>>> FILE: MODREF.RTFMaintained by
"Ozzatron", in partnership with Cpt. Sheer Expanse
Please notify either immediately if inaccuracies are found in the following information.
> TIERS <
Tiers represent the quality and power of a module. There are 10 tiers in total, from Alpha to Juliet. Modules increase in strength, power, size, etc. at higher tiers. Tiers can be subdivided with
major tier and
minor tier divisions. Tiers are named in correspondence with the military alphabet. As a rule of thumb, each successive tier is twice as powerful as the previous, meaning Juliet tier is 512 times more powerful than Alpha tier.
TIER
| NAME | COLOR
| POWER FACTOR
| MAJOR TIER | MINOR TIER | example - GIRDER HEALTH
| example - BOOSTER FORCE
| example - LASER STATS
|
1
| Alpha | Green ($00FF00)
| 1
| 1 | 1 | 2,000J
| 120,000N
| (500J x 1Hz) = 500W
|
2 | Bravo | Yellow ($F0D800)
| 2
| 1 | 2 | 4,000J
| 240,000N
| (500J x 2Hz) = 1,000W
|
3 | Charlie | Orange ($FF8800)
| 4
| 1 | 3 | 8,000J
| 360,000N
| (500J x 4Hz) = 2,000W
|
4 | Delta | Red ($FF0000)
| 8
| 2 | 1 | 16,000J
| 480,000N
| (4,000J x 1Hz) = 4,000W
|
5 | Echo | Pink ($FF40FF)
| 16
| 2 | 2 | 32,000J
| 600,000N
| (4,000J x 2Hz) = 8,000W
|
6 | Foxtrot | Purple ($8000FF)
| 32
| 2 | 3 | 64,000J
| 720,000N
| (4,000J x 4Hz) = 16,000W
|
7 | Golf | Blue ($1040FF)
| 64
| 3 | 1 | 128,000J
| 840,000N
| (32,000J x 1Hz) = 32,000W
|
8 | Hotel | Cyan ($5080FF)
| 128
| 3 | 2 | 256,000J
| 960,000N
| (32,000J x 2Hz) = 64,000W
|
9 | India | Turquoise ($00FFFF)
| 256
| 3 | 3 | 512,000J
| 1,080,000N
| (32,000J x 4Hz) = 128,000W
|
10 | Juliet | White ($FFFFFF)
| 512
| 4 | 1 | 1,024,000J
| 1,200,000N
| (256,000J x 1Hz) = 256,000W
|
- The
MAJOR_TIER and
MINOR_TIER values are used in the formulas in the module descriptions.
- Although modules of the elusive
Kilo tier are known to exist, they have not been seen at all at any point during the Dawn Star operation. This is probably for the best, as the technology required to create Kilo modules is a carefully kept secret of the galactic Peacekeeper forces.
> STRUCTURAL MODULES <
[ GIRDER ]"The foundation upon which everything else rests. Literally."The
girder is the simplest module type: a rectangular block of metal that has no special properties. Girders are ubiquitous in almost any ship design, as they can mount other modules anywhere on their surface. They are rather durable without weighing all too much. The go-to module for building a bigger, badder ship.
> HEALTH (J): 1,000 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by MAJOR_TIER
> PROPERTIES: Weight increases proportionally to the length of the girder. If upgraded to a higher
major tier, will not increase in length, but density and health will increase.
[ TRUSS ]"Lighter. Fancier. Larger."The
truss is a specialized version of the girder. It sports interior crossbars and reinforcements instead of a solid metal surface. A truss is only a quarter as dense as a girder of the same tier while having the same durability. However, it is one meter longer, which can make it awkward to use under certain circumstances. On the other hand, its extra length may be just what you need.
> HEALTH (J): 1,000 x 2
TIER> DENSITY (kg/(2m)
2): 250 x TIER
> DIMENSIONS (2m): 1 by (MAJOR_TIER + 1)
> PROPERTIES: Weight increases proportionally to the length of the truss. If upgraded to a higher
major tier, will not increase in length, but density and health will increase.
[ DECK ]"A huge, incredibly tough module usually found on stations."The
deck is a large version of the girder. It has a ton of health. Although very difficult to haul around, it's a valuable module if scrapped. Decks can find uses in large ship designs, whether as a central core for the ship or as a sort of physical armor plating or "meatshield".
> HEALTH (J): 5,000 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): (2 x MAJOR_TIER + 1) by (2 x MAJOR_TIER + 1)
> PROPERTIES: At least one deck on a ship will display the ship's name and three letter abbreviation. Like girders and trusses, weight increases proportionally to area, and upgrading will preserve size but increase density and health.
> SHIELD MODULES <
[ BUBBLE SHIELD ]"Have you ever heard of personal space?"The
bubble shield is the simplest type of shield. It projects an octagonal shield centered on itself that protects anything within (usually) from any and all assault, as long as the shield holds. A cornerstone of larger ships, bubble shields are generally best placed inside a ship so the shield extends outside, covering vulnerable weapons and thrusters.
> HEALTH (J): 1,000 x 2
TIER> DENSITY (kg/(2m)
2): 5,000 x TIER
> DIMENSIONS (2m): 1 by 1
> SHIELD HEALTH (J): 2,000 x 2
TIER> SHIELD RADIUS (m):
#UNKNOWN> PROPERTIES: If any individual shield goes down by reaching zero shield health, all shields go down. Damage dealt to any shield is dealt to all of them simultaneously. Upgrading a shield module increases shield size and strength.
[ PLANCK SHIELD ]"This wall's made of pure energy."The
Planck shield is a specialized type of shield. It projects a trapezoidal shield centered on itself that covers itself and all modules to its left and right for some distance. Planck shields are very versatile and can be used for any number of things: protecting wings, making a box of shield, or containing valuable minerals mined from asteroids.
