Difference between revisions of "Building defense module"

From Fleet
(Modules)
m (Advanced Tractor Beam)
 
(14 intermediate revisions by 5 users not shown)
Line 1: Line 1:
==Modules==
+
= Modules =
  
 
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 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.
  
=====Small Pulse Laser Turret=====
+
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.
Module Type: Combat <br>
 
Average Skill: Linked to building owner <br>
 
Shields: 0 <br>
 
Armor: 1,200 <br>
 
Hull: 800 <br>
 
Armament: 2x 1MJ Pulse Lasers <br>
 
Space: 10{{m3}} <br>
 
Mass: 10t <br>
 
Price: 200,000 <br>
 
  
=====X-1100 Launcher=====
+
Buildings may have up to 12 combat and as many non-combat modules as you can fit.
Module Type: Combat <br>
 
Average Skill: 32
 
Shields: 60 <br>
 
Armor: 1,000 <br>
 
Hull: 650 <br>
 
Armament: 2x X-1100<br>
 
Space: 10{{m3}} <br>
 
Mass: 10t <br>
 
Price: 250,000 <br>
 
  
=====Medium Pulse Laser Turret=====
+
== Combat Modules ==
Module Type: Combat <br>
 
Average Skill: Linked to building owner <br>
 
Shields: 0 <br>
 
Armor: 1,200 <br>
 
Hull: 800 <br>
 
Armament: 2x 2MJ Pulse Lasers <br>
 
Space: 15{{m3}} <br>
 
Mass: 15t <br>
 
Price: 300,000 <br>
 
  
=====Large Pulse Laser Turret=====
+
=== Small Pulse Laser Turret ===
Module Type: Combat <br>
+
{{module
Average Skill: Linked to building owner <br>
+
| name = Small Pulse Laser Turret
Shields: 0 <br>
+
| type = Combat
Armor: 1,200 <br>
+
| average_skill = Linked to Building Owner
Hull: 800 <br>
+
| shields = 0
Armament: 2x 5MJ Pulse Lasers <br>
+
| armor = 1,200
Space: 20{{m3}} <br>
+
| hull = 800
Mass: 20t <br>
+
| armaments = 2x 1MJ Pulse Laser
Price: 500,000 <br>
+
| space = 10
 +
| mass = 10
 +
| price = 200,000
 +
}}
  
=====Nova-12 Launcher=====
+
=== X-1100 Launcher ===
Module Type: Combat <br>
+
{{module
Average Skill: 46
+
| name = X-1100 Launcher
Shields: 60 <br>
+
| type = Combat
Armor: 900 <br>
+
| average_skill = 32
Hull: 850 <br>
+
| shields = 60
Armament: 2x Nova-12<br>
+
| armor = 1,000
Space: 20{{m3}} <br>
+
| hull = 650
Mass: 20t <br>
+
| armaments = 2x X-1100
Price: 750,000 <br>
+
| space = 10
 +
| mass = 10
 +
| price = 250,000
 +
}}
  
=====Assault Module: Hammer=====
+
=== Medium Pulse Laser Turret ===
Module Type: Combat <br>
+
{{module
Average Skill: 48
+
| name = Medium Pulse Laser Turret
Shields: 300 <br>
+
| type = Combat
Armor: 1,600 <br>
+
| average_skill = Linked to Building Owner
Hull: 700 <br>
+
| shields = 0
Armament: 20MJ Pulse Laser, Z-001<br>
+
| armor = 1,200
Space: 40{{m3}} <br>
+
| hull = 800
Mass: 40t <br>
+
| armaments = 2x 2MJ Pulse Laser
Price: 1,250,000 <br>
+
| space = 15
 +
| mass = 15
 +
| price = 300,000
 +
}}
  
=====Defense Module: Juggernaut=====
+
=== Large Pulse Laser Turret ===
Module Type: Combat <br>
+
{{module
Average Skill: 51
+
| name = Large Pulse Laser Turret
Shields: 600 <br>
+
| type = Combat
Armor: 2,800 <br>
+
| average_skill = Linked to Building Owner
Hull: 850 <br>
+
| shields = 0
Armament: 2x 500KJ Laser<br>
+
| armor = 1,200
Space: 30{{m3}} <br>
+
| hull = 800
Mass: 30t <br>
+
| armaments = 2x 5MJ Pulse Lasers
Price: 1,500,000 <br>
+
| space = 20
 +
| mass = 20
 +
| price = 500,000
 +
}}
 +
 
 +
=== Nova-12 Launcher ===
 +
{{module
 +
| name = Nova-12 Launcher
 +
| type = combat
 +
| average_skill = 46
 +
| shields = 60
 +
| armor = 900
 +
| hull = 850
 +
| armaments = 2x Nova-12
 +
| space = 20
 +
| mass = 20
 +
| price = 750,000
 +
}}
 +
 
 +
=== Assault Module: Hammer ===
 +
{{module
 +
| name = Assault Module: Hammer
 +
| type = Combat
 +
| average_skill = 48
 +
| shields = 300
 +
| armor = 1,600
 +
| hull = 700
 +
| armaments = 20MJ Pulse Laser, Z-001
 +
| space = 40
 +
| mass = 40
 +
| price = 1,250,000
 +
}}
 +
 
 +
=== Defense Module: Juggernaut ===
 +
{{module
 +
| name = Defense Module: Juggernaut
 +
| type = Combat
 +
| average_skill = 51
 +
| shields = 600
 +
| armor = 2,800
 +
| hull = 850
 +
| armaments = 2x 500MJ Laser
 +
| space = 30
 +
| mass = 30
 +
| price = 1,500,000
 +
}}
 +
 
 +
== Standard Modules ==
 +
 
 +
=== 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)). This means that for a ship size of over 214, the chance to hold is lower than the Standard Tractor Beam. 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.
 +
 
 +
[[Category:Fleet]]

Latest revision as of 22:05, 3 July 2012

Modules

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

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

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

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

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

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

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

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

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)). This means that for a ship size of over 214, the chance to hold is lower than the Standard Tractor Beam. 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.