d)
|-align="center"
| Civilian Mining Device
| 0
|-align="center"
| Standard Mining Device
| 1,200
|-align="center"
| Industrial Mining Device
| 5,000
|-align="center"
| Xengatarm Seeker Disruptor
| 6,000
|-align="center"
| Repair Module
| 1,000
|}
 
== Boosters ==
{| class="boosterstable sortable" border="1"
|-align="center"
! Name
! Cost (d)
! Shield Regen
! Energy Consumption
! Energy Capacity
! Structure
! Cargo Capacity
|-align="center"
| Direct Shield Feeding
| 5,400
| +35%
| +20%
|
|
|
|-align="center"
| Generator Capacitor
| 2,000
|
| +50
| +1
|
|
|-align="center"
| Reinforced Bulkheads
| 3,000
|
|
|
| +100
| -20
|}
|}

Latest revision as of 17:20, 7 April 2015

Engines

Name Cost (d) Max Speed Acceleration Maneuvering Energy Consumption Warp Cost Warp Recharge Strafe Speed Backward Speed Deceleration Warp Distance Cruising Speed Movement Modifier (no energy) Shop Level Description
Civilian Engine 0 +450 +100 +200 +10 ? ? ? ? ? ? ? ? 1 As with all civilian tech, this engine is much worse than its more advanced counterparts.
Combat Thrusters 6,000 +580 +200 +225 +20 ? +100 +0.2 ? +0.1 ? -0.5 ? 20 This engine was specifically designed for combat situations. It doesn't have much in terms of speed, but provides superior maneuverability during combat.
Advanced Combat Thrusters 17,000 +600 +210 +230 +24 ? +100 +0.2 ? +0.1 ? -0.5 ? 50 Further development of combat thruster design. Provides even better maneuvering capability for combat situations, but seriously lacks in other areas.
Ion Engine 1,300 +500 +120 +220 +8 ? ? ? ? ? ? ? ? 5 Fairly weak engine, but has several good properties making it competitive among other options. Namely it doesn't use as much energy for its operation.
Plasma engine 3,000 +600 +160 +210 +16 ? ? ? ? ? ? ? ? 10 Uses superheated plasma as a means of propulsion, expelled within a magnetic field, making it a fairly powerful engine. However, the downside is increased energy consumption.
Power Boss 800 +500 +130 +210 +12 ? ? ? ? ? ? ? ? 3 Despite its name the performance of this engine is among the worst of its kind. They were probably trying to deceive people by naming it like that.
Cruise engine system 8,500 +635 +180 +180 +16 ? ? ? ? ? ? +0.75 ? 40 This complicated engine system is comprised of several engine ports of different design to maximize the speed of long journeys making it ideal for cargo ships. The price is high, but this engine is a significant improvement compared to other types.
Neutron engine 4,000 +620 +150 +170 +16 ? ? ? ? ? ? +0.5 ? 15 Uses neutron energy to propel the ship. Great engine for long journeys, especially considering improved cruising capabilities. However it has fairly poor maneuvering characteristics and as such is not suitable for combat.

RCS

Name Cost (d) Maneuvering Acceleration Energy Consumption Description Shop Level
Civilian RCS 0 +400 +10 +2 Standard civilian issue RCS for most light ships. Provides very limited maneuvering capabilities. 1
Direct vectoring RCS 2,600 +520 +15 +3 Provides good maneuverability suitable for light ships. However heavier ships might find it insufficient. 10
Quad thrusters RCS 14,700 +700 +15 +8 Even more power for maneuvering at the expense of higher energy consumption. 25
Ion RCS 9,800 +500 +10 +1 Specially designed ion engine powered RCS thrusters. While providing much less power than conventional RCS, these do not use as much of the ship's energy. 25
Standard RCS 400 +450 +15 +3 Standard issue RCS for most light ships. 5
Twin thrusters RCS 8,600 +600 +10 +4 Additional power for maneuvering at the expense of energy consumption. 15

Fuel Tank

Name Cost (d) Capacity Description Shop Level Requirements
Civilian fuel tank 0 300 The most basic fuel tank. Used on civilian vessels. 1 None
Clustered Fuel tank Mk2 15,200 1200 Further development of clustered fuel tank technology. Able to hold absurd amounts of fuel. 60 None
Dimensional Fuel tank 23,000 2500 Uses subspace technology to dimensionally compress the space that fuel occupies thus allowing the safe storage of much larger amounts of fuel. However, unlike most other ship equipment, requires some engineering proficiency to install and maintain. 55 engineering_ability level 3
Clustered fuel tank 6900 1000 Clusterization provides separate volumes for parts of the fuel insuring safety, thus enabling the ability to hold more fuel. 40 None
Sectioned fuel tank 1800 750 Separating the fuel tank into several sections enables a better fit of the fuel tank to a particular ship design enabling it to store more fuel. 15 None
Standard fuel tank 400 500 Separating the fuel tank into several sections enables a better fit of the fuel tank to a particular ship design enabling it to store more fuel. 5 None

Generators

Name Cost (d) Energy Generation Energy Capacity Fuel Consumption Description Shop Level
Civilian generator 0 20 350 50 Basic generator mostly used on light civilian ships. Certainly not the most efficient or powerful model out

there.

