Difference between revisions of "Enhancements"
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Enhancements are obtained in 2 ways. The most common way to get Enhancements is to purchase them. Credits are used to purchase Enhancements and they are bought in the ship selection screen. Enhancements purchased appear in your Garage's storage space. The second major way is random drops. On destruction, many ships will drop an enhancement, and a message will be sent to you telling you received an enhancement. The enhancement will automatically appear in your ships cargo bay, unless it is full, in which case it will appear in space where it was dropped and is capturable by anyone. Only ships that participated in a ships destruction are eligible to receive an Enhancement from it's death. | Enhancements are obtained in 2 ways. The most common way to get Enhancements is to purchase them. Credits are used to purchase Enhancements and they are bought in the ship selection screen. Enhancements purchased appear in your Garage's storage space. The second major way is random drops. On destruction, many ships will drop an enhancement, and a message will be sent to you telling you received an enhancement. The enhancement will automatically appear in your ships cargo bay, unless it is full, in which case it will appear in space where it was dropped and is capturable by anyone. Only ships that participated in a ships destruction are eligible to receive an Enhancement from it's death. | ||
− | Enhancements come in levels, with higher levels giving a higher bonus, as well as costing more credits to purchase. The highest levels of Enhancements also have a set durability, which decreases with each death that ship | + | Enhancements come in levels, with higher levels giving a higher bonus, as well as costing more credits to purchase. The highest levels of Enhancements also have a set durability, which decreases with each death that ship acquires. |
+ | |||
+ | Enhancement levels are as such: | ||
*Minor: +1% bonus, unlimited Durability, cannot be bought | *Minor: +1% bonus, unlimited Durability, cannot be bought | ||
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*Advanced: +6% bonus, 20 Durability, 800 credits | *Advanced: +6% bonus, 20 Durability, 800 credits | ||
− | All Enhancements effects stack, but some | + | All Enhancements effects stack, but some of the more rare Enhancements are restricted to one per ship. |
+ | |||
+ | Most enhancements also have a cap. This is indicated when pressing F7 ingame, showing your current enhancement percentage in white, and the maximum allowed in a red percentage. | ||
+ | |||
+ | Current Common Enhancement Caps are listed below: | ||
+ | |||
+ | *All Weapon/Beam Enhancements excluding Weapon Racks: 24% | ||
+ | *Weapon Rack: No Cap | ||
+ | *All Defensive Enhancements : 24% | ||
+ | *EWAR Stength: 24% | ||
+ | *EWAR Range: 48% | ||
+ | *Turn Rate: No Cap | ||
+ | *Engine Thrust/Velocity: 24% | ||
+ | |||
==Common Weapon Enhancements== | ==Common Weapon Enhancements== | ||
− | These Enhancements upgrade the [[Weapons|Weapon]] systems of your ship. | + | These Enhancements upgrade the [[Weapons|Weapon]] and [[Bombs|Bomb]] systems of your ship. |
+ | ===Weapon Rack=== | ||
+ | Weapon Racks increase the ammo of your weapons by the percentage of its enhancement level. | ||
− | ===Weapon | + | ===Weapon Condenser=== |
Weapon Condensors increase the energy taken by projectile weapon during it's reload cycle by the bonus percentage of its Enhancement level. This speeds up it's recharge, at the cost of higher energy drain on the ships energy store. | Weapon Condensors increase the energy taken by projectile weapon during it's reload cycle by the bonus percentage of its Enhancement level. This speeds up it's recharge, at the cost of higher energy drain on the ships energy store. | ||
− | ===Weapon | + | ===Weapon Multiplexer=== |
− | Weapon | + | Weapon Multiplexers increase a projectile weapons damage by the bonus percentage of it's level. |
===Weapon Cooler=== | ===Weapon Cooler=== | ||
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Weapon Accelerators increase the range of projectile weapons by the bonus percentage of it's level. | Weapon Accelerators increase the range of projectile weapons by the bonus percentage of it's level. | ||
− | ===Beam | + | ===Beam Condenser=== |
− | Compared to it's projectile weapon analog, Beam Condensors act strangely. They combine the effects of the Beam Multiplexor and the Beam Cooler, but the relevent bonuses are | + | Compared to it's projectile weapon analog, Beam Condensors act strangely. They combine the effects of the Beam Multiplexor and the Beam Cooler, but the relevent bonuses are decreased by a little. To account for the increase in functionality these Enhancements cost 10% more then their levels normal cost. |
− | ===Beam | + | ===Beam Multiplexer=== |
