Implant: Difference between revisions
(fixed tables alignement) |
|||
(5 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
'''Implants''' use the resources of the pilot's central nervous system for some calculations that even quantum computers can not perform in a reasonable period of time (about 10-12 sec). | |||
='''Implants and Crews'''= | ='''Implants and Crews'''= | ||
Line 5: | Line 6: | ||
[[File:Implants and crew img.png]] | [[File:Implants and crew img.png]] | ||
<br> | |||
{|style="float:left;" | |||
|<div style="margin: 20px 20px 10px 5px; display: inline-block; vertical-align: top; text-align: center;" align="left"> | |||
<embedvideo service="youtube" dimensions="600x340" alignment="center">https://www.youtube.com/watch?v=l-bJlx5SVtE</embedvideo> | |||
</div> | |||
|} | |||
=='''Crews'''== | =='''Crews'''== | ||
Line 16: | Line 24: | ||
Implants only take effect when flying a ship of the same rank or higher, so a rank 3 implant will work on a rank 3 ship or higher, but will not work on a rank 1 or 2 ship. The sole exception are the rank 15 implants, that give a bonus to synergy and/or credit gain that applies at all times. | Implants only take effect when flying a ship of the same rank or higher, so a rank 3 implant will work on a rank 3 ship or higher, but will not work on a rank 1 or 2 ship. The sole exception are the rank 15 implants, that give a bonus to synergy and/or credit gain that applies at all times. | ||
Implants are grouped into the factions (3 rows) and effects that are more or less in line with that Faction nature. 1st row is Empire, 2d - Federation and 3rd - Jericho. | |||
The most common naming convention within a player's community is [Rank number]-[Row Number(faction)], like 2-1 ( means "Neurocontroller "Oculus" [[File:emp_2.jpg|25px]]"), or 9-3 ("Beta-accelerator "SR Mark 3" [[File:jer_9.jpg|25px]]") | |||
==='''EMPIRE'''=== | <br /> | ||
==='''[[File:Empire.png|45px]] EMPIRE'''=== | |||
{| style="border-radius: 4px; border: 1px solid #8E8E8E; text-align: center" border="1" cellspacing="0" bgcolor="#BFBFBF" | {| style="border-radius: 4px; border: 1px solid #8E8E8E; text-align: center" border="1" cellspacing="0" bgcolor="#BFBFBF" | ||
! style=" width="50px;" |Rank | ! style=" width="50px;" |Rank | ||
Line 100: | Line 109: | ||
| Increases synergy and credits gain by 5% and main weapon damage by 3%. Synergy and credits increase is active on ships of all ranks. | | Increases synergy and credits gain by 5% and main weapon damage by 3%. Synergy and credits increase is active on ships of all ranks. | ||
|} | |} | ||
<br /> | |||
==='''[[File:Federation.png|45px]] FEDERATION'''=== | |||
==='''FEDERATION'''=== | |||
{| style="border-radius: 4px; border: 1px solid #8E8E8E; text-align: center" border="1" cellspacing="0" bgcolor="#BFBFBF" | {| style="border-radius: 4px; border: 1px solid #8E8E8E; text-align: center" border="1" cellspacing="0" bgcolor="#BFBFBF" | ||
! style=" width="50px;" |Rank | ! style=" width="50px;" |Rank | ||
Line 185: | Line 192: | ||
| Improves credit gain by 10% and hull and shield strength by 5%. Credits increase active on ships of all ranks | | Improves credit gain by 10% and hull and shield strength by 5%. Credits increase active on ships of all ranks | ||
|} | |} | ||
<br /> | |||
==='''[[File:Jericho.png|45px]] JERICHO'''=== | |||
==='''JERICHO'''=== | |||
{| style="border-radius: 4px; border: 1px solid #8E8E8E; text-align: center" border="1" cellspacing="0" bgcolor="#BFBFBF" | {| style="border-radius: 4px; border: 1px solid #8E8E8E; text-align: center" border="1" cellspacing="0" bgcolor="#BFBFBF" | ||
! style=" width="50px;" |Rank | ! style=" width="50px;" |Rank |
Revision as of 03:28, 21 April 2018
Implants use the resources of the pilot's central nervous system for some calculations that even quantum computers can not perform in a reasonable period of time (about 10-12 sec).
Implants and Crews
Crews
Crews are the cards to which you save your preferred implants for different ship roles that you want your ships to use. By default only one crew type is available for use which is applied to all the ship slots available to you. More of these crew slots can be unlocked as per your choice by either investing galactic credits or premium galactic standards. Total four crew cards are available and each card can be applied to all four ship slots as one chooses.
Implants
Implants are upgrades that you apply to your character that improve your performance in combat in various ways. There are three different implants at each rank and you can only choose one, but if you change your mind you can change the implant for a fee of 50,000 credits per implant, or 500,000 credits for full reimplantation. You can only equip implants up to the highest rank of ship you own.
Implants only take effect when flying a ship of the same rank or higher, so a rank 3 implant will work on a rank 3 ship or higher, but will not work on a rank 1 or 2 ship. The sole exception are the rank 15 implants, that give a bonus to synergy and/or credit gain that applies at all times.
Implants are grouped into the factions (3 rows) and effects that are more or less in line with that Faction nature. 1st row is Empire, 2d - Federation and 3rd - Jericho.
The most common naming convention within a player's community is [Rank number]-[Row Number(faction)], like 2-1 ( means "Neurocontroller "Oculus" "), or 9-3 ("Beta-accelerator "SR Mark 3" ")
EMPIRE
FEDERATION