> HEALTH (J): 1,000 x 2
TIER> DENSITY (kg/(2m)
2): 1,500 x TIER
> DIMENSIONS (2m): 1 by 1
> SHIELD HEALTH (J): 2,000 x 2
TIER> SHIELD WIDTH (NEAR SIDE) (m): 4 + 2 x TIER
> SHIELD WIDTH (FAR SIDE) (m): 2 x TIER
> PROPERTIES: If any individual shield goes down by reaching zero shield health, all shields go down. Damage dealt to any shield is dealt to all of them simultaneously. Upgrading a shield module increases shield size and strength.
[ BLURST SHIELD ]"Is it rubber, or a mirror, or both?"The
Blurst shield is a unique module that has the ability to deflect any lasers, missiles, or torpedoes that strike it. While not a shield in the traditional sense, the Blurst shield is a strong defensive tool and can punish your foes for foolishly firing at it. Be warned that the Blurst shield will
NOT protect against Ramming Spikes or Photon Lances, and will be damaged by them normally.
> HEALTH (J): 1,000 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by (MAJOR_TIER + 1)
> PROPERTIES: Deflects lasers, missiles, and torpedoes. Shares upgrade properties with structural modules.
> WEAPON MODULES <
[ LASER ]"Pew pew."The
laser is the bread and butter weapon module; most other weapons are derivatives of the standard laser. It shoots a single projectile that travels for some distance and damages whatever it hits, save for Blurst shields. Higher tier lasers within the same major tier fire faster. Higher major tier lasers fire bigger projectiles, which go faster and last longer before fading away. However, the laser is fragile, and can easily be destroyed by any weaponry if not protected.'
Projectile lifetime for all lasers (Laser, Prismatic Laser, Snipe Launcher, Sprinkler) is 0.25 seconds per major tier. Alpha is 0.25, Delta is 0.5, and so on.
> HEALTH (J): 250 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by 1
> DAMAGE (J): 500 x 8
(MAJOR_TIER - 1)> FIRE RATE (Hz): 2
(MINOR_TIER - 1) (1 / 2 / 4)
> DPS (W): 250 x 2
TIER> PROPERTIES: (none)
[ PRISMATIC LASER ]"Shinier and
deadlier."The
prismatic laser is a rare weapon module similar to the standard laser. Prismatic lasers are fitted with an exquisite crystal prism that splits each laser shot into three of the same power by utilizing the polarization of light. The two additional shots fly off at approximately a 30
o angle. Prismatic lasers are best used at close range, where they can utilize their increased damage output to its full potential.
> HEALTH (J): 250 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by 1
> DAMAGE (J):
3X 500 x 8
(MAJOR_TIER - 1)> FIRE RATE (Hz): 2
(MINOR_TIER - 1) (1 / 2 / 4)
> DPS (W): 750 x 2
TIER (assuming all three projectiles hit)> PROPERTIES: Fires three projectiles.
[ SNIPE LAUNCHER ]"Cross a red line. I dare you."The
snipe launcher is a specialized weapon module based on the laser that trades fire rate for maximum range and projectile speed. Snipe launchers have double the maximum range and double the projectile speed, but only fire half as fast. As the name would suggest, snipe launchers are extremely effective at long range, where they can safely soften up or outright destroy enemies without fear of retaliation. Snipe launchers outrange every other weapon of the same tier, and are equipped with a red laser sight to assist pilots in aiming them.
> HEALTH (J): 250 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by 2
> DAMAGE (J): 500 x 8
(MAJOR_TIER - 1)> FIRE RATE (mHz): 250 x 2
MINOR_TIER (500 / 1,000 / 2,000)
> DPS (W): 125 x 2
TIER> PROPERTIES: Projects a red laser sight to aid in aiming. All laser sights can be turned off by disabling external lights in the system menu.
[ SPRINKLER ]"I don't know why it can't just fire straight, but it hurts a lot."The
sprinkler is yet another variation of the standard laser module. The sprinkler automatically swivels back and forth about 45
o and fires twice as fast as a laser of the same tier. It has double the DPS, but can be somewhat difficult to use effectively. Rather than as a front-mounted weapon, sprinklers are best used on the sides of a ship, to either guard against missiles or lower-tier ships or as a "broadside" weapon.
> HEALTH (J): 250 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by 1
> DAMAGE (J): 500 x 8
(MAJOR_TIER - 1)> FIRE RATE (Hz): 2
MINOR_TIER (2 / 4 / 8)
> DPS (W): 500 x 2
TIER> PROPERTIES: Swivels 45
o left and right automatically.
[ MISSILE LAUNCHER ]"Dodge this."The
missile launcher is a weapon module that fires guided rockets instead of lasers. While its missiles are slower than lasers, can be shot down, and can collide with each other, they have impressive on-board guidance software and home in on the nearest enemy very effectively. Missile launchers fire half as fast as lasers of the same tier. Missile launchers are best used sparingly, in a spaced-out configuration, or on small ships, as large barrages of missiles will collide amongst themselves before reaching their target.
> HEALTH (J): 250 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by 1
> DAMAGE (J): 500 x 8
(MAJOR_TIER - 1)> FIRE RATE (mHz): 250 x 2
MINOR_TIER (500 / 1,000 / 2,000)
> DPS (W): 125 x 2
TIER> PROPERTIES: Missiles home in on nearest enemy.
[ TORPEDO LAUNCHER ]"Slow as molasses, hits like a meteor."The
torpedo launcher is a weapon module that fires energy torpedoes instead of lasers. It fires at 20% of the rate of a standard laser, but does five times more damage. The energy torpedoes it fires are notoriously slow projectiles, but each one deals a strong hit to anything it connects with. Torpedoes can be used in large batteries to make an inescapable, deadly wall, or they can be "thrown" by accelerating forwards before firing, then quickly decelerating. Their long projectile lifetime gives them deceptively long range when thrown.