− | Beam Multiplexors increase a beam weapons damage by the bonus percentage of it's level. | + | Beam Multiplexors increase a beam weapons damage by the bonus percentage of it's level. |
===Beam Cooler=== | ===Beam Cooler=== | ||
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==Unique Weapon Enhancements== | ==Unique Weapon Enhancements== | ||
− | These weapon Enhancements are rarer and more expensive, they are restricted to one per ship. These Enhancements also do not have levels, and instead have static effects. All unique weapon Enhancements also have | + | These weapon Enhancements are rarer and more expensive, they are restricted to one per ship. These Enhancements also do not have levels, and instead have static effects. All unique weapon Enhancements also have unlimited Durability. |
===Zlyg's Weapon Augmentation=== | ===Zlyg's Weapon Augmentation=== | ||
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===Defense Power=== | ===Defense Power=== | ||
Defense Power increase the repair/recharge rate for armor/sheilds by the bonus percentage of it's level. | Defense Power increase the repair/recharge rate for armor/sheilds by the bonus percentage of it's level. | ||
+ | |||
+ | ===Signal Modulator=== | ||
+ | The Signal Modulator increases the range of your ECM or ECCM by the percentage of it's enhancement level. | ||
+ | |||
+ | ===Signal Dynamo=== | ||
+ | The Signal Dynamo increases the energy efficiency of your ECM or ECCM by the percentage of it's enhancement level causing it to drain less energy from the ship. | ||
+ | |||
+ | ===Signal Amplifier=== | ||
+ | The Signal Amplifier causes your ECM(Decrease Signature) or ECCM(Increase Signature) to decrease or increase by a larger amount based on the percentage of it's enhancement level. | ||
===Stealth Module=== | ===Stealth Module=== | ||
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*-15% Cloak time([[K'luth]]) | *-15% Cloak time([[K'luth]]) | ||
− | ===Upgraded Build | + | ===Upgraded Build Drones=== |
Build Computers decrease the time it takes to construct a structure on a building. Does not come in levels, but has a static effect. This Enhancement has 20 Durability. | Build Computers decrease the time it takes to construct a structure on a building. Does not come in levels, but has a static effect. This Enhancement has 20 Durability. | ||
*Cost: 1500 credits | *Cost: 1500 credits | ||
− | *- | + | *-10% Build Time |
*Only equippable on: Engineers | *Only equippable on: Engineers | ||
− | + | ||
==Unique Ship Enhancements== | ==Unique Ship Enhancements== | ||
These Enhancements are rarer and more expensive, and are restricted to one per ship. These Enhancements to not have levels but have static effects. These Enhancements have unlimted Durability. | These Enhancements are rarer and more expensive, and are restricted to one per ship. These Enhancements to not have levels but have static effects. These Enhancements have unlimted Durability. | ||
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*-6% Ship Speed | *-6% Ship Speed | ||
*-6% Thrust | *-6% Thrust | ||
− | *+ | + | *+9% Armor/Shield HP |
− | |||
*Only Equippable by: Destroyer, Cruiser, Dreadnought | *Only Equippable by: Destroyer, Cruiser, Dreadnought | ||
===Magnetron Shield MKI=== | ===Magnetron Shield MKI=== | ||
*Cost: 1500 credits | *Cost: 1500 credits | ||
− | * | + | *+5% Armor/Shield HP |
− | |||
*Only Equippable by: Engineer, Transport, Scout | *Only Equippable by: Engineer, Transport, Scout | ||
===Magnetron Shield MKII=== | ===Magnetron Shield MKII=== | ||
*Cost: 2000 credits | *Cost: 2000 credits | ||
− | * | + | *+5% Armor/Shield HP |
− | |||
*Only Equippable by: Engineer, Transport, Scout | *Only Equippable by: Engineer, Transport, Scout | ||
===Magnetron Shield MKIII=== | ===Magnetron Shield MKIII=== | ||
*Cost: 2500 credits | *Cost: 2500 credits | ||
− | + | *+7 Armor/Shield HP | |
− | *+ | ||
− | |||
*Only Equippable by: Engineer, Transport, Scout | *Only Equippable by: Engineer, Transport, Scout | ||
Latest revision as of 23:13, 28 January 2014
Enhancements are upgrades installable on a Ship. These aftermarket parts add individuality to your ship and have beneficial effects on your ships combat performance. Ships are limited to only 8 Enhancements at any one time. Current Enhancement and their effects can be seen by pressing F7 ingame.
Enhancements are obtained in 2 ways. The most common way to get Enhancements is to purchase them. Credits are used to purchase Enhancements and they are bought in the ship selection screen. Enhancements purchased appear in your Garage's storage space. The second major way is random drops. On destruction, many ships will drop an enhancement, and a message will be sent to you telling you received an enhancement. The enhancement will automatically appear in your ships cargo bay, unless it is full, in which case it will appear in space where it was dropped and is capturable by anyone. Only ships that participated in a ships destruction are eligible to receive an Enhancement from it's death.
