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Aurora Player Designed Systems
Les médias ont bourdonné d'Acai pour les raisons distinctes, le fruit pourpre qui naît de la forêt de Pluie d'Amazone sur les palmiers d'Amazone. Acai est une très petite baie, surtout découverte avec une achat viagra en France graine, enduite en très petite quantité de pulpe. Pas comme sa très petite dimension, il a un grand coup de poing nutritif, beaucoup plus qu'autres aliments dans la planète. Le jus d'Acai a des qualités de santé remarquables et pourrait être un détail des meilleurs aliments pour rester bon pour la santé. Les étalages d'enquête que la baie acai a le prix nutritif abondant et est utilisée comme un complément célèbre. Si vous vous demandez comment le fruit goûte vraiment, efficacement il ressemble à un mélange animé de baies et de chocolat. Le pigment pourpre royal dissimulé dans ce fruit aide à le rendre le fruit d'électricité excellent de nature. Dans le CBS affichent Tôt, "Les repas pour Votre Coeur," leur diététicien Keri Glassman a dit que le fruit acai est riche dans les vitamines B, les minéraux, la fibre, le fer et le calcium, la protéine et l'oméga trois acides gras. L'acide d'Oliec, un acide gras utile est présent aussi dans ce fruit. Ce fruit n'a pas de graisse de corps et de cholestérol. Le présent D'aujourd'hui de NBC fait subir des présents matériels, "Cinq Existence Changeant des articles de Nourriture," qui dit que le fruit acai est admis pour son plus haut comte antioxydant. Il est vérifié qu'il est composé 10 à trente moments beaucoup plus d'antioxydant que les myrtilles, les grenades ou les raisins. Et cette boisson de baie est le meilleur antioxydant avec les meilleures valeurs d'ORAC dans le monde. C'est aussi une source exceptionnelle de fibre alimentaire. En outre, acai, le nouveau bébé de fruit de médias, est énormément riche en protéine à légumes organique. Il ne produit pas de cholestérol au cours de la procédure de digestion et est rapidement et très facilement traité et transporté à vos muscles. En plus de sa matière contente de protéine et de lipids qui sont non saturés, acai est riche aussi en hydrates de carbone qui donnent votre corps avec l'énergie nécessaire pendant que l'entraînement n'importe quelle variété de sport. Le jus et la purée de baie acai ont été employés dans les boissons et est bien plus répandu au Brésil. La reconnaissance de la baie a commencé à distribuer du Brésil au reste de la planète à un pas tout à fait rapide. Dans le style de vie éperdu actuel, il n'y a aucun doute la baie acai est profitable l'avance globalement. La baie acai donne le fait d'améliorer à vos gammes de vitalité et à exactement mêmes sentiments de faim de diminutions de temps. Lailina Wisoff, un Kaiser Permanente le diététicien, aux Nouvelles d'alphabet, Denver, a le fait de voir qu'açaí le stade de promotion significatif est qu'il contient une concentration considérable d'anthocyanins, les antioxydants considérés à moindre la cote de maladie du cœur coronaire. Les aides de fruit vous chassez le cancer, préviennent la condition d'Alzheimer et protègent votre coeur coronaire, en vous soutenant vit plus de temps et plus en bonne santé. L'engouement de bonne santé le plus récent aux États-Unis est la baie acai et les utilisateurs finaux disent qu'acai est un détail des meilleurs aliments nutritifs et flexibles dans le globe. Des renseignements du soir à _,
Lasers
Components
Lasers have four components, each with their own tech line. Some of the components are shared with other energy weapons, while some are laser specific. The components are Laser Focal Size, Laser Wavelength, Capacitor Recharge Rate, Reduced Size Lasers. Please note that the maximum range of any laser system is 1.5m km. This is because the smallest time increment is 5 seconds and light has to obey the laws.
Laser Focal Size
Laser Focal Size ranges from 10cm to 80cm. Larger sized beams cause more damage and have a longer base recharge time. Focal size has a bearing on the maximum range of the overall laser system.