1
Tritium generator 1,600 30 400 60 Much better than the basic deuterium generator in regards to energy production, but due to construction limitations it can store very little energy, almost the same amount as civilian models. 8
Tritium Generator with Capacitor 1,900 30 600 60 Construction limitations of tritium generators didn't allow for a big enough capacitor to be included. This model remedies that by adding an external capacitor. 15
Null Space Generator 11,500 50 600 120 One of the more powerful generators as it extracts energy from vacuums directly. 30
Dark Energy Generator 16,500 55 750 150 This generator is able to harness the power of dark energy and use it for powering the ship. 40
Deuterium generator 800 25 600 60 Simple generator mostly used on light vessels. Certainly better than the civilian version but otherwise not remarkable. 1
Muon generator 4,000 40 900 90 Uses the forces of sub atomic particles, muons, to generate energy. 20

Shields

Name Cost (d) Charge Regeneration Deflection Reestablishment Regen Delay Energy Consumption Shop Level Description
Magnetic shield (Deflector type) 700 +600 +50 +100 +125 +3 +18 1 This shield is based on ancient magnetic field technology. It deflects all incoming damage, has a decent capacity, and other properties for the price.
Gravitational shield (Deflector type) 8,000 +1250 +75 +100 +250 +3 +26 25 Uses a gravitational distortion field to create a defensive barrier around the ship.
Phase shifting shield (Deflection type) 12,000 +1500 +80 +100 +200 +3 +28 35 Complete realisation of phase shifting technology allows the ship to completely change its phase effectively preventing any interactions with incoming damage. The downside is the somewhat lower capacity compared to other shields of similar class.
Dimensional shield (Deflection type) 29,000 +1800 +180 +100 +250 +3 +36 60 Distorts space around the ship effectively blocking all incoming damage.
Plasma cloud shield (Compensation type) 1,100 +900 +34 +50 +100 +3 +18 7 Creates a field of contained hot plasma to partially deflect some incoming damage, making a quite effective shield for its class.
Phase manipulation shield (Compensation type) 6,300 +1100 +50 +70 +100 +3 +20 15 Manipulates the dimensional phase of the ship making it possible to partially avoid interactions with incoming damage.
Reactive shield (Compensation type) 9,500 +1000 +200 +85 +250 +4 +30 30 New technology of reactive shields that uses an array of energy emitting nodes to directly counteract incoming damage.
Magnetic shield Mk2 (Deflector type) 2,000 +750 +60 +100 +125 +3 +21 10 Slight improvement over the standard magnetic shield by adding extra capacitors and increasing the throughput of feeding powerlines.
Civilian shield (Deflector type) 0 +350 +25 +100 +100 +3 +12 1 Most basic civilian shield. Could probably deflect a piece of garbage dropped by a nearby ship. But that's the most it can do.
Reactive shield Mk2 (Compensation type) 15,000 +1800 +150 +85 +250 +4 +30 50 Further development of reactive shields technology that employs even more diverse arrays of energy emitting nodes to more effectively counteract incoming damage.

Armor Shields

Name Cost (d) Armor Value Energy Consumption Shop Level Description
Multilayered power plating (Armor type) 9,450 +60 +10 45 Advancement over standard power plating. Instead of establishing a single layer of protection it creates several thin layers which are able to more effectively spread incoming damage thus protecting the hull integrity even more.
Power plating (Armor type) 3,400 +35 +5 20 Instead of establishing a shield bubble like conventional shields, the power plating addon covers the entire ship hull with a thin localized defense layer effectively increasing armor.

Radars

Name Cost (d) Range Targeting Range Targeting Speed Energy Consumption Shop Level Description
Civilian Radar 0 50 15 200 1 1 Standard civilian radar able to scan surroundings in a short range. The problem with it though is that it wasn't built for combat and its targeting speed is awful.
Advanced Combat Radar 1,200 75 40 600 2 45 Provides very high range on target acquisition and fairly fast targeting speed.
Sensors Array 5,000 100 15 200 2 35 This variation of radar technology includes a number of sensors specifically designed for wider area scans providing unmatched range in this regard. But due to this specialization designers had to sacrifice the targeting speed and range.
Combat Radar QQ Class 6,000 75 20 850 3 25 Radar specifically designed for quick target acquisition. Otherwise it is very similar to standard class.
Radar Standard ER 1,900 85 30 500 2 12 Modified version of the standard radar able to acquire and hold targets at extended range as well as scan a larger surrounding area.
Standard radar 650 75 20 500 2 5 Standard radar able to scan surroundings in a medium range and also target other ships.

Grapplers

Name Cost (d) Range Pick-up Range Force Energy Consumption Shop Level Description
Civilian Grappler 0 +15 +4 +10 +40 1 Gets the job done, but that's pretty much it. Very inefficient and slow.
Gravitational Grappler 8,000 +20 +5 +26 +35 25 Uses a channeled gravity beam to attract containers towards the ship. Arguably the best grappler on the market.
Kinetic Beam Grappler 4,000 +15 +4 +20 +30 10 Uses a newly developed kinetic beam as a means of moving the object towards the ship. Overall much better than the previously used magnetic grappler. Expect slightly shorter range.
Force Devil Grappler 8,000 +15 +4 +35 +50 45 Technology used by this grappler was initially developed as a means of launching heavy projectiles. But as it turns out it is as effective in reverse.
Magnetic grappler 500 +18 +4 +14 +35 5 Uses magnetic force to attract containers. Better than nothing...

Devices

Name Cost (d)
Civilian Mining Device 0
Standard Mining Device 1,200
Industrial Mining Device 5,000
Xengatarm Seeker Disruptor 6,000
Repair Module 1,000

Boosters

Name Cost (d) Shield Regen Energy Consumption Energy Capacity Structure Cargo Capacity
Direct Shield Feeding 5,400 +35% +20%
Generator Capacitor 2,000 +50 +1
Reinforced Bulkheads 3,000 +100 -20