Open main menu

Core components

Version

Outliner top.png
This article is considered accurate for the current version (2.3) of the game.

On the right side of the designer, one can select options for different subsystems of the ship. Most of them are required and it is not possible to design a ship without some version of them, but few of them are optional, having the option to install no subsystem in its slot.

Contents

ReactorEdit

A ship's reactor generates power for its other systems, and a new ship design cannot be created if it has negative power. Excess power slightly increases a ship's evasion, movement speed, and damage.

Reactor Corvette Destroyer Cruiser Battleship Titan Defense platform
Cost   Power Cost   Power Cost   Power Cost   Power Cost   Power Cost   Power
  Fission Reactor   10 75   20 140   40 280   80 550   160 1100   20 200
  Fusion Reactor   13 100   26 180   52 360   104 720   208 1450   26 260
  Cold Fusion Reactor   17 130   34 240   68 480   136 950   272 1900   34 340
  Antimatter Reactor   22 170   44 320   88 620   176 1250   352 2500   44 440
  Zero-Point Reactor   28 220   56 430   112 800   224 1550   448 3200   56 575
  Dark Matter Reactor   37
  1
285   74
  2
550   148
  4
1030   296
  8
2000   592
  16
4200   74
  4
750

FTL driveEdit

Main article: FTL

This subsystem is optional, although without an FTL drive the ship is incapable of moving between systems.

Jump drives allow the ship to make a direct jump within a limited range. After jumping the fleet spends 200 days recharging, during which time it suffers -50% sublight speed and weapons damage.

FTL drive   Cost   Power Jump charge time Other
  Hyper Drive I 5 10
  Hyper Drive II 10 15 -25%
  Hyper Drive III 15 20 -50%
  Jump Drive 20 30 -70% Can make jumps outside the hyperlane network
  Psi Jump Drive 20 30 -80% Can make jumps outside the hyperlane network with +50% greater range

Computer systemEdit

This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type.

Behaviors

When in combat, every military ship will advance to within a certain distance of its target and fire its weapons, while staying at the intended distance. The engagement range is determined by the ship's designated role and will apply regardless of the effective range of the ship's weapons. Weapon range modifiers will also increase this range. Ships that have similar roles will typically cluster together, stay in formation with each other and attack in groups.

  • Swarm: The ship will charge straight into point-blank range with its target, circle around it, and attack.
  • Picket: The ship will move to close range (30) and attack from a position, attempting to intercept incoming enemy ships.
  • Line: The ship will advance to medium range (50), assume formation and then attack everything within range.
  • Artillery: The ship will stay at long range (80) and engage its target from far away. (Mostly applies against stationary targets, everything else is engaged as usual, i.e the ship will attack it as soon as it gets within range)
  • Defense Platforms may somewhat reposition themselves around the starbase, but mostly stay in place and attack everything that gets within their range, dealing as much damage as possible.
Level Cost
Power
Effects
Swarm Picket Line Artillery Platform Starbase
  Basic   5 Default for corvette Default for destroyer Default for cruiser
Default for battleship
Default for titan Default for defense platform
  • +20   Tracking
Default for starbase
  • +5%   Fire rate
  • +10   Tracking
  Specialized   5
  10
  • +5%   Fire rate
  • +5%   Evasion
  • +5%   Fire rate
  • +10   Tracking
  • +5%   Fire rate
  • +5%   Ship accuracy
  • +5%   Fire rate
  • +5%   Weapons range
  • +5%   Fire rate
  • +5   Tracking
  • +10%   Fire rate
  • +20   Tracking
  Advanced   10
  15
  • +10%   Fire rate
  • +10%   Evasion
  • +10%   Fire rate
  • +20   Tracking
  • +10%   Fire rate
  • +10%   Ship accuracy
  • +10%   Fire rate
  • +10%   Weapons range
  • +10%   Fire rate
  • +10   Tracking
  • +15%   Fire rate
  • +30   Tracking
  Sapient

  Autonomous

  20
  25
  • +15%   Fire rate
  • +25%   Evasion
  • +15%   Fire rate
  • +10%   Evasion
  • +30   Tracking
  • +20%   Fire rate
  • +20%   Ship accuracy
  • +20%   Fire rate
  • +20%   Weapons range
  • +15%   Fire rate
  • +15   Tracking
  • +10%   Ship accuracy
n/a
  Precognitive   20
  25
  • +15%   Fire rate
  • +15%   Evasion
  • +20%   Sublight speed
  • +20%   Fire rate
  • +40   Tracking
  • +15%   Fire rate
  • +15%   Ship accuracy
  • +10   Tracking
  • +15%   Fire rate
  • +15%   Weapons range
  • +10   Tracking
  • +15%   Fire rate
  • +25   Tracking
n/a
Allowed ship types Corvette Corvette
Destroyer
Cruiser
Destroyer
Cruiser
Battleship
Destroyer
Cruiser
Battleship
Titan
Defense platform Starbase

Sublight thrustersEdit

The sublight thrusters determine how fast the ship maneuvers within a star system. They also increase the chance to evade enemy attacks in combat.

Name Cost per     per     Evasion Description
Corvette Destroyer Cruiser Battleship Titan
  Chemical Thrusters   3 10 Simple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.
  Ion Thrusters   6 15 +25% +5 +4 +3 +2 +1 These electric thrusters use beams of ions to generate thrust without the need for propellant.
  Plasma Thrusters   9 20 +50% +10 +8 +6 +4 +2 An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.
  Impulse Thrusters   12 25 +75% +15 +12 +9 +6 +3 These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.
  Dark Matter Thrusters   12
  1
30 +125% +20 +16 +12 +8 +4 These thrusters utilize Dark Matter technology to generate propulsion in a manner that appears to defy numerous laws of physics.

SensorsEdit

Sensors determine the ship's detection range on the galaxy map. They also increase tracking of all weapon systems, which is related to accuracy.

Sensor's Hyperlane detection range is always equal to 2 × Sensor Range.

Name   Cost   Power   Tracking   Sensor Range Description
  Radar System 2 5 1 A planet-bound technology adapted for use in deep space, the radar system provides basic detection and tracking capability for interstellar vessels.
  Gravitic Sensors 4 10 +5 2 These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship.
  Subspace Sensors 6 15 +10 3 Sensors that detect subspace fluctuations left in the wake of traveling starships. Their sensitivity and range and greater than that of a gravitic sensor array.
  Tachyon Sensors 8 20 +15 4 Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances.

AuraEdit

This optional subsystem for Titans projects an aura around the ship which causes all enemy ships that enter it to suffer a penalty while giving a bonus to all friendly ships that enter it. While optional, they do not cost anything.

Multiples of the same aura do not stack.

Aura Type Aura effect
  Shield Dampener Offensive   -20% Shield Hit Points on Hostile Ships
  Quantum Destabilizer Offensive   -10% Fire Rate on Hostile Ships
  Subspace Snare Offensive   +100% Emergency FTL Jump Cooldown on Hostile Ships
  -20% Combat Disengagement Chance on Hostile Ships
  Inspiring Presence Defensive   +5% Fire Rate on Own Fleet
  Targeting Grid Defensive   +10 Tracking on Own Fleet
  Nanobot Cloud Defensive   +1 Daily Hull Regen on Own Fleet
  +3 Daily Armor Regen on Own Fleet

ReferencesEdit