> HEALTH (J): 250 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by 1
> DAMAGE (J): 2,500 x 8
(MAJOR_TIER - 1)> FIRE RATE (mHz): 100 x 2
MINOR_TIER (200 / 400 / 800)
> DPS (W): 250 x 2
TIER> PROPERTIES: Long projectile lifetime.
[ RAMMING SPIKE ]"Makes even the toughest asteroids pop like a balloon."The
ramming spike is a simple but lethal melee weapon module. It is not a mere metal spike: the tip is a high-energy device that safely coats itself in trace quantities of antimatter, meaning that when sufficiently disturbed, the spike produces an enormous burst of deadly energy. Although the exact damage depends on a ship's velocity, and there is a minimum velocity required to activate the device, ramming spikes deal absurdly large amounts of damage at any sufficient speed, enough to instantly vaporize shields, modules, and asteroids. They are also quite tough.
> HEALTH (J): 2,000 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by 1
> DAMAGE (J/(m/s)): 50 x 2
TIER> DPS (W): <varies>
> PROPERTIES: Damage increases with ship velocity, up to unbelievable levels.
[ PHOTON LANCE ]"Melts anything that touches it, like a hot rock."The
photon lance is an advanced melee weapon module. Unlike the ramming spike, which requires a ship to slam into an enemy or obstacle to deal damage, the photon lance projects a persistent beam of hard light. When blocked by anything, the beam detonates and deals damage equal to twice that of a standard laser to whatever blocked it. The photon lance can be likened to an energy sword for ships.
> HEALTH (J): 250 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by 1
> DAMAGE (J): 1,000 x 8
(MAJOR_TIER - 1)> FIRE RATE (Hz): 2
(MINOR_TIER - 1) (1 / 2 / 4)
> DPS (W): 500 x 2
TIER> LANCE LENGTH (m): 0.5 + 0.5 x TIER
| ( + about 0.8m, from the sheath of the lance to the edge of the module bounding box. )> PROPERTIES: Projected lance's length increases with every tier, not just every major tier.
> THRUSTER MODULES <
[ BOOSTER ]"What better way to get around than with rocket engines?"The
booster is the basic thruster module. It provides thrust in one direction and one direction alone. Boosters can be used in any number of ways; depending on their positioning, they can primarily augment a ship's top speed or turning speed and maneuverability. The exact way that a booster will affect the control of a ship is difficult to describe, and can only be determined through experiment.
> HEALTH (J): 500 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by 1
> THRUST (N): 120,000 x TIER
> PROPERTIES: (none)
[ TWIN BOOSTER ]"One step forwards, two steps back... if you so choose."The
twin booster is a specialized thruster module that is a combination of two half-sized boosters mounted sideways. This means that it can either push forwards and backwards, or left and right, depending on its position on the ship. Twin boosters are especially useful for mounting on the sides of a ship, granting it additional forwards and reverse power as well as allowing it to make more rapid turns.
> HEALTH (J): 500 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by 1
> THRUST (N):
2X 60,000 x TIER
> PROPERTIES: Two boosters in opposite directions.
[ UNIBOOSTER ]"Thrust vectoring, taken to 11."The
unibooster is an advanced thruster module that can swivel up to 90
o in either direction. It automatically computes the optimal direction to face in depending on what control inputs you have pressed. Uniboosters are the most versatile of the boosters, but it takes time for them to swivel to the desired direction and they are only half as powerful as a normal booster. They can be used just about anywhere on a ship and still be effective.
> HEALTH (J): 500 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by 1
> THRUST (N): 60,000 x TIER
> PROPERTIES: Swivels automatically.
[ SPRINT BOOSTER ]"When you just gotta go fast."The
sprint booster is a specialized thruster module that is very powerful initially, but decreases in power as it is used. Initially, a sprint booster is four times more powerful than a regular booster, but after being used for two seconds, the power has fallen all the way to zero. It then takes time to recharge, and you must release the movement inputs to allow it to do so. Sprint boosters are best used with melee ships, to charge at enemies.
> HEALTH (J): 500 x 2
TIER> DENSITY (kg/(2m)
2): 500 x TIER
> DIMENSIONS (2m): 1 by 2
> THRUST (N): 480,000 x TIER
> DURATION (s): 2
> RECHARGE TIME (s): 4 x 2
-TIER (2 / 1 / 0.5)
> PROPERTIES: Thrust linearly decreases with time as booster is fired and linearly increases as booster is allowed to recharge.
[ BOOSTER MK. II ]"Hard to mount, but very powerful."The
Booster Mk. II is a rare, huge thruster module that provides a large amount of thrust. It is effectively a standard booster that is three times wider, but provides over four times as much thrust, making it more space efficient. The Booster Mk. II is best used in the interior of larger ships, where there is plenty of space, for added maneuverability and top speed over large collections of standard boosters. It can also find uses on smaller ships, but may make them rather uncontrollable.
> HEALTH (J): 750 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 3 by 1
> THRUST (N): 500,000 x TIER
> PROPERTIES: Very large thruster flame.
[ TRANSLOCATOR ]"Who cares about inertial reference frames?"The
translocator is a peculiar thruster module that provides no thrust at all. It warps the usual laws of physics and grants a ship raw momentum when activated instead of applying thrust. As it does not apply thrust, the positioning of a translocator on a ship does not matter. Translocators add and remove momentum instantly with no inertia; they provide absolutely perfect control of a ship's movement, but are rather weak in comparison to other thruster modules. Translocators prove invaluable to pilots who favor precision aiming.
