Seed-chips: Difference between revisions

From Star Conflict Wiki
Jump to navigation Jump to search
(Added more info in Features, added Storage costs section)
No edit summary
 
(7 intermediate revisions by 4 users not shown)
Line 1: Line 1:
__NOTOC__
<div style=" background-color: #ffffff; -moz-border-radius: 8px; -webkit-border-radius: 8px; border: 1px solid #000000; padding: 10px;" >
<div style=" background-color: #ffffff; -moz-border-radius: 8px; -webkit-border-radius: 8px; border: 1px solid #000000; padding: 10px;" >
[[File:Seed-chip.jpg|600px|right|link=]]
[[File:Seed-chip.jpg|600px|right|link=]]
:'''Seed-chips''' are new modules with random parameters and random characteristics that improve weapons and damage abilities of the ship.
 
====General====
:'''Seed-chips''' are new modules with random parameters and random characteristics that improve weapons and damage abilities of the ship.  
:The first Seed-chips appeared when access to the [[Artuga]] system was opened. Enclave pirates distribute their products to mercenaries using covert delivery routes.
:The first Seed-chips appeared when access to the [[Artuga]] system was opened. Enclave pirates distribute their products to mercenaries using covert delivery routes.
:Studies in [[UMC]] laboratories have shown that Seed-chips change the key characteristics of ship modules in a special way. Each Seed-chip is unique and influences changes in its own way. The special technology of merging Seed-chips allows pilots to obtain Seed-chips with better characteristics.
:Studies in [[UMC]] laboratories have shown that Seed-chips change the key characteristics of ship modules in a special way. Each Seed-chip is unique and influences changes in its own way. The special technology of merging Seed-chips allows pilots to obtain Seed-chips with better characteristics.
:Sources and production technologies of Seed-chips are still not clear, therefore their use is allowed only in [[Skirmish (CO-OP)|battles against AI]], in [[Missions|PvE missions]] and [[Open Space]]. Pilots should install pirate technology at their own risk!
:Sources and production technologies of Seed-chips are still not clear, therefore their use is allowed only in [[Skirmish (CO-OP)|battles against AI]], in [[Missions|PvE missions]] and [[Open Space]]. Pilots should install pirate technology at their own risk!
:Here you can read a guide about damaging seed-chips: '''[https://mysc.space/pages/guides/damaging-seed-chips/?lang=en Seed chips Star Conflict. Damaging seed chips]'''.
:Here you can read a guide about protective seed-chips: '''[https://mysc.space/pages/guides/shield-empowering-seed-chips/?lang=en Seed chips Star Conflict. Protection seed chips - shield modifiers]'''.


