21 | | they player may choose from a set of different ships, which are offered from the different fractions. those ships distinguish themselves though a set of attributes, such as (but not limited to) shields, acceleration, manouverability, number of weapon slots, amount of ammo, cargo space.[[br]][[br]] |
| 21 | they player may choose from a set of different ships, which are offered from the different fractions. those ships distinguish themselves though a set of attributes, such as (but not limited to) shields, acceleration, manoeuverability, number of weapon slots, amount of ammo, cargo space.[[br]][[br]] |
39 | | Sensor efficiency, scan times, missile lock-on times[[br]][[br]] |
| 39 | Sensor efficiency, scan times, missile lock-on times |
| 40 | |
| 41 | All components are exchangeable, and can be taken along, if the player decides to buy a new ship. [[br]][[br]] |
| 42 | |
| 43 | === Weapon Slots and Missiles === |
| 44 | Those two attributes cannot be change themselves, but a ship can be more dangerous by carrying heavier/better weapons and missiles. Following the concept of Freelancer, that a ship has a certain number of weapon slots which can - what else - carry weapons. The power of the weapons that can be installed is directly dependent on the size (read level) of the reactor (sure you can install big guns on small reactor: having to wait 10 seconds after each shot is not much fun, is it?). |
| 45 | |
| 46 | Missiles are heavily limited guided (homing, heat-seaking, or otherwise "intelligent") weapons, which can do serious damage, used properly. (the starter ship has approx 4 missile slots, a heavy fighter approx 10, and a missile bomber approx 20). While in the beginning only a missile per slot is allowed - the rest is to expensive - at higher level some missile pod become available (read 3-4 missiles per slot). There is one exception to that rule, and that is the dumpfire missiles pod: it contains 20 non-guided missiles which are rather pricy, and thus available from the beginning. |
| 47 | |
| 48 | === Weapon effectiveness and shields (bonus) === |
| 49 | Weapons and shields follow a scissor/stone/paper principle. Weapon type A does normal damage to shield type a, double to b, and half to c. analog for type B, normal to b, double to c and half to a; conclusively type C does normal damage to c, double to a, and half to b. |
| 50 | (i.e two ship, same base stats, shield and weapons of same strength, #1 equipped with weapon A and shield a, #2 equipped with weapon B and shield b ==> #1 dealing double damage to #2, while #2 only dealing half damage to #1, it is pretty clear that #1 is going to win.) |
| 51 | |
| 52 | === EMP and electronics === |
| 53 | Mentioned above, but not really described, are ship electronics. those electronics can handle some "damage" before the circuits fry. Instead of been dead in the water (rather dead in space), some fallback system jumps in, which provides basic functions. the ship is still steerable, but move like molasses - a good time to have a chat with your trusted mechanic. As this happens pretty often in midst of combat, it good to know, that weapons are still available, but only those assigned to a "primary" slot - and even those have a rather limited funtionelity - and don't expect any missiles to work, you computer is fast enough to help you during a docking manoeuver, or for simple jump calculation, but target tracking - dream on. |
| 54 | |
| 55 | Each weapon does some emp damage, thus damages the electronic. but normally those weapons are much faster through you hull than they fry your computer. on the other hand, there is some specially designed emp weaponry which "only" damages the electronics, rather than the hull.[[br]][[br]] |
44 | | === Module Slots and Software Upgrades === |
45 | | Each ship can be equipped with a limited number of modules, which makes it individual. These modules have an unique capabilities, and can be upgraded to become even more powerful. Such modules may provide cloaking, auto-repair, shield-batteries, missile-jammer, high-precision jump-drive. These modules can only rarely be bought, an if at a awful prices, look out for them when shooting down enemies, one might lose one...[[br]][[br]] |
| 60 | === ~~Module Slots and Software Upgrades~~ === |
| 61 | ~~Each ship can be equipped with a limited number of modules, which makes it individual. These modules have an unique capabilities, and can be upgraded to become even more powerful. Such modules may provide cloaking, auto-repair, shield-batteries, missile-jammer, high-precision jump-drive. These modules can only rarely be bought, an if at a awful prices, look out for them when shooting down enemies, one might lose one...~~[[br]][[br]] |