Focal Size | Damage | Base RoF |
---|---|---|
10cm | 3 | 15s |
12cm | 4 | 20s |
15cm | 6 | 30s |
20cm | 10 | 50s |
25cm | 16 | 80s |
30cm | 24 | 120s |
35cm | 32 | 160s |
40cm | 40 | 200s |
50cm | 64 | 320s |
60cm | 96 | 480s |
70cm | 128 | 640s |
80cm | 168 | 840s |
Laser Wavelength
The wavelength of the laser determines the range modifier and the maximum range of the laser.
Wavelength | Base Max Range | Range Modifier |
---|---|---|
Infrared Laser | 30,000km | 1 |
Visible Light Laser | 60,000km | 2 |
Near Ultraviolet Laser | 90,000km | 3 |
Ultraviolet Laser | 120,000km | 4 |
Far Ultraviolet Laser | 150,000km | 5 |
Soft X-Ray Laser | 180,000km | 6 |
X-Ray Laser | 210,000km | 7 |
Far X-Ray Laser | 240,000km | 8 |
Extreme X-Ray Laser | 270,000km | 9 |
Near Gamma Ray Laser | 300,000km | 10 |
Gamma Ray Laser | 330,000km | 11 |
Far Gamma Ray Laser | 360,000km | 12 |
Capacitor Recharge Rate
This particular component is shared between all of the energy-based weapons. I will only detail it in this section, and refer back to it from others.
Capacitor recharge rate directly influences the amount of power recharges by the weapon system every 5 seconds. It is equal to the Rate, e.g. Capacitor Recharge Rate 25 = 25 power per 5 seconds.
The available rates are 1, 2, 3, 4, 5, 6, 8, 10, 12, 16, 20, 25.
Reduced Size Lasers
This particular component reduces the size of the laser system at the expense of the recharge rate. There are three levels available. Standard has no change to size or rate. Reduced .75 reduces the size by 25% while increasing the recharge by 4x. Reduced .5 reduces the size by 50% and increases the recharge rate by 20x.
Missile Launchers
Components
The main components of missile launchers are Size, Reload Rate, Platform Type, and Reduced Size.
Launcher Size
This directly affects how big of a missile may be fired. It also affects the Rate of Fire. A launcher may launch any missile available up to and equal to its size, e.g. a size 6 launcher may fire size 1-6 missiles.
Size | Max Missile Size | Base Rate of Fire |
---|---|---|
1 | 1 | 30 |
2 | 2 | 60 |
3 | 3 | 90 |
4 | 4 | 120 |
5 | 5 | 150 |
6 | 6 | 180 |
7 | 7 | 210 |
8 | 8 | 240 |
9 | 9 | 270 |
10 | 10 | 300 |
11 | 11 | 330 |
12 | 12 | 360 |
14 | 14 | 420 |
16 | 16 | 480 |
18 | 18 | 540 |
20 | 20 | 600 |
24 | 24 | 720 |
Reload Rate
The reload rate affects how fast the missile launcher may be reloaded and fired. The level of reload rate is used as a divisor to the base reload rate from the size of the launcher. The available rates are 1 - 12.
Platform Type
There are two options available here, Ship-based and PDC-based. The PDC option cuts the base reload time in half.
Reduced Size
The options here allow the launcher to be reduced in size at the expense of reload rate.
Size | Rate | Notes |
---|---|---|
Standard | 1x | |
.75 | 2x | |
.5 | 5x | |
.33 | 20x | |
.25 | 100x | +on Mount Magazine (includes internal magazine) |
Box (.15) | 15x | No internal reload |
Power Plants
Components:
The main components of Power Plants are Power Plant Technology, Power vs Efficiency, Internal Armour Rating, and Size.