> HEALTH (J): 500 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by 1
> MOMENTUM (kg*m/s): 50,000 x TIER
> PROPERTIES: No inertia whatsoever. Ship will immediately gain or lose velocity when movement input is pressed or released.
[ TRANSROTATOR ]"Do a barrel roll!"The
transrotator is a peculiar thruster module that, like the translocator, provides no thrust at all. It provides raw angular momentum to a ship, having the same effect regardless of where it is placed. Transrotators ignore inertia, adding and removing angular momentum instantly. Like translocators, they provide perfect control over a ship, but unlike translocators, they are rather powerful compared to other methods of rotating a ship. Transrotators, like their translational cousins, are a great boon for pilots who favor precision aiming.
> HEALTH (J): 500 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 1 by 1
> ANGULAR MOMENTUM (kg*rad/s): 50,000 x TIER
> PROPERTIES: No inertia whatsoever. Ship will immediately spin left or right at a fixed speed.
[ PRIMARY BOOSTER ]"The closest thing you'll get to a warp drive."The
primary booster is a specialized thruster module that charges up for two seconds and then provides extremely powerful thrust equivalent to a Booster Mk. II. Like the sprint booster, releasing the relevant movement input will cause the primary booster to cool down. If released for only a split second, however, it will not power down fully and will return to being active in less than two seconds. Primary boosters can find uses in combat similar to sprint boosters, but are best used for long-distance travel, letting a ship achieve an impressive top speed.
> HEALTH (J): 500 x 2
TIER> DENSITY (kg/(2m)
2): 500 x TIER
> DIMENSIONS (2m): 1 by 2
> THRUST (N): 500,000 x TIER
> CHARGE TIME (s): 2
> PROPERTIES: Thrust is zero until charge completes, at which point it immediately becomes maximum.
[ TWIN BOOSTER MK. II ]"A banana crossed with a rocket engine."The
Twin Booster Mk. II is a thruster module that, as the name would suggest, is a combination between the standard twin booster and the Booster Mk. II. That is, it's side mounted, 3 by 1 meters, and packs a lot of thrust. Twin Booster Mk. II's are best used on the outside of medium-to-large ships to vastly increase turning speed, or on the inside of larger ships to replace large arrays of standard twin boosters, as they are more space efficient.
> HEALTH (J): 750 x 2
TIER> DENSITY (kg/(2m)
2): 1,000 x TIER
> DIMENSIONS (2m): 3 by 1
> THRUST (N):
2X 250,000 x TIER
> PROPERTIES: Two boosters in opposite directions.
> OTHER MODULES <
[ REPAIR TOOL ]"A must have for any serious scrapper."The
repair tool is a rare module that, although quite heavy, automatically repairs everything of its own tier or lower that is mounted on it. It can find uses in almost any ship design. Modules that tend to receive a beating, like ramming spikes, can be mounted on it so they are automatically and continuously repaired. It can also be placed on the back of a ship as a sort of mobile repair station. When a pilot is safe, he or she can disassemble his or her ship and repair it module by module before putting it back together. The repair tool can even be used to bring scrap up to top-notch condition to increase its value before selling it.
> HEALTH (J): 1,000 x 2
TIER> DENSITY (kg/(2m)
2): 5,000 x TIER
> DIMENSIONS (2m): 1 by 1
> REPAIR SPEED (W): 125 x 2
TIER> PROPERTIES: Repairs all modules of same or lower tier that are directly mounted onto it.
[ CHRONO GEAR ]"Priceless. Timeless. A fragment of ultimate power."The
Chrono Gear is an incredibly rare and valuable module that has the inexplicable effect of accelerating the passage of time for anything mounted on its surface. This effect propagates through modules, meaning it affects modules attached to other modules that are attached to a Chrono Gear, and so on. A Chrono Gear makes time pass 25% faster for all child modules, including other Chrono Gears. Thus, if a pilot is lucky enough to obtain multiple Chrono Gears, he or she may use them in succession for even greater effect. There are almost no disadvantages of accelerated time; Chrono Gears are best used in the core of a ship so they may affect as much of the ship as possible. There is a debatable advantage to having lower-tier Chrono Gears, as they weigh less while having exactly the same time-warping effect.
NOTE: See Appendix I for more Chrono Gear information.
> HEALTH (J): 1,000 x 2
TIER> DENSITY (kg/(2m)
2): 2,000 x TIER
> DIMENSIONS (2m): 3 by 1
> TIME WARP (
#UNITS-INVALID):
#UNDEF // It's 125%. The system dislikes dividing time by time. -- Cpt. Expanse
> PROPERTIES: Accelerates time for all child modules. Upgrading only makes it heavier and tougher.
[ AUXILIARY OXYGEN TANK ]"Making sure your next breath isn't your last is quite important."The
auxiliary oxygen tank is a rare module that increases the amount of oxygen a ship can hold above the default 30 liters. Each tank provides 5 extra liters. Auxiliary oxygen tanks are quite heavy, and should be well-protected to avoid sudden, possibly fatal drops in a pilot's oxygen reserves. They are best placed in the core of a ship, where they will be safe from harm. Auxiliary oxygen tanks will raise the "low oxygen" and "critical oxygen" thresholds to match 50% and 10% of the ship's new oxygen capacity, respectively. There is a debatable advantage to having lower-tier auxiliary oxygen tanks, as they weigh less while providing the same bonus.
> HEALTH (J): 1,000 x 2
TIER> DENSITY (kg/(2m)
2): 5,000 x TIER
> DIMENSIONS (2m): 1 by 1
> OXYGEN (L): 5
> PROPERTIES: Increases maximum oxygen capacity. Upgrading only makes it heavier and tougher.
