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Ships Systems and Weapons

General Overview

Notes on weapon damage:

1. Rate of Fire (RoF): This is the speed at which a weapon fires. A RoF of 0.5 means that a weapon will fire every 2 turns. A RoF of 8.0 means a weapon will fire 8 times per turn.

2. Weapon damage is decreased when targeting a ship of a larger size class. For each class size increase, weapon damage is reduced by 50%. (Example: a cannon hitting a medium hull does 50% damage and a cannon hitting a large hull does 25% damage.)

3. Weapons hit all hull sizes larger than the base size class. Weapons can't hit hull sizes smaller than their mininum class.

  • Small: Class 1
  • Medium: Class 2
  • Large/Huge: Class 3
  • Planet: Class 4

Note: All colors indicate tech tree: Bio, Human, Cyborg, and Human/Cyborg. Icons indicate strategic resource requirements.

Hulls

Small Hulls

  • TL1: Small Hull
  • TL2: Titanium Small Hull ()
  • TL3: Live Small Hull
  • TL3: Advanced Small Hull
  • TL6: Stealth Hull - Very low signature hull
  • TL6: Swarm Small Hull

Medium Hulls

  • TL2: Medium Hull
  • TL4: Live Medium Hull
  • TL4: Advanced Medium Hull
  • TL6: Metamorph Hull - Low signature hull

Large Hulls

  • TL3: Large Hull
  • TL5: Live Large Hull
  • TL5: Advanced Large Hull
  • TL5: Huge Hull ()
  • TL6: Mobile Planet ()

Weapons

Note: All damage is at tech level x-3

Cannons (Anti-Small; All hulls)

  • TL1: Cannon: 2-4 damage. Rate of fire: 1.0.
  • TL2: EM Cannon: 3-5 damage. Rate of fire: 1.0.
  • TL3: Laser Cannon: 4-6 damage. Rate of fire: 1.0.
  • TL4: Spine Cannon: 5-7 damage. Rate of fire: 1.0. Ignores shields.
  • TL4: Sweep Maser: 3-4 damage. Rate of fire: 2.0.
  • TL4: Gamma Cannon: 8-10 damage. Rate of fire: 1.0.
  • TL5: Virus Injector: 7-8 damage. Rate of fire: 1.0. Ignores shields.
  • TL5: Particle Beam Cannon: 2-3 damage. Rate of fire: 4.0.
  • TL5: Nano Blaster: 10-11 damage. Rate of fire: 1.0.
  • TL99: EDEN Spacial Disruptor (): 20-30 damage. Rate of fire: 6.0. Ignores shields. Usable only by EDEN.

Cannon Turrets (Anti-Small; Medium/Large hulls)

  • TL2: Twin EM Cannon Turret: 3-5 damage Rate of fire: 2.0.
  • TL3: Twin Laser Cannon Turret: 4-6 damage. Rate of fire: 2.0.
  • TL4: Twin Spine Turret: 5-7 damage. Rate of fire: 2.0. Ignores sheilds.
  • TL4: Twin Maser Turret: 6-7 damage. Rate of fire: 2.0.
  • TL4: Twin Gamma Turret: 7-8 damage. Rate of fire: 2.0.
  • TL5: Virus Injector Turret: 7-8 damage. Rate of fire: 2.0. Ignores sheilds.
  • TL5: Particle Beam Turret: 4-5 damage. Rate of fire: 4.0.
  • TL5: Twin Nanoblaster Turret: 10-11 damage. Rate of fire: 2.0.

Pods (Anti-Small; Large hulls)

  • TL4: Quill Pod: 4-6 damage. Rate of fire: 3.0. Ignores sheilds.
  • TL4: Laser Pod: 4-6 damage. Rate of fire: 3.0.
  • TL4: Nova Burst Pod: 2-3 damage. Rate of fire: 20.0.
  • TL5: Barb Pod: 5-7 damage. Rate of fire: 5.0. Ignores shields.
  • TL5: Maser Pod: 6-7 damage. Rate of fire: 5.0.
  • TL5: Supernova Burst Pod: 3-4 damage. Rate of fire: 20.0.

Mortars (Anti-Small; All hulls)

Large weight and high number of slots required to mount.

  • TL4: Gravity Surge Mortar: 300-432 damage. Rate of fire: 0.2.
  • TL5: Plutonium Mortar (): 687-831 damage. Rate of fire 0.2.