Enhancements come in levels, with higher levels giving a higher bonus, as well as costing more credits to purchase. The highest levels of Enhancements also have a set durability, which decreases with each death that ship acquires.
Enhancement levels are as such:
- Minor: +1% bonus, unlimited Durability, cannot be bought
- Limited: +2% bonus, unlimited Durability, cannot be bought
- Standard: +3% bonus, 35 Durability, 100 credits
- Improved: +4% bonus, 30 Durability, 200 credits
- Enhanced: +5% bonus, 25 Durability, 400 credits
- Advanced: +6% bonus, 20 Durability, 800 credits
All Enhancements effects stack, but some of the more rare Enhancements are restricted to one per ship.
Most enhancements also have a cap. This is indicated when pressing F7 ingame, showing your current enhancement percentage in white, and the maximum allowed in a red percentage.
Current Common Enhancement Caps are listed below:
- All Weapon/Beam Enhancements excluding Weapon Racks: 24%
- Weapon Rack: No Cap
- All Defensive Enhancements : 24%
- EWAR Stength: 24%
- EWAR Range: 48%
- Turn Rate: No Cap
- Engine Thrust/Velocity: 24%
Contents
Common Weapon Enhancements
These Enhancements upgrade the Weapon and Bomb systems of your ship.
Weapon Rack
Weapon Racks increase the ammo of your weapons by the percentage of its enhancement level.
Weapon Condenser
Weapon Condensors increase the energy taken by projectile weapon during it's reload cycle by the bonus percentage of its Enhancement level. This speeds up it's recharge, at the cost of higher energy drain on the ships energy store.
Weapon Multiplexer
Weapon Multiplexers increase a projectile weapons damage by the bonus percentage of it's level.
Weapon Cooler
Weapon Coolers decrease the time between shots in a salvo for projectile weapons by the bonus percentage of it's level.
Weapon Accelerator
Weapon Accelerators increase the range of projectile weapons by the bonus percentage of it's level.
Beam Condenser
Compared to it's projectile weapon analog, Beam Condensors act strangely. They combine the effects of the Beam Multiplexor and the Beam Cooler, but the relevent bonuses are decreased by a little. To account for the increase in functionality these Enhancements cost 10% more then their levels normal cost.
Beam Multiplexer
Beam Multiplexors increase a beam weapons damage by the bonus percentage of it's level.
Beam Cooler
Beam Coolers increase the energy taken by beam weapons when they're recharging, making them recharge faster. However, this also draws energy from your ships energy stores faster.
Beam Accelerator
Beam Accelerators increase the range of beam weapons by the bonus percentage of it's level.
Unique Weapon Enhancements
These weapon Enhancements are rarer and more expensive, they are restricted to one per ship. These Enhancements also do not have levels, and instead have static effects. All unique weapon Enhancements also have unlimited Durability.
Zlyg's Weapon Augmentation
- Cost: Cannot be bought
- -10% Projectile weapon range
- -10% Beam weapon range
- +5% Projectile recharge rate
- +5% Beam recharge rate
- +5% Projectile damage
- +5% Beam damage
- Only equippable by: Destroyers, Cruisers, Dreadnoughts, Stations
Thari's Weapon Booster
- Cost: Cannot be bought
- +15% Projectile weapon range
- +15% Beam weapon range
- +5% Projectile recharge rate
- +5% Beam recharge rate
- -5% Projectile damage
- -5% Beam damage
Buccaneer's Weapon Expatiation
- Cost: Cannot be bought
- +5% Projectile weapon range
- -5% Beam weapon range
- +5% Projectile recharge rate
- -5% Beam recharge rate
- +5% Projectile damage
- -5% Beam damage
- Only equippable on: Scouts, Frigates, Destroyers
Privateer's Beam Polarization
- Cost: Cannot be bought
- -5% Projectile weapon range
- +5% Beam weapon range
- -5% Projectile recharge rate
- +5% Beam recharge rate
- -5% Projectile damage
- +5% Beam damage
- Only equippable on: Scouts, Frigates, Destroyers
Common Ship Enhancements
These Enhancements upgrade the performance of your ships Gadgets.
Engine Tuner
Engine Tuners increase a ships maximum speed by the bonus percentage of it's Enhancement level.
Engine Booster
Engine Boosters increase the rate that a ship accelerates(AKA Thrust) to the commanded speed by the bonus percentage of it's level.
