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Ships!
Ships can do a large verity of things from transporting goods,
laying mines, scouting, and last but not least combat! There are
many different parts that are used to build a ship.
Ships are not the only thing you will find out in space, you
will also find pods, minefields, worm hole, jump gate, and of
course planets.
Fighters, which are a space ship, but are much smaller and can't
cary any cargo. They also can not be customized. They generally
are used to protect planets or docked with a much larger ship
that has greater mobility.
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Ship Parts:
Hull |
The Ships hull is what determines what you can put on it, and
how fast it can go. Each race haves their own hulls, and most can
trade or aquire other hulls from which to build and use. [more] |
Engines |
These move ships through normal space at a speed of up to 190
light years. They also provide the ship with power. [more] |
Hyper Jump Drive |
These drives allow a ship to instantly jump great distances and
avoid most space hazards. They burn a fixed amount of fuel no matter
what distance they jump. Two things can stop a jumping ship: gravitonic
minefields and gravity well generators. [more] |
Super Weapon |
A weapon so powerful that it can destroy most enemy ships with
a single shot and even planets. Most ships are not able to mount
these massive weapons. [more] |
Large Weapons |
From as small as 30 kilotons to as large as 2000 kilotons. The
size of large weapon that will fit on a ship depends on the size
of a ship`s large weapon mounts. There are many different types
of large weapons to choose from that have wildly different characteristics.
[more] |
Small Weapons |
These are weapons that have a mass of only 1 kiloton each and
do only a limited amount of damage to the enemy ship. But they recharge
at a very rapid rate. [more] |
Point Defense |
These are purely defensive weapons that are used to destroy attacking
fighters and intercept incoming weapons fire. [more] |
Power Generator |
These devices produce extra power for your weapon systems when
your engines don't produce enough. [more] |
Shield Generator |
Produces an energy shield around the ship that protects the ship
from incoming weapons fire from enemy ships and fighters. Once the
shield are gone incoming weapons fire will hit the ship's armor.
Shields are regenerated between battles. [more] |
Anatomy of a Ship:
Armor |
This is a thin layer of duranium armor plate that covers the
ship. Once the armor is destroyed it is gone for good. You must
replenish the armor at a base that has a supply of armor. In an
emergency you can use repair units to rebuild the armor. [more] |
Fuel Tank |
Holds all the ship's fuel. With out fuel you can not move
your ship, but you can still defend/attack objects at the same
location as you.
It is not a good idea to fill the tank, as it cost more fuel
to lug around that extra fuel, and you usually do not need more
than a handful of turns worth of fuel at any given time in that
ships journey/life. |
Cargo Hold |
This holds all the ship's standard cargo. These are all goods
that can be moved around by the transporters. Standard cargo items
are: duranium metal, tritanium metal, molybdenum metal, food,
med, and supplies. |
Repair Hold |
The repair hold is the storage area that the repair units
are kept in. Repair units are used to fix damage to your ship's
systems. The bigger the better, but don't fill them unless you
on a war rampage or going into crystal territory.
You can find repairs on planets or build them in a Ship
Repair Shop. |
Devices |
many ships have have special ship devices that give it extra
capabilities.[more] |
Ordnance Magazine |
This hold stores all the ship's ammo for its weapons, which
is also know as ord. Ord is also used to product minefields if
the ship has a special mine layer device built into its hull. |
Pod Bays |
Holds one pod of any type. To dock a pod to a ship you give
the order to the pod to dock with the ship. When the ship gets
close to the pod the pod will dock. Docked pods will travel with
the ship where ever the ship goes, safely tucked inside the bay.
The pod will only detach from the ship when the ship passes the
pod's drop target or the ship gives the order for the pod to drop.[more] |
Fighter Bays |
Holds a fighter wing. To dock a fighter wing give the order
to the wing to dock with the ship, when the ship and the wing
are close enough the wing will enter the ship's fighter bay. If
a ship with docked wings is attacked the fighters will launch
from the ship to defend the ship from attack and return to the
ship after the battle.[more] |
Crew Quarters |
This is where you ship's crew lives and works.
With out crew you can not move or control your ship. Also you
ship could end up being auto captured by another race and HG
or troops wont help it.
Most races train crew with training
centers, others can use ships to train crew. |
Guest Quarters |
These are extra rooms just for non-crew members. Colonists,
troops, and high guard rangers can travel on board the ship in
this section of the ship. |
Skill |
Ship are the only unit in the game that have skill. But it is
quite obscure, useful during certain phases of Boarding mechanics.
Basically, you get a slight bonus to your Crew's fighting ability
when boarded or boarding. |
Experience |
Ship are the only unit in the game that can get Experience
It helps weapon accuracy up to 25%, sweeping/laying mines,
and boarding parties. You can gain more ship experience with
combat and sometime other things like stealing.
The starting ship start with a random amount of experience
(~1-99) while all others built buy you start with zero.
Privateers can only make troops and HG from ships with a lot
of experience.
Ships with more skill, experience and high guard take their
actions last. Meaning the one with a higher amount will then
will sweep mines last or will lay mines last. You want to be
last for these. |
Help:
If you need further help with Ships and did not see what you are looking
for, try one of the following:
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