====Features====
====Features====
*Seed-chips can be found in Open Space in containers, after the destruction of Pirate and Alien Destroyers and in trophy search after battles.
*Seed-chips can be found in Open Space in containers, after the destruction of pirates, Pirate and Alien Destroyers and in trophy search after battles.
*Seed-chips have 4 classes, indicated both both the chip's icon background colour, and also the colour of the bullet points stating the effects of the chip in its tooltip.
*Seed-chips can also be found when a player destroys a Pirate or Cartel turret.
** “Common” - grey background, 4 grey bullet points. Can be dismantled from a ship for {{CR}}
** “Balanced” - blue background, 1 blue and 3 grey bullet points. Can be dismantled from a ship for {{CR}}
** “Special” - gold background, 1 yellow and 3 grey bullet points. Can be dismantled from a ship for {{GS}}
** “Exceptional” - red background, 2 yellow and 3 grey bullet points. Can be dismantled from a ship for {{GS}}
*Each chip has a rank, and may only be installed on ships of the same or higher rank.
*Each chip has a rank, and may only be installed on ships of the same or higher rank.
*All seed-chips give 4 random positive effects (5 for Exceptional class chips) to the ship on which they are installed, and all Balanced chips also give 1 negative effect, these will be shown in the chip's tooltip. The magnitudes of the effects are random, but the average magnitude increases with the rank of the chip.
*Up to five seed-chips can be installed on a ship. The maximum number of chips that a ship can take depends on the ship's rank, starting with 1 slot in rank 4 ships.
*Seed-chips can be upgraded by combining them with other chips to get chips with better effects. This results in a chip of the same class but higher Mk, which is indicated by the coloured bar below the chip's icon: Mk. 1 (white), Mk. 2 (green), Mk. 3 (blue), Mk. 4 (purple).
*When removing a chip from a ship you may either destroy the chip for free or dismantle it if you want to receive the chip back in your storage. Dismantling costs an amount of {{CR}} or {{GS}} (shown in the tooltip of the chip and increases with the class of the chip).
*Up to five Seed-chips can be installed on a ship. The maximum number of chips that a ship can take depends on the ship's rank, starting with 1 slot in rank 4 ships.
*Seed-chips have 4 classes, indicated by both the chip's icon background colour, and also the colour of the bullet points stating the effects of the chip in its tooltip.
*When removing a chip from a ship you may either destroy the chip for free or "dismantle" it if you want to receive the chip back in your storage. Dismantling costs an amount of {{CR}} or {{GS}} (shown in the tooltip of the chip and increases with the class of the chip).
** “Common” - grey background, 4 grey bullet points. Can be dismantled from a ship for {{CR}}.
** “Balanced” - blue background, 1 blue and 3 grey bullet points. Can be dismantled from a ship for {{CR}}.
** “Special” - gold background, 1 yellow and 3 grey bullet points. Can be dismantled from a ship for {{GS}}.
** “Exceptional” - red background, 2 yellow and 3 grey bullet points. Can be dismantled from a ship for {{GS}}.
*All seed-chips give 4 random positive effects (5 for Exceptional class chips) to the ship on which they are installed. The magnitudes of the effects are random, but the average magnitude of the seed-chip's effects increases with the rank of the chip.
**Grey point gives small positive effect. It is calculated from the base parameters and is additive with ship modifiers or crew effects<ref>The details of calculation are explained [[Modifier effect addition|here]].</ref>.
**Blue point gives negative effect to pair with a positive effect. It is also calculated from the base parameters and is additive with ship modifiers or crew effects.
**Yellow point gives effect that work under some conditions. This effect is calculated from the final parameters of the ship/equipment, not base ones<ref>Such effects are auras, like the effects of [['Valkyrie' System]], [[Gravi-scanner]], and so on. The effects of identical auras are also additive with each other, but multiplied with the effects of modifiers.</ref>.
*Seed-chips can be upgraded by combining them with other chips or resources to get chips with better effects. This results in a chip of the same class but higher Mk., which is indicated by the coloured bar below the chip's icon: from {{Mk.1}} (white) to {{Mk.5}} (orange).


====Storage====
====Storage====
Seed-chips are stored in a storage separate to all other items. Initially a player has room for 10 chips, but upgrade the storage capacity in batches of 10 slots with an increasing cost:
:Seed-chips are stored in a storage separate to all other items. Initially a player has room for 10 chips, but upgrade the storage capacity in batches of 10 slots with an increasing cost:
* 10 slots total: starting number of slots
*10 slots total: starting number of slots
* 20 slots total: 1m {{CR}}
*20 slots total: 1'000'000{{CR}}
* 30 slots total: 2m {{CR}}
*30 slots total: 2'000'000{{CR}}
* 40 slots total: 4m {{CR}}
*40 slots total: 4'000'000{{CR}}
* 50 slots total: 8m {{CR}}
*50 slots total: 8'000'000{{CR}}
* 60 slots total: 10m {{CR}}
*60 slots total: 10'000'000{{CR}}
* more slots: TBC
*70 slots total: 15'000'000{{CR}}
*80 slots total: 20'000'000{{CR}}
*90 slots total: 30'000'000{{CR}}
*100 slots total: 40'000'000{{CR}}
*110 slots total: 60'000'000{{CR}}
*120 slots total: 80'000'000{{CR}}
*130 slots total: 100'000'000{{CR}}
*140 slots total: 150'000'000{{CR}}
*150 slots total: 200'000'000{{CR}}
 
====List of possible effects for all seed-chips (grey points)====
<spoiler>
'''Attack effects:'''
*Increases damage.
*Increases damage of thermal weapons.
*Increases damage of EM weapons.
*Increases damage of kinetic weapons.
*Increases damage of missiles and mines.
*Increases damage to alien ships.
*Increases damage to Ellydium ships.
*Increases damage to destroyers.
*Increases critical chance.
*Increases critical hit damage.
*Reduces main weapon spread.
*Increases main weapon rate of fire.
*Reduces main weapon heating.
*Increases main weapon cooling rate.
*Increases main weapon range.
*Increases main weapon projectile speed.
*Increases module reloading speed.
*Increases missile reloading speed.
*Reduces target lock time.
 