Power Plant Technology:
Power Plant Technology increases the amount of power produced per hullsize but also increases the cost of that system as you use higher technology versions. (Note numbers below for 1 hs power plant.)--Journier 00:20, 23 February 2010 (UTC)
Power Plant Technology | Power | Cost |
---|---|---|
Pressurised Water Reactor | 2 | 6 |
Pebble Bed Reactor Technology | 3 | 9 |
Gas-Cooled Fast Reactor Technology | 4.5 | 14 |
Stellarator Fusion Reactor Technology | 6 | 18 |
Tokamak Fusion Reactor Technology | 8 | 24 |
Magnetic Confinement Fusion Reactor Technology | 10 | 30 |
Inertial Confinement Fusion Reactor Technology | 12 | 36 |
Solid-core Anti-matter Power Plant Technology | 16 | 48 |
Gas-core Anti-matter Power Plant Technology | 20 | 60 |
Plasma-core Anti-matter Power Plant Technology | 24 | 72 |
Beam Core Anti-matter Power Plant Technology | 32 | 96 |
Vacuum Energy Power Plant Technology | 40 | 120 |
Power vs Efficiency:
Power vs Efficiency increases or decreases power output, in exchange for a decrease or increase in fuel efficiency and explosion chance. The Higher your efficiency the lower the cost, the higher the Power produced, the higher the cost.
Power Efficiency | Power Increase | Exp | cost |
---|---|---|---|
-100% | 50% | 35% | |
-80% | 40% | 30% | |
-60% | 30% | 25% | |
-50% | 25% | 20% | |
-40% | 20% | 16% | |
-30% | 15% | 12% | |
-20% | 10% | 10% | |
-10% | 5% | 7% | |
0% | 0% | 5% | |
5% | -2.5% | 5% | |
10% | -5% | 4% | |
15% | -7.5% | 4% | |
20% | -10% | 3% | |
25% | -12.5% | 3% | |
30% | -15% | 2% | |
40% | -20% | 2% | |
50% | -25% | 1% |
Internal Armour Rating:
This is how much armour you have on the Power plants, Internal armour adds 50% to the Hullsize to the component.
Size:
Size of Power plants increases the product of said Power Plants above by the multiple you select. Selections up to 30 are available.
Engines
Components:
Engines are made up of 7 components, Engine Technology, Power vs Efficiency, Internal Armour Rating, Fuel Efficiency, Hyper Drive Efficiency, Thermal Reduction, Engine Platform.
Engine Technology:
Engine Technology Increases power output of ship engines.
Military Engine Technology | Power | Cost |
---|---|---|
Nuclear Thermal Engine | 25 | |
Nuclear Pulse Engine | 40 | |
Ion Engine | 60 | |
Magneto-plasma Drive | 80 | |
Internal Confinement Fusion Drive | 100 | |
Magnetic Confinement Fusion Drive | 125 | |
Inertial Confinement Fusion Drive | 160 | |
Solid Core Anti-matter Drive | 200 | |
Gas Core Anti-matter Drive | 250 | |
Plasma Core Anti-matter Drive | 300 | |
Beam Core Anti-matter Drive | 400 | |
Photonic Drive | 500 |
Power vs Efficiency:
Power vs Efficiency increases or decreases power output, in exchange for a decrease or increase in fuel efficiency and explosion chance. The Higher your efficiency the lower the cost, the higher the Power produced, the higher the cost.
Efficiency | Power Increase | Exp | cost |
---|---|---|---|
-100% | 50% | 35% | |
-80% | 40% | 30% | |
-60% | 30% | 25% | |
-50% | 25% | 20% | |
-40% | 20% | 16% | |
-30% | 15% | 12% | |
-20% | 10% | 10% | |
-10% | 5% | 7% | |
0% | 0% | 5% | |
5% | -2.5% | 5% | |
10% | -5% | 4% | |
15% | -7.5% | 4% | |
20% | -10% | 3% | |
25% | -12.5% | 3% | |
30% | -15% | 2% | |
40% | -20% | 2% | |
50% | -25% | 1% |
Internal Armour Rating:
Fuel Efficiency:
Hyper Drive Efficiency:
Thermal Reduction:
Engine Platform:
The Engine platform choices are Military, Commercial, Fast Attack Craft, and Fighter.