> APPENDIX I: CHRONO GEARS <
Chrono Gears accelerate the passage of time for all modules attached to them by 25%, including other Chrono Gears. Therefore, "chaining" or "stacking" multiple Chrono Gears has an exponential effect on modules attached to the last Chrono Gear in the set.
#
| Multiplier
| (Percent)
|
0 | 1.0x | 100% |
1 | 1.25x | 125% |
2 | 1.5625x | ~156% |
3 | 1.95313x | ~195% |
4 | 2.44141x | ~244%
|
5 | 3.05176x | ~305% |
6 | 3.8147x | ~381% |
7 | 4.76837x | ~477% |
8
| 5.96046x
| ~596%
|
9
| 7.45058x
| ~745%
|
10
| 9.31323x
| ~931%
|
The Chrono Gear time warp affects many modules; some of the effects may not be so obvious:
> All projectile weapons fire faster
> Sprinklers swivel faster
> Ramming spikes recharge faster
> Photon lances recharge faster
> Uniboosters swivel faster
> Sprint boosters both deplete and recharge faster
> Translocators and transrotators' effects are directly mulitplied
> Primary boosters both charge up and cool down faster
> Repair tools repair faster
> Subsequent Chrono Gears multiply time warp; their internals visually appear to be moving faster as well
Chrono Gears
have no effect on shields whatsoever. They do not make shields recharge faster, nor do they decrease recharge delay.
It is unknown if Chrono Gears increase the power of the "standard" thruster modules (the booster and its derivatives).
> APPENDIX II: CPT. EXPANSE'S COMMENTS <
[ GIRDER ](DESIGN) >
"You really can't go wrong here. As long as there isn't any way your girders can be shot by your own weapons, you're good. Although it's generally a good idea to keep everything inside your shields, and keep your ship symmetric."(SCRAP) >
"Girders don't sell for all that much, even when in mint condition. Since they weigh quite a bit as well, it may not be worth the effort to haul a pile of girders back to a scrapper. Unless you've got a repair tool to repair them, damaged girders are definitely not worth your time."
[ TRUSS ](DESIGN) >
"Trusses can be used in a lot of unique ways thanks to being just one meter longer than girders. You can make wings wider, let spikes or photon lances poke out of your shields, or space bubble shields properly on the inside of a large ship. Those are just a few examples. Since they're so much lighter, using lower-tier trusses (i.e. ones that are the same length as girders of your current tier) for the interior structure of your ship in place of girders can give you a significant boost in mobility at the risk of catastrophic failure should a fight turn against you."(SCRAP) >
"These are surprisingly valuable, even though you'd think that a bunch of crossbars made of the standard tier materials wouldn't be worth much. Given that they're light, trusses are a great module to carry along for scrapping, even if damaged."
[ DECK ](DESIGN) >
"I never use decks, I won't lie. That doesn't mean you shouldn't, but I never find them useful. A standard-size deck of a given tier is always just too damned large to be practical, in my opinion."(SCRAP) >
"If you can haul it around, scrap it. These things are worth a ton."(UPGRADE) >
"I've never found an upgrade station of a high enough tier for this, but in theory upgrading a low-tier deck to a higher tier makes it a relatively small module (say, a 3x3 deck compared to 4x1 girders) with an obscene amount of health for its size. Not to mention it weighs far less than regular decks of its tier. Attach these "microdecks" to a repair module and you'd have yourself some serious armor plating."(ECONOMIC ANOMALY) >
"Upgrading a deck and then scrapping it will almost always net you more credits than scrapping the lower-tier deck, simply because the deck is worth so much and it doesn't cost any more to upgrade it than to upgrade anything else."(ADVANCED) >
"If you're good with the telekinesis actuator built into your command mod, you can manually move free-floating decks to serve as ad-hoc shields. They'll be able to take a lot of hits for you. Basically, when you defeat an enemy, quickly move the deck he dropped into the line of fire of a nearby enemy to block some shots."
[ BUBBLE SHIELD ](DESIGN) >
"Alpha bubble shields do literally nothing. Bravos and Charlies aren't much better. From that point forth, though, bubble shields become more and more useful as their protected area increases. A definite inclusion on the inside of large ships. Although it's easy to cover a ship of any size in bubble shields, keep in mind that you'll find it annoying if your shields extend too far off of your ship. Trust me. They'll bump into everything and make moving around a hassle."(SCRAP) >
"Worth a lot, easy to carry with you because they're small, but definitely on the heavy side. They protect your other scrap too. There is practically no reason to not scrap bubble shields, even if they're heavily damaged."(ECONOMIC ANOMALY) >
"Same as decks."
[ PLANCK SHIELD ](DESIGN) >
"Like bubble shields, Alpha Planck shields are practically dead weight. Unlike bubble shields, though, they get useful starting at Bravo tier. Planck shields are great for shielding the front (and back if you wish) of smaller ships. Put a few down and space them so they cover your whole front or back. On larger ships, they're still good for that. With higher tier Planck shields, if you're careful you can make what I call the "Planck box": four Planck shields perfectly placed to make an impermeable square around your entire ship, save for one ramming spike conveniently poking out of the front."(SCRAP) >
"Same as bubble shields, just not quite as heavy and not quite as valuable."(MINING) >
"Planck shields are invaluable in the creation of mining barges as they can be used to make toggle-able mineral containment areas."