'''Defense effects:'''
*Increases shield resistance to EM damage.
*Increases shield resistance to kinetic damage.
*Increases shield resistance to thermal damage.
*Increases shield resistance to all damage.
*Increases maximum shield strength.
*Increases shield regeneration speed.
</spoiler>
 
====List of possible effects for “balanced” seed-chips (blue points)====
<spoiler>
'''Attack effects:'''
*Increases damage, but reduces rate of fire.
*Increases rate of fire, but reduces damage.
*Increases total damage, but reduces damage to alien ships.
*Increases damage to alien ships, but reduces total damage.
*Increases critical hit chance, but reduces critical hit damage.
*Increases critical hit damage, but reduces critical hit chance.
*Increases damage, reducing critical hit chance.
*Increases critical hit chance, reducing damage.
*Increases total damage, but reduces critical hit damage.
*Increases critical hit damage, but reduces total damage.
*Increases rate of fire, reducing critical hit chance.
*Increases critical hit chance, reducing rate of fire.
*Increases damage, increasing main weapon spread.
*Reduces main weapon spread, reducing damage.
*Increases damage, reducing main weapon range.
*Increases main weapon range, reducing damage.
*Increases main weapon projectile speed, reducing damage.
*Increases damage, increasing main weapon heating.
*Reduces main weapon heating, reducing damage.
*Reduces main weapon heating, reducing its cooling rate.
*Increases main weapon cooling rate, increasing its heating.
*Increases damage, reducing damage to “Ellydium” ships.
*Increases damage to “Ellydium” ships, reducing damage.
*Increases damage, reducing destroyer damage.
*Increases damage to destroyers, reducing damage.
 
'''Defense effects:'''
*Increases shield resistance to EM damage, while reducing resistance to kinetic damage.
*Increases shield resistance to EM damage, while reducing resistance to thermal damage.
*Increases shield resistance to kinetic damage, while reducing resistance to EM damage.
*Increases shield resistance to kinetic damage, while reducing resistance to thermal damage.
*Increases shield resistance to all damage, while reducing maximum shield volume.
*Increases shield resistance to all damage, while reducing shield regeneration speed.
*Increases maximum shield volume, while reducing shield resistance to all damage.
*Increases maximum shield volume, while reducing shield regeneration speed.
*Increases maximum shield volume, while reducing maximum hull volume.
*Increases shield regeneration speed, while reducing shield resistance to all damage.
*Increases shield regeneration speed, while reducing maximum shield volume.
*Increases shield resistance to thermal damage, while reducing resistance to EM damage.
*Increases shield resistance to thermal damage, while reducing resistance to kinetic damage.
</spoiler>
 