Military:
Commercial:
Fast Attack Craft:
Fighter:
Shields
Stop laser and Missile damage until 0.00 strength, then damage passes to armor.
Components
Shield Type
Alpha to Omega 1-15 shield strength
Shield Regeneration Rate
Shield Regeneration Rate depends on the Regeneration Rate research and ranges from 1 - 15
Fuel Efficiency
Fuel efficiency decreases the amount of fuel consumed by a multiple from 1x - 0.1x depending on researched Fuel Efficiency modifier.
Active Sensors/Fire Control
These systems are used to detect targets and provide guidance for missiles.
Components
The components for Active Sensors and Fire Control are Active Sensor Strength, Antenna Size, Minimum Resolution, Hardening and Active Sensor Type.
Active Sensor Strength
This is the strength of the scanners. It uses the Active Grav Sensor Strength research. The values are 10, 12, 16, 21, 28, 36, 48, 60, 80, 100, 135, 180. The range of the scanner is Strength x Resolution x Antenna Size x 10,000km. Missile controls multiply that range by 3.
Antenna Size
This is a variable determined by the player. There is no associated tech line with it. It is used in determining the maximum range of the system.
Minimum Resolution
This is a variable that determines the smallest object the system can detect at range. NOTE: Smaller objects can be detected, but at severely reduced ranges. The formula for detecting smaller objects than the minimum Resolution is ( Max Range x (Target Size / Resolution) ^2 ).
Resolution Zero Mode is usually reserved for anti-missile installations. Each resolution increment adds 50 tons to the minimum size detected.
Hardening
This is a researched line. It is used to protect the installation against EM damage. Values range from 0 to 8.
Thermal Sensors
Detects Thermal signatures from planets and ships.
Components:
Thermal Sensor Sensitivity:
Depending on Thermal Sensor research can increase to 75
Total Sensor Size:
This is a variable determined by the player. There is no associated tech line with it. It is used in determining the maximum range of the system.
Hardening:
Resistance to Electronic damage.
Jump Engines
Components
Jump Drive efficiency
Ranges from 3-25; increase via research.
Max Jump Squadron Size
The number of ships without a jump engine that can follow a ship equipped with this jump engine through a jump point.
Ranges from 3-12 squadron size; increases jump engine size.
Jump Point Distance
This is useful if you are planning on jumping into an enemy system where the enemy could be waiting for you on the other side. It allows you to jump and be further from the jump point; it slightly increases jump engine size.
Size
Increases the HullSize the component takes up but also increases the maximum size of the ship it can jump. The Max Ship Size has to be greater than the ship's total hull size; this includes the jump engine itself, so remember when designing a jump engine that you need to account for both the size of the ship + the jump engine's considerable mass.
Please note, that when jumping multiple ships in a fleet, no jump engine can jump a ship larger than the ship it is mounted on, even if the Max Ship Size can accommodate both ships. If the accompanying ship is smaller than the ship equipped with the jump engine, both ships can pass through normally.
Jump Drive Type
Military-
Military jump engines are smaller in size and suffer no penalty to max jump squadron size, with more efficient use of size.
Civilian-
Less efficient use of size and significantly larger overall, but can jump larger ships than military version (10x higher Max Ship Size than military). Civilian drives are less costly, but their max jump squadron size is penalized by one.
Military jump engines cannot open jump points for civilian vessels, and vice versa.
Beam Fire Control
This installation is used to control beam weapons.
Components
The components for Beam Fire Control are Beam Fire Control Distance Rating, Fire Control Speed Rating, Fire Control Size vs Range, Fire Control Size vs Tracking Speed, Hardening, Platform Type, Ship Type Limitations.
Beam Fire Control Distance Rating
This rating determines the range at which the beam will be at 50% accuracy. Values are 10,000km, 16,000km, 24,000km, 32,000km, 40,000km, 48,000km, 60,000km, 75,000km, 100,000km, 125,000km, 150,000km, 175,000km.