[ BLURST SHIELD ](DESIGN) >
"I don't use Blursts much, but I know they're good. You can use them offensively, to turn your opponents' weapons against them, or you can use them defensively, coating the sides and back of your ship for example. Just keep in mind that they're pretty heavy and don't protect against spikes or photon lances."(SCRAP) >
"Just as big as trusses, heavier, but worth more. A pretty good module to scrap."(ADVANCED) >
"With good reflexes and a knowledge of geometry, you can Proxy Blurst: move a detached Blurst shield around with your telekinesis actuator so that it reflects your opponents' shots from a distance. Keep in mind that you can't rotate it, which may make this difficult. Proxy Blursting is very amusing if you can get it right."(ADVANCED 2) >
"In certain cases it is possible to fire weapons through
a Blurst shield if the projectile is going fast enough, by placing the weapon such that it is pointing directly at a sideways Blurst shield at point blank range. This works best with high tier lasers and especially snipe launchers, although I have managed to get it to work even with torpedoes. Be warned however that trying to abuse this could result in the Blurst shield reflecting the projectile right back into the weapon or the module the weapon is mounted on, which could mean disaster."
[ LASER ](DESIGN) >
"The golden rule: Point it towards your enemies and not towards yourself. I highly recommend not placing lasers inside interior crevices of your ship (e.g. between two long girders facing outwards) because if you turn too fast there's a chance you'll shoot yourself. Furthermore, like all weapons, these are fragile and are destroyed by 1 second of sustained DPS from lasers of the same tier -- which means a single shot at Alpha, Delta, Golf or Juliet tier. You should put these behind shields, since they can fire through them."(SCRAP) >
"You'd think lasers would be rather expensive, but they aren't. Since they're light, it's still a good idea to carry them. Make sure not to point them at your own ship when you're carrying them on the back. That way, if and when you accidentally pull the trigger, you don't damage your vulnerable back side."(USAGE) >
"The way to use a laser really depends on its minor tier. Tiers with low fire rates, like Golf, should be used and aimed carefully, as you want to make sure as many shots land as possible. Any tier with at least a 2Hz fire rate can be fired full auto with no problem. In fact, they should be, unless you're being careful not to destroy certain parts of an enemy ship."
[ PRISMATIC LASER ](DESIGN) >
"Place it like any other weapon, but be careful the angle shots don't hit you either! You can use prismatic lasers for either a front-mounted gigantic, shotgun-like wave of laser beams, or you can use them on the sides and back of your ship to provide covering fire that can destroy stray missiles or entire low-tier ships."(SCRAP) >
"Worth three times as much as a regular laser. A definite candidate for scrapping, just be sure not to place it somewhere where it can shoot you."(USAGE) >
"Prismatics can be somewhat annoying for gathering scrap, because their angle shots cause unwanted collateral damage that may destroy entire sections of a ship while you're trying to pop the command module. On the other hand, they outgun every other weapon type, even Sprinklers, so they're great for headlong charges, even at a low fire rate. Prismatics are especially effective in guardian fights, when you have a gigantic ship to tear through and don't have to worry about scrapping at all. Just pull the trigger and approach your enemy. The closer you get the better, assuming they don't have melee weapons."(ADVANCED) > (Courtesy of
Captain Michaela Nul'dolaer)
"Blurst shields can be used to 'focus' prismatics to a degree. Simply build a tunnel of Blurst shields around one or more prismatic lasers, similar to a barrel for a conventional firearm. The effective accuracy of the prismatic laser(s) will be increased somewhat."
[ SNIPE LAUNCHER ](DESIGN) >
"A personal favorite of mine, as I prefer precision. Should almost always be front-mounted and behind shields -- this can prove a bit difficult given that they're two meters long. You could also ignore my recommendations and place them like any other weapon, but I think you're losing the point of a snipe launcher if you do that."(SCRAP) >
"Same as a laser, just heavier."(USAGE) >
"For an optimal sniping setup, you're going to want a ship that turns rather quickly, but not too quickly, or you won't be able to carefully aim. Translocators and transrotators are optimal. You'll also want to be able to move backwards, because if you shoot another ship, they're going to come after you. Keep in mind that snipe launchers are no good for a real firefight unless you've got Chrono Gears to boost their DPS output; you'll most likely be outgunned by ships of your tier, so be careful and try not to get multiple hostiles on you at the same time. Pick off one ship at a time to be safe."
[ SPRINKLER ](DESIGN) >
"Because sprinklers don't shoot straight, you want to mount them somewhere and use tactics such that that doesn't matter. Admiral Kirana recommends mounting them on the side to form broadsides of huge quantities of lasers that will demolish anything next to you. Having tried this myself just recently, I can say that I agree with her."(SCRAP) >
"Like prismatic lasers, be careful where you put it when you're hauling it around, but it's only as valuable as a regular laser."(USAGE) >
"If you mount your sprinklers on the side of your ship, you can do a "drive-by" maneuver where you fly past an enemy ship (or several) and completely paint them with fire. Repeatedly fly back and forth until your target(s) have been defeated. It won't net you much scrap, but it won't leave any survivors either."(ADVANCED) >
"All sprinklers on a ship are synced regardless of tier, unless they have various numbers of Chrono Gears behind them. Using Chrono Gears with sprinklers will increase their swivel rate and fire rate by the same multiplier, meaning you will get the exact same spray of lasers occurring at a higher speed."
[ MISSILE LAUNCHER ](DESIGN) >
"You can't put too many missile launchers directly adjacent to each other or the missiles will
collide midway to their destination. Other than that, go nuts. They home in, so you can pretty much put them anywhere along the outside of your ship."(SCRAP) >
"Same as any other weapons."(USAGE) >
"Step 1: Pull the trigger. Step 2: Watch nearby fools try to dodge your missiles of justice. Disclaimer: Missiles that aren't shooting directly towards their target will have drastically reduced range as they try to curve around."
