VoidExpanse/Equipment: Difference between revisions
(Added 'Armor Shields' a.k.a know as Shields that add armor instead of actual armor.) |
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! Targeting Speed | ! Targeting Speed | ||
! Energy Consumption | ! Energy Consumption | ||
! Shop Level | |||
! Description | |||
|-align="center" | |-align="center" | ||
| Civilian Radar | | Civilian Radar | ||
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| 200 | | 200 | ||
| 1 | | 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. | |||
|-align="center" | |-align="center" | ||
| Advanced Combat Radar | | Advanced Combat Radar | ||
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| 600 | | 600 | ||
| 2 | | 2 | ||
| 45 | |||
| Provides very high range on target acquisition and fairly fast targeting speed. | |||
|-align="center" | |-align="center" | ||
| Sensors Array | | Sensors Array | ||
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| 200 | | 200 | ||
| 2 | | 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" | |-align="center" | ||
| Combat Radar QQ Class | | Combat Radar QQ Class | ||
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| 850 | | 850 | ||
| 3 | | 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 | |||
| 500 | |||
| 2 | |||
| 5 | |||
| Standard radar able to scan surroundings in a medium range and also target other ships. | |||
|} | |} | ||
Revision as of 01:22, 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) |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Civilian Engine | 0 | +450 | +100 | +200 | +10 | +50 | +350 | +0.8 | +0.5 | +1 | +5 | +2 | +0.4 |
Combat Thrusters | 6,000 | +560 | +200 | +23 | +20 | +50 | +600 | +1 | +0.5 | +1.1 | +6 | +1.5 | +0.5 |
Advanced Combat Thrusters | 17,000 | +600 | +210 | +230 | +24 | ||||||||
Ion Engine | 1,300 | +500 | +120 | +220 | +8 | ||||||||
Power Boss Mk2 | 780 | +550 | +160 | +20 | +14 | +50 | +500 | +0.8 | +0.5 | +1 | +5 | +2 | +0.4 |
Power Boss | 800 | +500 | +130 | +210 | +12 |
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 |
---|---|---|---|---|---|
Civilian Grappler | 0 | +15 | +4 | +10 | +40 |
Gravitational Grappler | 8,000 | +20 | +5 | +26 | +35 |
Kinetic Beam Grappler | 4,000 | +15 | +4 | +20 | +30 |
Force Devil Grappler | 8,000 | +15 | +4 | +35 | +50 |
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 |