Fire Control Speed Rating
This determines how fast the fire control can bring the weapon(s) to bear on the target. NOTE: The final speed rating is determined by ship speed or turret speed. Values for this are 1,250km/s, 2,000km/s, 3,000km/s, 4,000km/s, 5,000km/s, 6,250km/s, 8,000km/s, 10,000km/s, 12,500km/s, 15,000km/s, 20,000km/s, 25,000km/s.
Fire Control Size vs. Range/Tracking Speed
These two items are very similar in that the player may reduce or increase the size of the installation for a bonus (or penalty) to the Range or Tracking Speed.
Size | Range | Tracking Speed |
---|---|---|
25% | 25% | n/a |
34% | 34% | n/a |
50% | 50% | n/a |
Normal | Normal | Normal |
1.25x | n/a | 1.25x |
1.5x | 1.5x | 1.5x |
2x | 2x | 2x |
3x | 3x | 3x |
4x | 4x | 4x |
Hardening
This is the same as the Hardening on Active Sensors/Missile Control.
Platform Type
This is a switch for Ship or PDC installations. PDC installations have the range increased by 50%.
Ship Type Limitations
This is used to determine if the installation can be emplaced on any ship, or fighters only. Fighter only installations have the base tracking speed multiplied by 4.
Particle Torpedo
Torpedoes do the same amount of damage across their entire travelling distance, making them very useful in some situations.
Components
Torpedo warhead strength, Maximum Torpedo Range, and Capacitor Recharge rate.
Warhead Strength
Strength | Hull Size | fire rate | power requirement |
---|---|---|---|
2 | 5 | 5 | 5 |
3 | 6 | 5 | 7 |
4 | 7 | 5 | 10 |
6 | 8 | 5 | 15 |
9 | 9 | 5 | 22 |
12 | 10 | 10 | 30 |
16 | 12 | 10 | 40 |
20 | 14 | 10 | 48 |
25 | 16 | 15 | 64 |
36 | 18 | 20 | 90 |
50 | 22 | 25 | 125 |
Maximum Torpedo Range
60,000km - 1.2m km
Capacitor Recharge Rate
Capacitor recharge rate effects how quickly your weapon will charge up the power it requires to fire again. This is increased via capacitor technology and rages from 1-25.
Meson Cannon
Meson Cannons are short ranged weapons that ignore armor, even Internal armor.
Components:
Meson Focal Size:
The size of the Meson Cannon, this affects damage and range of the cannon, and power useage while making the cannon also take up more hullsize.
Ranges from 10cm - 80cm
Meson Focusing:
Increases the range of the Meson Cannon without increasing power requirements.
Ranges from 1-12.
Increased by research.
Capacitor Recharge Rate:
Increases the recharge rate of the capacitors, and theereby increasing the fire rate of the Meson Cannon
Railgun
Railguns are specialized weapons good for close in fighting. Incredibly good at Point Defense against missiles due to 4 shots per 5 seconds. Also good at larger ranges against heavily armored missiles and fast moving ships.
Components:
Railgun Type
10cm - 50cm
Increases size of railgun and the range and power requirements.
Railgun Velocity
Increases Railgun range without increasing size or power requirements.
Capacitor Recharge Rate
Capacitors increase power recharge of weapons. Allowing faster fire rate.
Ranges from 1-25
Plasma Carronade
Plasma carronades are short range high damage output weapons good for defense of Jump Points/Gates.
Components:
Carronade Calibre
Plasma Carronade calibre | Damage | Cost | size(tons) |
---|---|---|---|
15cm | 6 | 122 | 200 |
20cm | 10 | ? | 300 |
25cm | 16 | ? | 400 |
30cm | 24 | ? | 450 |
35cm | 32 | ? | 550 |
40cm | 40 | ? | 600 |
50cm | 64 | ? | 800 |
60cm | 96 | ? | 950 |
70cm | 128 | ? | 1100 |
80cm | 168 | 648 | 1250 |
Capacitor Recharge Rate
1-25
EM Detection Sensors
EM Detection Sensors passively detect shields and active search sensors of other ships, as well as electronic emissions from inhabited planets.
