Difference between revisions of "Building defense module"
(→Standard Modules) |
|||
Line 110: | Line 110: | ||
== Standard Modules == | == Standard Modules == | ||
+ | |||
+ | * Tractor Beam has a 20% chance to activate on each building combat round. | ||
+ | * Advanced Tractor Beam works identically to the TB except that it has a chance to hold the attacker equal to: (1 / (attacker ship size ^ 0.3)) The Advanced Tractor Beam requires 250,000 experience to purchase. | ||
+ | *Each round there is a single chance to activate a Tractor Beam. | ||
+ | *Additional rounds consume additional AP at the rate of 1000 AP per round. | ||
+ | * Only one TB or ATB will work on a building at a time. If a building has both TB and ATB installed, only the Tractor Beam will function. Additional installed tractor beam modules do not provide additional chances to tractor opponents. | ||
=== Tractor Beam === | === Tractor Beam === | ||
− | + | ||
− | + | A Standard Tractor beam has a 20% chance to hold any opponent for an additional combat round during each building combat round. It costs 1,500,000 credits and takes up 80 space and 140 mass in ship cargo. | |
− | + | ||
− | |||
− | |||
− | |||
− | |||
=== Advanced Tractor Beam === | === Advanced Tractor Beam === | ||
− | + | ||
− | + | The Advanced Tractor beam has a chance to hold any opponent for an additional combat round during each building combat round based on the attackers size. The chance to hold the attacker is equal to: (1 / (attacker ship size ^ 0.3)). The Advanced Tractor Beam requires 250,000 experience to purchase. It costs 3,000,000 credits and takes up 105 space and 180 mass in ship cargo | |
− | + | ||
− | + | ||
− | + | *Each round there is a single chance to activate a Tractor Beam. | |
− | + | *Additional rounds consume additional AP at the rate of 1000 AP per round. | |
− | + | * Only one TB or ATB will work on a building at a time. If a building has both TB and ATB installed, only the Tractor Beam will function. Additional installed tractor beam modules do not provide additional chances to tractor opponents. | |
− |
Revision as of 13:15, 2 June 2012
Contents
Modules
Note: Currently being edited by Volke
Modules are purchased from planets from the Building Defenses menu on a planet. After purchase, a module is stored in the cargo of your ship. To install a module, you must be located at your building, and your building must have an open module slot available. Installation is achieved through the Manage Defenses link on your building screen.
Modules may be repaired with nanobots or shield cells when damaged. This is achieved through the same Manage Defenses link as installing a module. This action also requires being at your building, with the nanobots or shield cells in your cargo.
Buildings may have up to 12 combat and as many non-combat modules as you can fit.
Combat Modules
Small Pulse Laser Turret
Type | Combat |
Average Skill | Linked to Building Owner |
Shield Strength | 0 |
Armor Strength | 1,200 |
Hull Strength | 800 |
Armaments | 2x 1MJ Pulse Laser |
Space | 10m3 |
Mass | 10t |
Price | 200,000 |
X-1100 Launcher
Type | Combat |
Average Skill | 32 |
Shield Strength | 60 |
Armor Strength | 1,000 |
Hull Strength | 650 |
Armaments | 2x X-1100 |
Space | 10m3 |
Mass | 10t |
Price | 250,000 |
Medium Pulse Laser Turret
Type | Combat |
Average Skill | Linked to Building Owner |
Shield Strength | 0 |
Armor Strength | 1,200 |
Hull Strength | 800 |
Armaments | 2x 2MJ Pulse Laser |
Space | 15m3 |
Mass | 15t |
Price | 300,000 |
Large Pulse Laser Turret
Type | Combat |
Average Skill | Linked to Building Owner |
Shield Strength | 0 |
Armor Strength | 1,200 |
Hull Strength | 800 |
Armaments | 2x 5MJ Pulse Lasers |
Space | 20m3 |
Mass | 20t |
Price | 500,000 |
Nova-12 Launcher
Type | combat |
Average Skill | 46 |
Shield Strength | 60 |
Armor Strength | 900 |
Hull Strength | 850 |
Armaments | 2x Nova-12 |
Space | 20m3 |
Mass | 20t |
Price | 750,000 |
Assault Module: Hammer
Type | Combat |
Average Skill | 48 |
Shield Strength | 300 |
Armor Strength | 1,600 |
Hull Strength | 700 |
Armaments | 20MJ Pulse Laser, Z-001 |
Space | 40m3 |
Mass | 40t |
Price | 1,250,000 |
Defense Module: Juggernaut
Type | Combat |
Average Skill | 51 |
Shield Strength | 600 |
Armor Strength | 2,800 |
Hull Strength | 850 |
Armaments | 2x 500MJ Laser |
Space | 30m3 |
Mass | 30t |
Price | 1,500,000 |
Standard Modules
- Tractor Beam has a 20% chance to activate on each building combat round.
- Advanced Tractor Beam works identically to the TB except that it has a chance to hold the attacker equal to: (1 / (attacker ship size ^ 0.3)) The Advanced Tractor Beam requires 250,000 experience to purchase.
- Each round there is a single chance to activate a Tractor Beam.
- Additional rounds consume additional AP at the rate of 1000 AP per round.
- Only one TB or ATB will work on a building at a time. If a building has both TB and ATB installed, only the Tractor Beam will function. Additional installed tractor beam modules do not provide additional chances to tractor opponents.
Tractor Beam
A Standard Tractor beam has a 20% chance to hold any opponent for an additional combat round during each building combat round. It costs 1,500,000 credits and takes up 80 space and 140 mass in ship cargo.
Advanced Tractor Beam
The Advanced Tractor beam has a chance to hold any opponent for an additional combat round during each building combat round based on the attackers size. The chance to hold the attacker is equal to: (1 / (attacker ship size ^ 0.3)). The Advanced Tractor Beam requires 250,000 experience to purchase. It costs 3,000,000 credits and takes up 105 space and 180 mass in ship cargo
- Each round there is a single chance to activate a Tractor Beam.
- Additional rounds consume additional AP at the rate of 1000 AP per round.
- Only one TB or ATB will work on a building at a time. If a building has both TB and ATB installed, only the Tractor Beam will function. Additional installed tractor beam modules do not provide additional chances to tractor opponents.