Maneuvering Jets
Maneuvering Jets increase the turn rate of a ship, letting it turn faster by the bonus percentage of it's level.
Defense Upgrade
Defense Upgrades increase the hit point of a ships armor/sheilds by the bonus percentage of it's level, letting them take more hits.
Defense Power
Defense Power increase the repair/recharge rate for armor/sheilds by the bonus percentage of it's level.
Signal Modulator
The Signal Modulator increases the range of your ECM or ECCM by the percentage of it's enhancement level.
Signal Dynamo
The Signal Dynamo increases the energy efficiency of your ECM or ECCM by the percentage of it's enhancement level causing it to drain less energy from the ship.
Signal Amplifier
The Signal Amplifier causes your ECM(Decrease Signature) or ECCM(Increase Signature) to decrease or increase by a larger amount based on the percentage of it's enhancement level.
Stealth Module
Stealth Modules decrease a ships Signature as well as K'luth ships Cloak time. Does not come in levels, but has a static effect. This enhancement has unlimited Durability.
- Cost: 2500 credits
- -5% Ship speed
- -10% Thrust
- -15% Signature
- -15% Cloak time(K'luth)
Upgraded Build Drones
Build Computers decrease the time it takes to construct a structure on a building. Does not come in levels, but has a static effect. This Enhancement has 20 Durability.
- Cost: 1500 credits
- -10% Build Time
- Only equippable on: Engineers
Unique Ship Enhancements
These Enhancements are rarer and more expensive, and are restricted to one per ship. These Enhancements to not have levels but have static effects. These Enhancements have unlimted Durability.
Benchford Buish Ship Protector
- Cost: 1000 credits
- +5% Armor/Shield HP
- -2% Damage Taken
- Only Equippable by: Destroyer, Cruiser, Dreadnought, Station
Zlarr's Defense
- Cost: 1250 credits
- -6% Ship Speed
- -6% Thrust
- +9% Armor/Shield HP
- Only Equippable by: Destroyer, Cruiser, Dreadnought
Magnetron Shield MKI
- Cost: 1500 credits
- +5% Armor/Shield HP
- Only Equippable by: Engineer, Transport, Scout
Magnetron Shield MKII
- Cost: 2000 credits
- +5% Armor/Shield HP
- Only Equippable by: Engineer, Transport, Scout
Magnetron Shield MKIII
- Cost: 2500 credits
- +7 Armor/Shield HP
- Only Equippable by: Engineer, Transport, Scout
Makkar Ship Booster
- Cost: 800 credits
- +5% Ship Speed
- +5% Thrust
- +5% Turn Rate
- -2% Armor/Shield HP
- Only Equipable by: Destroyer, Cruiser, Dreadnought, Station
Rogen's Armor Overhaul
- Cost: Cannot be bought
- -4% Ship Speed
- -4% Thrust
- +3% Armor/Shield HP
- -3% Damage taken
- Only Equipabble by: Scout, Frigate, Destroyer
Colored Exhaust
In addition to bonuses, this Enhancement also changes the color of the ships trail.
- Cost: 2500 credits
- +6% Ship Speed
- +3% Thrust
- +4% Turn rate
- Avaliable Colors: Red Hot, Dark Blue, Forest Green, Deep Purple
Single-use Enhancements
These Enhancements are single use and will disappear after use.
JumpDrive Fuel Refill
Because no one wants to be out of gas in intersteller space.
- Cost: 250 credits
- Jump Drive Fuel added: 100% of jump drive fuel capacity.
Energy Recharger MKI
Never go into battle without a bottle of Liquid Schwartz!
- Cost: 250 credits
- Energy Added: 50% of ship energy capacity.
Ally Enhancements
These Enhancements are Single-use and spawn an AI ship that will follow you and assist you in combat.
Scout Ally
Spawns a random Scout of your faction.
- Cost: 50 credits
Frigate Ally
Spawns a random Frigate of your faction.
- Cost: 100 credits
Destroyer Ally
Spawns a random Destroyer of your faction.
- Cost: 200 credits
Cruiser Ally
Spawns a random Cruiser of your faction.
- Cost: 400 credits
Dreadnought Ally
Spawns a random Dreadnought of your faction.
- Cost: 800 credits
Station Ally
Spawns a random station of your faction.
- Cost: 1600 credits
Supply Ally
Spawns a random supply of your faction.
- Cost: 300 credits
Unconfirmed Reports
Some Intelligence Agencies within the UGTO Government have reported that some maverick scientists may have created super powered Enhancements. Rumors of these "Maverick Enhancements" are as of yet unconfirmed, but Captains are advised to remain cautious.