Components
EM Sensor Sensitivity
EM Sensor Sensitivity is a technology found under Sensors and Fire Control. Each level of the technology increases the range at which the sensor can detect a target. More sensitive sensors are more expensive and require more raw materials.
Level | Cost | Materials Required |
---|---|---|
5 | 5 | 1.25x Duranium 3.75x Uridium |
6 | 6 | 1.5x Duranium 4.5x Uridium |
8 | 8 | 2x Duranium 6x Uridium |
11 | 11 | 2.75x Duranium 8.25x Uridium |
14 | 14 | 3.5x Duranium 10.5x Uridium |
18 | 18 | 5.5x Duranium 13.5x Uridium |
24 | 24 | 7x Duranium 18x Uridium |
32 | 32 | 9x Duranium 24x Uridium |
40 | 40 | 11x Duranium 30x Uridium |
50 | 50 | 13.5x Duranium 37.5x Uridium |
60 | 60 | 16x Duranium 45x Uridium |
75 | 75 | 19.75x Duranium 56.25x Uridium |
Total Sensor Size
Total Sensor Size is not based on any technology; all options are available from the beginning. Available sizes run from 0.1 HS to 50 HS. Increments of 0.1 HS are available for sensors from 0.1 to 1 HS; sizes from 1 HS to 50 HS are available in 1 HS increments. The following attributes are affected by sensor size:
Overall Sensitivity
EM Sensor Sensitivity is multiplied by Total Sensor Size to determine the overall sensitivity of the sensor. The overall sensitivity is the range, in millions of kilometers, at which the sensor can detect a target of signal strength 1000. For example, a sensor with EM Sensor Sensitivity 8 that takes up 3 HS can detect a strength 1000 target at 24,000,000 km (8 * 3 = 24).
HTK
HTK is 0 for sensors smaller than 1 HS, and 1 for sensors 1 HS or larger.
Crew
Base crew size is 5. This is multiplied by sensor size, and fractions are truncated (so 0.1 HS sensors require no crew).
Cost
Cost from the EM Sensor Sensitivity chart is multiplied by Total Sensor Size, and fractions are rounded to the nearest whole number. Half is rounded to the nearest even whole number; for example, both 3.5 and 4.5 are rounded to 4.
Materials Required
Materials required from the EM Sensor Sensitivity chart are multiplied by Total Sensor Size, and fractions are rounded to the nearest 0.25. Half is rounded to the nearest even 0.25, so 1.125 (9/8) and 0.875 (7/8) are both rounded to 1 (8/8).
Hardening
Hardening is based on Electronic Hardening technology, found under Sensors and Fire Control. Each level of the technology reduces the chance that a microwave weapon will destroy the sensor if it is hit. Greater levels of hardening cost more and require more raw materials, but they do not effect sensor size, crew required, or sensitivity.
High Power Microwave
High Power Microwaves destroy electronics on ships, Sensors and fire control.
Components
Microwave Focal Size
Increases the range, hullsize and power requirement. 10cm-80cm
Microwave Focusing
Focuses the beam to extend the range.
Ranges from 1-12 tech level.
Capacitor Recharge rate
Allows faster firing.
Ranges from 1-25.
Gauss Cannon
The Gauss Cannon is a short-ranged rapid-fire weapon well suited to point defense. It can be mounted in turrets and does not require power from a power plant. Gauss Cannon shots inflict one point of damage each over their entire range. At higher technology levels the Gauss Cannon can fire several shots every 5-second time increment. All shots must be aimed at the same target, but a missile salvo counts as a single "target", so a single Gauss Cannon can destroy several missiles at once.
Note that a missile salvo refers to the missiles fired by a single fire control system at one time; if several enemy ships fire simultaneous missile salvos, a Gauss Cannon can only fire at one ship's salvo at a time. If the cannon kills an entire salvo with only some of its shots, the rest of its shots in that time increment are wasted.