[ TORPEDO LAUNCHER ](DESIGN) >
"Your best bet is to have a huge battery of torpedoes, to make a wall of projectiles that only the nimblest of ships can dodge. To do that most effectively, you'll want to have all your torpedo launchers in a big, flat line, as opposed to staggered along an uneven surface."(SCRAP) >
"Same as any other weapons."(USAGE) >
"Throwing your torpedoes makes them anywhere between three and a thousand times deadlier. Adjust for how fast your ship can go. To throw torpedoes, accelerate forwards, fire them while moving forwards, and then stop so you don't run into your enemies. You'll notice they go significantly faster and further. Be careful not to reverse fling your torpedoes, though, or you'll get the exact opposite effect, turning them into short-lived mines of a sort. Even more importantly, don't run into your torpedoes after firing them. They hurt a lot."
[ RAMMING SPIKE ](DESIGN) >
"Ramming spikes can either be put in the obvious position, front and center, or they can be put off to the side on "arms" or "claws" and rotated into the enemy to strike. Either one works, although the claw method is far more difficult to set up, so I'd recommend putting spikes where you feel is best for, well, ramming into enemies. The spike must be the most forward thing on your ship to work, and that also means that at least its tip must poke out of any shields you have. Keep in mind that you can
point ramming spikes sideways and as long as the spike collides with an enemy at sufficient velocity, it'll deal damage."(SCRAP) >
"These are like miniature girders, because they're worth that much but are smaller and weigh less (except at low tier). As such, damaged ones aren't worth your time but full health ones are."(USAGE) >
"You don't really need to ram
enemy ships in the traditional sense unless your spikes are much lower tier than your targets. Because spikes deal such ridiculous damage, any speed sufficient to activate them is almost guaranteed to destroy any module, even of one or two tiers higher. Additionally, spikes can be brushed laterally against enemies if you have a fast-turning ship to "slice" instead of "stab" them, with the same results."(MINING) >
"Ramming spikes are perfect for mining. Asteroids don't move and don't have shields, but the big ones have a ton of health. Smash into them repeatedly at full speed until they burst. Be careful to not similarly destroy the valuable minerals, however."(ADVANCED) >
"Spikes can be triggered by shooting them; this both damages them and causes them to "ram" whatever projectile hit them, disabling them while the device on their tip recharges. This might save you in a pinch when a melee ship is charging at you, letting you briefly disable your attacker's weaponry."(ADVANCED II) > (Courtesy of
Captain Michaela Nul'dolaer)
"Translocators do not provide inertia, and thus a ship mounting only translocators cannot activate ramming spikes by moving into things. On the other hand, enemy ships using regular thrusters can still impale themselves on your spikes without problem. If your ship has at least one thruster on it, it will most likely be able to activate the ramming spikes with the speed it gains from its translocators."(FUNCTIONAL ANOMALY) >
"Higher minor tier ramming spikes recharge faster, making them significantly more effective than higher major tier spikes; for instance, Foxtrot spikes are better than Golf ones because both have the same one-shot destructive power while the Foxtrot spike can do it four times as often. This is most apparent with India versus Juliet spikes -- you can trade half of the health of your spike to make it four times deadlier."
[ PHOTON LANCE ](DESIGN) >
"Photon lances have the advantage that their damageable base portion can be behind a shield while their harmful projected lance can pass through it. For best results, mount these behind shields like any other weapon, and mount a large number of them to create a "laser razor" that will melt through your enemies as you fly into them."(SCRAP) >
"Same as any other weapons -- be careful not to intersect the projected lance with other portions of your ship."(USAGE) >
"Photon lances let you deal strong continuous damage to enemies as you stay in melee range, unlike ramming spikes which deal sudden bursts of extreme damage and one-shot individual modules. To effectively use photon lances, out-maneuver your enemies and find a vulnerable angle, then charge in and melt away their shields and the weaponry on that side of their ship. Keep carving inwards, like you would with ramming spikes, until you destroy their command module, and the other half of their ship is yours."(ANOMALY) >
"Attaching photon lances to surfaces pressed against walls or asteroids causes the laws of physics to destabilize. Do not try this. You will start to slide across the space-time continuum and will immediately lose all control of your ship as your perspective on the universe becomes lopsided and distorted. Modifying your ship further will increase your velocity -- up to and exceeding the speed of light if you're unlucky -- and will almost certainly cause you to cease to exist in the process."
[ BOOSTER ](DESIGN) >
"By all means, the golden rule is keep your ship symmetric. Otherwise you won't be able to fly straight, and while being slightly asymmetric may not seem to be so bad, you will soon find it gets incredibly frustrating. If you want to go faster forwards, place more boosters so they face backwards; if you want to be able to stop faster or reverse faster, place more boosters so they face forwards, like a weapon. If you want to be able to turn better, try placing boosters closer to the outer edges of your ship so they generate more angular momentum. Remember that turning is as much pushing one side forwards as it is pushing the other side backwards! Finally, if you want your ship to sport strafing capabilities, mount some boosters sideways. Sideways boosters can also help with turning."(SCRAP) >
"Boosters are extremely annoying to scrap if they don't come in same-tier pairs, since they'll destabilize the way your ship flies. Even if you mount them sideways, they'll make your weight asymmetric. Generally, I'd say, stick to scrapping even numbers of boosters."(USAGE) >
"Once you've placed a booster, your job is done. Just press WASD. Pretty much everything I have to say on boosters is in the 'design' comment."(ADVANCED) >
"Just a little math tidbit that applies to all thruster modules, not just the standard booster. Thrusters never get more efficient at moving your ship for how much they weigh. A Booster Alpha weighs 1,000kg and provides 120,000N of thrust, providing a ratio of 120 N/kg, alternatively read as an acceleration ratio: 120 m/s2. A Booster Juliet weighs 10,000kg and provides 1,200,000N of thrust, giving the same ratio of 120 m/s2. The upshot of all this? Thrusters may not increase in efficiency at higher tiers, but they do count for more of your ship's total weight (or don't, since your ship gets heavier at higher ranks too). Therefore, a ship's overall mobility really boils down to the fraction of its weight represented by thrusters."