====List of possible effects for “special” and “exceptional” seed-chips (yellow points)====
<spoiler>
'''Attack effects:'''
*When threatened with destruction, it infects those enemy ships that have marked you as a target. Opponents are dealt damage the same damage as your ship every R sec and additional X damage. The effect lasts for G sec. Activates no more than once in M sec.
*Projectiles repel the enemy ship with an acceleration of Z m/sec².
*A hit will transfer E units of the enemy's energy to your ship. Works on the same target no more than once in M sec.
*A critical hit reduces the opponent's total shield resistance by K pts. for G sec. The effect stacks up to D times.
*Critical hits reduce the enemy's total hull resistance by K pts. for G sec. The effect stacks up to D times.
*A hit reduces the enemy's weapon damage by Y% for G sec. The effect stacks up to D times. The effect works on the same target no more than once every M sec.
*A critical hit has a V% chance to remove all the negative effects from your ship.
*A hit reduces the enemy's speed by Y% for G sec. The effect stacks up to D times. Works on the same target no more than once every M sec.
*Critical hits have a V% chance to slow time for all enemies in H m. range by Y% for G sec.
*Critical hits have a V% chance to create a H m. gravitational anomaly pulling ships. The anomaly explodes after G sec., dealing X damage.
*Enemy ships within H m. leave a cloud of heated particles that deals X damage per second for G sec. after an explosion.
*A critical hit damages enemy guns for G sec., so the affected enemy receives X damage when shooting, and the effect stacks up to D times.
*Critical hits have a V% chance to stop enemy weapon rotation for G sec.
*Destroying an enemy ship has a V% chance to activate automatic target aim assistance for G sec.
*When an enemy ship explodes within H m., your ship accelerates by Y% for G sec. The effect stacks up to D times.
*Destroying an enemy ship has a V% chance to increase the rate of fire of your ship's guns by X% for G sec. The effect stacks up to D times.
*Destroying an enemy ship has a V% chance to reduce the spread of your ship's guns by X% for G sec. The effect stacks up to D times.
*When an enemy ship explodes within H m., a bonus appears that increases damage by X% for G sec. The effect stacks up to D times. The bonus is pulled by the ship.
*A critical hit has a V% chance to destroy the target's ammunition in the missile bay. Then it is forcibly reloaded. Doesn't work if the target's missile bay is reloading.
*Destroying an enemy ship increases ram damage by Y% for G sec.
*A hit ignites the enemy ship. The fire deals X damage per second for G sec. Affects the same target no more than once every M sec.
*A hit destabilizes the power system of the enemy ship. Enemy receives X EM damage per second for G sec. Affects the same target no more than once every M sec.
*Creates explosions at the point of impact with additional X thermal damage. Works with the same target no more than once in M sec.
*Enemy ships have a V% chance to drop a bonus after the explosion, increasing the speed of the ship by Y% for G sec.
*Enemy ships have a V% chance to drop a bonus after the explosion that increases damage by X% for G sec.
*Charges an enemy ship with a strong static charge for G sec. Charged ships are attracted to each other within a radius of H m. Works with the same target no more than once in M s.
*The ship's main weapons additionally fire missiles with unpredictable trajectory.
*When you cease fire, the ship's main weapons fire an additional projectile, the damage of which accumulates over time.
*Firing the main weapon longer than G sec. accumulates an additional plasma charge which is released when you cease fire or when it's fully charged.
*The ship's main weapons are additionally equipped with the “Firewall” cluster missile system.
*The ship's main weapons additionally emit static discharges affecting enemy ships. When hit, they damage up to D more enemy ships, the distance between the ships in the chain can be no more than H m. The shot consumes E energy.
*The main weapons of the ship additionally emit static discharges affecting the enemy ships near the point of aim. The shot consumes E energy. Consumes Z units of energy for each target.
*The main weapons of the ship additionally shoot capsules with nanodrones. When hit, they damage up to D more enemy ships, the distance between the ships in the chain can be no more than H m.
 
'''Defense effects:'''
*A hit restores your ship's shield by P units over G sec. The amount of restored pts. depends on the size of the ship. The effect stacks up to D times. Works on the same target no more than once in M s.
*A hit restores your ship's hull by P units over G sec. The amount of restored pts. depends on the size of the ship. The effect stacks up to D times. Works on the same target no more than once in M s.
*When an enemy ship explodes within H m., a bonus appears that restores P pts. of the hull and shield for G sec. The bonus is pulled by the ship.
*Enemy ships have a V% chance to drop a bonus that restores P pts. hull for G sec. after the explosion.
*Enemy ships have a V% chance to leave a bonus after their explosion, restoring P pts. shield points over G seconds.
*In the event of a threat of destruction, regenerates hull by P% of the damage dealt by EM weapons within G sec. Works no more than once in M s.
*In the event of a threat of destruction, regenerates hull by P% of the damage dealt by kinetic weapons within G sec. Works no more than once in M s.
*In the event of a threat of destruction, regenerates hull by P% of the damage dealt by thermal weapons within G sec. Works no more than once in M s.
*Makes the shield unstable. Every T damage pts. dealt to the shield have a V% chance to make the shield explode and deal EM damage proportional to the shield's volume at H m.
*Every T points of damage dealt to the shield project a pulsar dealing T damage per second at R m. for G seconds.
*The destruction of the shield projects an impenetrable reserve shield. The shield absorbs all damage, but spends 1 energy point per every P damage points. The effect lasts for G seconds. Triggers no more than once every M seconds.
*The destruction of the shield projects a shock wave dealing up to X damage to enemy ships. Triggers no more than once every M seconds.
*The destruction of the shield launches an EM wave that paralyzes the activity of all ships within H m. for G seconds. Triggers no more than once every M seconds.
*The destruction of the shield makes the ship transparent for projectiles and lasers for G seconds. Triggers no more than once every M seconds.
*The destruction of the shield projects an emergency shield with P pts., increases damage by X%, but reduces ship speed by W%. The effect lasts for G seconds. Triggers no more than once every M seconds.
*The destruction of the shield activates a reserve generator restoring P shield pts. Triggers no more than once every M seconds.
*When the shield's level is below J%, shield resistance increases by K pts. for G sec.
*When the shield's level is above J%, shield resistance increases by K pts. for G sec.
*When the shield's level is below J%, steals P shield points per second from all enemies within R m.
*The shield completely protects the ship from collisions if the shield's level is above J%.
*When the ship's speed is above Q%, generates an impenetrable shield in front of the ship capable of pushing enemies away. Total shield resistance to damage decreases by K pts.
*When the ship's speed is below Q%, shield resistance increases by K pts. for G seconds.
</spoiler>
 