Components
Gauss Cannon Rate of Fire
Rate of fire is a technology found under Missiles / Kinetic Energy Weapons. Each level of the technology allows the Gauss Cannon to fire an additional shot in each 5-second time increment. Higher rates of fire cost more and require more raw materials, but they don't affect the size of the cannon or the crew required.
Level | Rate of Fire | Cost | Materials Required |
---|---|---|---|
1 | 1 shot every 5 seconds | x1 | x1 |
2 | 2 shots every 5 seconds | x2 | x2 |
3 | 3 shots every 5 seconds | x3 | x3 |
4 | 4 shots every 5 seconds | x4 | x4 |
5 | 5 shots every 5 seconds | x5 | x5 |
6 | 6 shots every 5 seconds | x6 | x6 |
Gauss Cannon Velocity
Velocity is a technology found under Missiles / Kinetic Energy Weapons. Each level of technology increases the range of the Gauss Cannon by 10,000 km. Higher velocities don't affect size, cost, or crew required for the weapon, so apart from the time to research the technology, velocity has no disadvantages.
On the other hand, Gauss Cannon ranges are so short (and missiles are so fast) that a cannon will rarely get more than a single, point-blank volley at an incoming missile salvo unless the missiles are of vastly inferior technology. For example, a Level 6 (60,000 km range) Gauss Cannon may have time to fire multiple volleys at a primitive, slow missile, but such a cannon is a late-game technology. Equivalent-tech missiles are usually fast enough to move from beyond the Gauss Cannon's range to impact in a single 5-second time increment. The Gauss Cannon will still get a final, point-blank shot at the volley, but range is irrelevant for this.
Level | Range |
---|---|
1 | 10,000 km |
2 | 20,000 km |
3 | 30,000 km |
4 | 40,000 km |
5 | 50,000 km |
6 | 60,000 km |
Gauss Cannon Size vs Accuracy
Size vs. accuracy is not based on any technology; all options are available from the beginning. A standard-size Gauss Cannon takes 6 HS and requires 24 crew. The size, cost, and crew requirement of the cannon can be reduced at the expense of accuracy. Note that the cost and materials are also affected by rate of fire; see the above chart for multipliers.
Size | Accuracy | HTK | Crew | Cost | Materials Required |
---|---|---|---|---|---|
6 HS | 100% | 2 | 24 | 12 | 12x Vendarite |
5 HS | 85% | 2 | 20 | 10 | 10x Vendarite |
4 HS | 67% | 2 | 16 | 8 | 8x Vendarite |
3 HS | 50% | 1 | 12 | 6 | 6x Vendarite |
2 HS | 33% | 1 | 8 | 4 | 4x Vendarite |
1.5 HS | 25% | 1 | 6 | 3 | 3x Vendarite |
1 HS | 17% | 1 | 4 | 2 | 2x Vendarite |
0.75 HS | 12.5% | 0 | 3 | 1.5 | 1.5x Vendarite |
0.6 HS | 10% | 0 | 2 | 1.2 | 1.2x Vendarite |
0.5 HS | 8% | 0 | 2 | 1 | 1x Vendarite |
Cloaking Device
A Cloaking Device hides a player made ship from sensor detection by a %.
Components:
Cloaking Efficiency
Ranges 2-12, higher efficiency allows the cloaking device to hide more ship for the same hull size.
Cloaking Sensor Reduction
This Reduces the sensor signature your ship gives off by whatever % it shows. Ranges from 75% to 99.5%
Size
This is the hullsize of the Cloaking Device, larger you have the more ship you can hide.
CIWS
Close in Weapon System is for intercepting missiles at short range around the ship mounting them, they do not interact with missiles destined for other ships around them. This should be your final layer of Point Defense against incoming missiles.
Components:
Gauss Cannon Rate of Fire:
Beam Fire Control Distance Rating:
Fire Control Speed Rating:
Active Sensor Strength:
Turret Rotation Gear:
ECCM: