Equipment

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Revision as of 00:44, 23 April 2010 by Centic (talk | contribs) (Missiles)

Guns

Name Space (m3) Mass (t) Price Power Fire-rate Requirements
200 KJ Laser 1 2 1,000 8 1 None
500 KJ Laser 2 3 25,000 15 1 None
1 MJ Laser 4 5 65,000 16 2 None
2 MJ Laser 7 9 115,000 29 2 None
5 MJ Laser 12 15 195,000 41 2 None
10 MJ Laser 20 27 375,000 73 2 None
20 MJ Laser 36 49 675,000 131 2 None
50 MJ Laser 54 59 1,150,000 197 2 250,000xp

Guns are the primary weapons of combat.

A chicken was applied to a 200KJ laser. If it was cooked perfectly at this intensity after 5 minutes, what will happen when it is subject to a 50MJ laser in a chamber pressured at 50TPa for approximately 5 seconds? - Porkian A-level Horticulture exam paper
Guns are THE tool for killing things. Missiles and turrets are all very well, but on their own, they're pants without GUNS. Guns (or lasers more specifically) have two factors that come into consideration during conflict. The 'fire-rate' is the number of volleys that laser will fire in 1 round of conflict. The 'power' is... pretty self-explanatory. Contrary to obvious belief though, having big guns is not always good.
Killing things straight away with big guns increases your experience greatly, but without the chance to shoot at (or get shot at) the NPC for a long period of time, this doesn't do you many favours for your skills. So ideally, for skilling you want a BIG fire rate, with a small power. With PvP (where you don't want to mess around) go big. And go mental.

Turrets

Name Space (m3) Mass (t) Price Power Fire-rate Requirements
Tiny Omega Cannon 30 30 100,000 80 1 None
Rail Turret 42 46 225,000 31 3 None
Omega Cannon 300 300 1,000,000 800 1 None

Lasers aren't nearly as cool as guns. You can roast a chicken with a laser. You can EXPLODE a chicken with a BAZOOKA.
Turrets essentially give you that extra 'umph' of fire-power or extra shots of xp (depending on which variation you dwell on). Unlike lasers, these have ammunition - so you have to restock every once in a while (buy lots of ammunition from planets before heading out on a spree with these because they don't last long). However, their upkeep is quite a drain financially, so make sure you're in a position that you can sustain yourself! The rail turret is the best for skilling, the Omega cannon for killing stuff. NOTE: You have to buy the ammunition which corresponds with the turret you're using but you can choose from the same three 'flavours' for whichever gun you use.

  • Interestingly enough, the Atlas is the only ship capable of sustaining two Omega Cannons. With Anti-matter ammunition, these two cannons will deal more damage than 4 50MJ Pulse Lasers! Pirates will have to think twice after encountering an Atlas equipped with Omega Cannons and Flying Bananas!

Turret Ammunition

Name Space (m3) Mass (t) Price Power Crate Size Requirements
Omega Cannon Ferrous Ammo 16 16 200,000 0.7x 200 Omega Cannon
Omega Cannon Uranium Ammo 16 20 500,000 1.0x 200 Omega Cannon
Omega Cannon Anti-matter Ammo 16 24 1,500,000 1.3x 200 Omega Cannon
Rail Turret Ferrous Ammo 7 7 16,000 0.7x 400 Rail Turret
Rail Turret Uranium Ammo 7 9 42,000 1.0x 400 Rail Turret
Rail Turret Anti-matter Ammo 7 11 122,000 1.3x 400 Rail Turret
Tiny Omega Cannon Ferrous Ammo 8 8 20,000 0.7x 200 Tiny Omega Cannon
Tiny Omega Cannon Uranium Ammo 8 10 50,000 1.0x 200 Tiny Omega Cannon
Tiny Omega Cannon Anti-matter Ammo 8 12 150,000 1.3x 200 Tiny Omega Cannon

You can't fire a watermelon from an Omega Cannon - Famous Native American Proverb
You get ammunition from planets in these funny things called 'crates' (previously dispatched in large marrows; it's surprising how hollow they are, it was only a matter of time before common sense shone through).
You can either go for cheap and weak (Ferrous), or expensive and powerful (Anti-matter). If you want to skill, go for Ferrous ammunition (it'll give you just as much skill as higher levels, if not more from prolonging the creature's suffering through your practise) - if you want to kill big mommas (Note: this isn't an NPC... yet?) go for Anti-matter (it kills them quicker, so saves your hide... or hull).
Unfortunately, the funny thing about ammunition is that it runs out - and it's possible that you'll be bombarded by irritating (*some neoPlatian followers actually find these soothing) messages saying 'oi... another crate's been emptied mate!' (or along the lines of that... ships haven't developed personalities... yet) but never fear, you can turn these off via the options menu (Hallelujah!).
Clearly turrets are worth their weight in skilling (if you have the funds to spend on them), but for PvP? Are turrets worth it?
Well put it this way, if two equally skilled, almost equally equipped people were to start forking each other, the one with the turrets would win. (Assuming that you have the space available to equip a turret after your laser loadout, of course)

Missiles

Name Space (m3) Mass (t) Price Power Reload Time Speed Guidance Notes
Z-001 3 3 3,500 40 0 100 100 None
X-1100 2 2 5,000 80 5 145 145 None
Sunburst 6 6 18,500 220 6 150 165 None
Nova-12 12 12 30,500 420 12 140 85 None
Flying Banana 5 5 Dropped by Space Monkey 600 4 180 200 None
Pronged Spike 2 2 Dropped by Anemone 350 5 125 150 Requires Distinction: 10 Value: 10,000

'He took aim, fired, then ran for his life' - Extract from novel 'James Bond: The Man with a Banana Gun'
There has long been controversy over the nature of the consistency of the much-sought-after 'Flying Banana.' A number of conflicting theories have arisen (including TNT, C4 and R2D2) but, as is generally agreed by scientists, the most likely source of the banana's destructive power is humble chocolate digestive (which, when exposed to a blend of pure oxygen and gunpowder, reacts very violently)...
Regardless of this, what's certain is that missiles are useful in doing hefty lump sums of damage to other players and large NPCs.
To change the order that missiles are fired (you may want to save your best until last), visit your in-depth ship description (click your ships name on the right of the nav screen) and there should be a link under the equipment manifest.

Shields

Name Space (m3) Mass (t) Price Strength Recharge Rate Requirement
Light Shield Generator 5 8 170,000 450 15 None
Standard Shield Generator 8 14 970,000 800 25 None
Heavy Shield Generator 24 28 1,530,000 1,450 40 Distinction 6

Shields cost 1*shield points recharged to repair, but recharge for free at the recharge rate per shield tick (every 30 seconds)

Engines

Name Space (m3) Mass (t) Price Speed Fuel type Fuel Capacity Fuel Consumption Requirement
Impulse drive 25 35 5,000 30 Hyrdrogen Gas 5 0.15 None
Solar Sail 45 8 9,000 1 Sunshine and butterflies n/a n/a None
Phase Drive 70 75 294,000 90 Hydrogen Gas 8 0.25 Distinction 7

Before you go anywhere, you'll need an ENGINE. The solar sail doesn't require fuel - you simply equip and launch (equianch?) but it DOES take up a lot of room... It could well be debated that it makes up for this in that you don't need any space taken up by fuel onboard...
A drive of some kind requires that you have hydrogen gas on hand, but is faster (takes less APs) and takes up less room (though weighs more). All in all, a good deal better... most of the time.
Also, it's well worth getting the phase drive - 3 times the speed = 3 times more done than with the impulse. The increased space taken up is well worth the boost.