[ TWIN BOOSTER ](DESIGN) >
"Twin boosters are really good for helping a ship turn, since they can provide thrust in both directions. Place them out on your ship's wingtips, for instance. Generally, twin boosters work a lot better when facing front-back instead of side-side. Front-back twin boosters are almost a direct increase to mobility: they help you move forwards, back, and turn, all at the same time. Side-side twin boosters are... strange. They work best helping your ship strafe moreso than anything else, and oftentimes the strafing movements also cause you to turn awkwardly."(SCRAP) >
"Same as any other booster."(USAGE) >
"Press WASD. I'm going to be repeating this for the rest of the thruster modules, you know."
[ UNIBOOSTER ](DESIGN) >
"Uniboosters can pretty much be placed anywhere. Keep in mind that the only direction they can't thrust is the direction you choose to mount them on: a unibooster on the front of a ship can't be used to help it move forwards, and a unibooster on the back of a ship can't be used to help it move backwards. That's their only restriction."(SCRAP) >
"Same as any other booster."(USAGE) >
"Press WASD and watch the unibooster(s) be smart!" (
Or not...)
[ SPRINT BOOSTER ](DESIGN) >
"I personally find sprint boosters useless. I just don't see the point. They last for such a short time and not only that, they decrease in thrust as they deflate, meaning only the beginning of their thrust cycle is really worth anything. Using them efficiently (see below) only serves to decrease the output of your other boosters."(SCRAP) >
"Same as any other booster. Sprint boosters are 1 by 2, though, so beware of size limitations."(USAGE) >
"Press WASD, if you dare. To get the maximum mileage out of high minor tier (e.g. Foxtrot) sprint boosters you're going to want to tap W rhythmically such that you always keep the booster above half full, as it will recharge very close to instantly. For low minor tier sprint boosters (e.g. Juliet) you'll want to press W exactly half of the time for maximum output. Keep in mind that this will reduce the effectiveness of your other boosters... another reason to stay away from sprint boosters."
[ BOOSTER MK. II ](DESIGN) >
"Booster Mk. II's are 3 by 1, which is quite large for a module. They can be difficult to place on smaller ship designs. Something to note is that you don't need all three spaces behind the Booster Mk. II to be filled in order to mount it, only the center one. The safest way to use Booster Mk. II's is to increase your maximum forward velocity (by a lot), but feel free to experiment. For instance, having them face forward makes you stop on a dime, or you can use them as massive strafe thrusters."(SCRAP) >
"These can be hard to mount for scrapping without drastically changing the way your ship flies. For example, mounting them sideways will make you turn much faster even if it doesn't affect your forwards momentum. In my personal experience, Booster Mk. II's are so powerful that you almost always integrate them into your ship instead of scrapping them."(USAGE) >
"Press WASD and hold on tight."
[ TRANSLOCATOR ](DESIGN) >
"Translocators can be placed anywhere on a ship and still be effective, even moreso than uniboosters. While the module guide above says that exactly, it's important to note that if your ship is asymmetric, it will spin when you activate translocators. Why? Because when you apply straight momentum in a given direction, and one side is heavier than the other... one side moves more. Momentum is kg * m/s, remember, so if one side has more kg, it has less m/s. One other thing to note: Translocators are somewhat weak, so if used in combination with regular thrusters, they may not seem to be doing anything."(SCRAP) >
"The easiest functional module to scrap. Barely interferes with the control of your ship, heck, it probably makes it a little better, if anything."(USAGE) >
"Press WASD and enjoy the feeling of perfect control."(ANOMALY) > (Courtesy of
Captain Michaela Nul'dolaer)
"Due to the physics defying nature of these devices, they have a chance of not interacting nicely with enemy ships. Pilots mounting translocators that are engaged in close quarters combat beware: you may find yourself phasing into your enemies. At best, you will escape unscathed. At worst, the enemy will phase into your command mod and instantly destroy it."
[ TRANSROTATOR ](DESIGN) >
"Like translocators, transrotators only work as advertised if your ship is symmetric; angular momentum on an asymmetric ship will cause it to slide around its center of mass. Unlike translocators, transrotators are quite powerful, so it's possible to use them in conjunction with thrusters without their additional power feeling like an afterthought. If anything, you should worry more about turning too much as opposed to too little. Unlike regular boosters, whose turning power is directly related to their distance from the center of mass of your ship, transrotators work just fine no matter where you put them."(SCRAP) >
"Like the translocator, transrotators are incredibly easy to scrap."(USAGE) >
"Press WASD and try not to get dizzy."
[ PRIMARY BOOSTER ](DESIGN) >
"Don't try to use these for anything other than long distance travel, i.e. mounting them on the back of your ship and increasing your forward thrust. Why? They take two seconds to charge up. Do you think you've got time for that when you're going for precision maneuvering? Of course not!"(SCRAP) >
"Be warned about the kick these suckers will give when you're flying back to the scrapyard. In fact, it might be good to specifically not mount them facing backwards if you want to scrap them."(USAGE) >
"Press WASD and prepare for blastoff."(ADVANCED) >
"In theory, if you had an excessive number of Chrono Gears chained together, the primary booster charge time would be insignificant... making them much more powerful regular boosters, albeit two units long."
[ TWIN BOOSTER MK. II ](DESIGN) >
"Place like you would place a twin booster, but be warned it's very powerful. You may have issues with your ship turning too quickly."(SCRAP) >
"Scrap like you would a Booster Mk. II: that is, if you're going to scrap it, be warned it's almost certainly going to change how your ship flies on the way back."(USAGE) >
"Press WASD and... okay, I'm out of wit for now."