Missiles (Anti-Medium; All hulls)

Missile weapons are affected by enemy ECM systems

  • TL2: SS Missile: 11-21 damage. Rate of fire: 0.5.
  • TL3: Adv SS Missile: 15-25 damage. Rate of fire: 0.5.
  • TL4: Pearl Launcher: 17-29 damage. Rate of fire: 0.5. Ignores shields.
  • TL4: Plasma Bolter: 19-33 damage. Rate of fire: 0.5.
  • TL4: Coil Destablizer: 22-37 damage. Rate of fire: 0.5.
  • TL5: Parasite Missile: 22-37 damage. Rate of fire: 0.5. Ignores shields.
  • TL5: C-A Plasma Bolter: 25-43 damage. Rate of fire: 0.5.
  • TL5: Leech Missile: 12-22 damage. Rate of fire: 1.5. Mountable on Small Hull only. Ignores shields.
  • TL5: Suppression Missile Bank (): 25-37 damage. Rate of fire: 8.0.
  • TL5: MGS Array: 19-31 damage. Rate of fire: 5.0.
  • TL6: Devouring Leech: 15-25 damage. Rate of fire: 2.0. Mountable on Small Hull only. Ignores shields.
  • TL6: Penetrating Missile: 36-48 damage. Rate of fire: 2.0. Ignores shields.
  • TL99: EDEN Hunter-Seeker (): 50-100 damage. Rate of fire: 2.0. Ignores shields. Usable only by EDEN.

Beam Weapons (Anti-Medium; Large hulls)

Beam weapons are affected by enemy ECM systems

  • TL4: Lichen Spreader: 54-107 damage. Rate of fire: 0.2. Ignores shields.
  • TL4: Ion Cannon: 63-123 damage. Rate of fire: 0.2.
  • TL4: Graviton Beam: 71-140 damage. Rate of fire: 0.2.
  • TL5: Bile Launcher: 71-140 damage. Rate of fire: 0.2. Ignores shields.
  • TL5: Plasma Beam Cannon: 83-163 damage. Rate of fire: 0.2.
  • TL5: Adv. Graviton Beam: 95-195 damage. Rate of fire: 0.2.

Micro Torpedoes (Anti-Large; All hulls)

Micro torpedoes are affected by enemy ECM systems.

Two installations per hull only except for Compact Grav Pulser.

  • TL4: Metalivoric Symbiote: 30-67 damage. Rate of fire: 0.6. Ignores shields.
  • TL4: H-I MiniBolter: 24-72 damage. Rate of fire: 0.6.
  • TL4: Compact Grav Pulser: 48-108 damage. Rate of fire: 0.6.
  • TL5: Emesis Projector: 36-80 damage. Rate of fire: 0.6. Ignores shields.
  • TL5: Neutron Accelerator: 43-96 damage. Rate of fire: 0.6.
  • TL6: Chaos Cannon: 38-138 damage. Rate of fire: 1.2. Mountable on Small Hull only.

Torpedoes (Anti-Large; Medium/Large hulls)

Torpedos are affected by enemy ECM systems.

  • TL3: Torpedo: 80-120 damage. Rate of fire: 0.3.
  • TL4: A-P Spore Torpedo: 96-136 damage. Rate of fire: 0.3. Ignores shields.
  • TL4: Charge Driver: 108-148 damage. Rate of fire: 0.3.
  • TL5: Devouring Worm Torpedo: 120-160 damage. Rate of fire: 0.3. Ignores shields.
  • TL5: Adv. Charge Driver: 140-200 damage. Rate of fire: 0.3.
  • TL5: Pulse Discharger: 160-240 damage. Rate of fire: 0.3. Mountable only by large hulls.
  • TL99: EDEN Atomizer (): 200-300 damage. Rate of fire: 2.0. Ignores shields. Usable only by EDEN.

Bombs (Anti-Planet; Varying hulls)

  • TL1: Conventional Bomb: 60-180 damage. Rate of fire: 0.2. All hulls.
  • TL1: Atom Bomb (): 400-560. Rate of fire: 0.1. All hulls.
  • TL3: Plasma Bomb: 100-300 damage. Rate of fire: 0.2. Medium/Large hulls.
  • TL5: Antimatter Bomb (): 1865-2688 damage. Rate of fire: 0.1. Large hull.
  • TL99: EDEN Singularity Bomb (): 2000-3000 damage. Rate of fire: 2.0. Ignores shields. Usable only by EDEN.

Other Ship Systems

Notes: +ATT is a bonus to chance-to-hit, +DEF is a bonus toward defense, +Missile DEF is a bonus toward defense against missiles and torpedoes.

Control Units

Only one control unit per ship.

  • TL1: Cockpit: Basic fighter control unit. All hulls.
  • TL2: Bridge: Basic capital ship control unit. Medium/Large hulls.
  • TL3: Command Deck: Basic fleet control unit. Large hulls.
  • TL3: Living Cockpit
  • TL3: Mind-linked Cockpit
  • TL3: Computerised Cockpit
  • TL4: Living Bridge
  • TL4: Mind-linked Bridge
  • TL4: Computerised Bridge
  • TL5: Living Command Deck
  • TL5: Mind-linked Command Deck
  • TL5: Computerised Command Deck
  • TL5: Biometric Controller ()

Drives

  • TL1: FTL Engine
  • TL3: Enh. FTL Engine
  • TL5: Long-range FTL Engine
  • TL5: Discreet FTL Engine
  • TL5: Inertial Drive
  • TL5: Augmented FTL Engine
  • TL5: Slug Drive: +3 ATT per drive installed; max 4 installs
  • TL5: Fission FTL ()
  • TL6: Devastator Drive: +12 ATT per drive installed; max 2 installs
  • TL99: Pirate FTL Engine

Armors

  • TL2: Steel Armor: +4 HPs per sheet.
  • TL3: Enh. Steel Armor: +8 HPs per sheet.
  • TL4: Rigid Scale Armor: +16 HPs per sheet.
  • TL4: Laminated Armor Plating: +16 HPs per sheet.
  • TL4: Nanoweb Armor: () +40 HPs per sheet; 1 HP absorbed per sheet; max 4 sheets.

Shields

Best shield used.

  • TL4: Defense Shield: 20% efficiency, 1% recharge rate
  • TL4: Adv. Defense Shield: 40% efficiency, 1% recharge rate
  • TL5: Amplified Shield: 80% efficiency, 2% recharge rate
  • TL6: HardShield: 60% of shield piercing weapon's energy absorbed by regular shields
  • TL6: Adv. Amplified Shield: 105% efficiency, 3% recharge rate

Auto Repair Units

Best repair unit used.

  • TL4: Auto Repair: Repairs ships at 2% per turn, up to 50% HPs repaired
  • TL6: Adv. Auto Repair: Repairs ships at 3% per turn, up to 75% HPs repaired

Computer Tracking Systems

Best +ATT, +DEF and +Missile DEF used. +ATT and +%ATT sum. +DEF and +%DEF sum.

  • TL3: ECM Module: +13 Missile DEF
  • TL4: Battle Tag: +20% ATT
  • TL5: Battle Tracker (): +16 ATT, +21 DEF, +26 Missile DEF, -30 Signature, ship weighs 8 less units
  • TL6: Active ECM Module: +20 Missile DEF
  • TL6: Battle Scanner: +20% ATT, +20% DEF
  • TL6: Psionic Beacon: +50% ATT

Scanners

Best scanner used.

  • TL1: Active Scanner Module
  • TL1: Pasive Scanner Module
  • TL3: Enh. Active Scanner Module
  • TL3: Enh. Pasive Scanner Module
  • TL6: Spacial Scanner

Colonization Modules and Pods

Deploying a module/pod results in the destruction of the ship carrying the module/pod.

Assembly/Condensing pods deploy before colony modules.

  • TL2: Colony Module: Allows ship to colonize a planet
  • TL3: Mutagen Dispenser Pod: Deploys a mutagen dispenser
  • TL5: Bunker Module (): Deploys a bunker
  • TL6: Advanced Colony Module: Deploys the more advanced version of the outpost
  • TL6: Planetary Condensing Pod: Turns a gas giant into a colonizable world
  • TL6: Planetary Assembly Pod: Turns a asteroid field into a colonizable world
  • TL6: Spore Colony: Deploys a spore colony across an entire planet
  • TL6: Planetary Alignment Pod (): Aligns and terraforms a planet: moves a planet +/-20 toward optimal radius; adds 10 to the planet's environment; and automatically terraforms the planet up one level if possible.

Other Modules

  • TL2: Fuel Tank
  • TL3: Stealth Module: Decreases ship signature.
  • TL5: Antimatter Fuel Pod ()
  • TL6: Mass Reduction Module: Makes the ship 8 units lighter
  • TL6: High Energy Fuel Pods
  • TL6: Expansion Pods: Gives the ship 4 more slots to mount stuff in

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