====Notes====
<references/>
 
</div>
[[Category:Main]]
[[Category:Main]]

Latest revision as of 12:07, 5 January 2024

General

Seed-chips are new modules with random parameters and random characteristics that improve weapons and damage abilities of the ship.
The first Seed-chips appeared when access to the Artuga system was opened. Enclave pirates distribute their products to mercenaries using covert delivery routes.
Studies in UMC laboratories have shown that Seed-chips change the key characteristics of ship modules in a special way. Each Seed-chip is unique and influences changes in its own way. The special technology of merging Seed-chips allows pilots to obtain Seed-chips with better characteristics.
Sources and production technologies of Seed-chips are still not clear, therefore their use is allowed only in battles against AI, in PvE missions and Open Space. Pilots should install pirate technology at their own risk!

Features

  • Seed-chips can be found in Open Space in containers, after the destruction of pirates, Pirate and Alien Destroyers and in trophy search after battles.
  • Seed-chips can also be found when a player destroys a Pirate or Cartel turret.
  • Each chip has a rank, and may only be installed on ships of the same or higher rank.
  • Up to five seed-chips can be installed on a ship. The maximum number of chips that a ship can take depends on the ship's rank, starting with 1 slot in rank 4 ships.
  • When removing a chip from a ship you may either destroy the chip for free or dismantle it if you want to receive the chip back in your storage. Dismantling costs an amount of or (shown in the tooltip of the chip and increases with the class of the chip).
  • Seed-chips have 4 classes, indicated by both the chip's icon background colour, and also the colour of the bullet points stating the effects of the chip in its tooltip.
    • “Common” - grey background, 4 grey bullet points. Can be dismantled from a ship for .
    • “Balanced” - blue background, 1 blue and 3 grey bullet points. Can be dismantled from a ship for .
    • “Special” - gold background, 1 yellow and 3 grey bullet points. Can be dismantled from a ship for .
    • “Exceptional” - red background, 2 yellow and 3 grey bullet points. Can be dismantled from a ship for .
  • All seed-chips give 4 random positive effects (5 for Exceptional class chips) to the ship on which they are installed. The magnitudes of the effects are random, but the average magnitude of the seed-chip's effects increases with the rank of the chip.
    • Grey point gives small positive effect. It is calculated from the base parameters and is additive with ship modifiers or crew effects[1].
    • Blue point gives negative effect to pair with a positive effect. It is also calculated from the base parameters and is additive with ship modifiers or crew effects.
    • Yellow point gives effect that work under some conditions. This effect is calculated from the final parameters of the ship/equipment, not base ones[2].
  • Seed-chips can be upgraded by combining them with other chips or resources to get chips with better effects. This results in a chip of the same class but higher Mk., which is indicated by the coloured bar below the chip's icon: from Mk.1 (white) to Mk.5 (orange).

Storage

Seed-chips are stored in a storage separate to all other items. Initially a player has room for 10 chips, but upgrade the storage capacity in batches of 10 slots with an increasing cost:
  • 10 slots total: starting number of slots
  • 20 slots total: 1'000'000
  • 30 slots total: 2'000'000
  • 40 slots total: 4'000'000
  • 50 slots total: 8'000'000
  • 60 slots total: 10'000'000
  • 70 slots total: 15'000'000
  • 80 slots total: 20'000'000
  • 90 slots total: 30'000'000
  • 100 slots total: 40'000'000
  • 110 slots total: 60'000'000
  • 120 slots total: 80'000'000
  • 130 slots total: 100'000'000
  • 140 slots total: 150'000'000
  • 150 slots total: 200'000'000

List of possible effects for all seed-chips (grey points)

List of possible effects for “balanced” seed-chips (blue points)

List of possible effects for “special” and “exceptional” seed-chips (yellow points)

Notes

  1. The details of calculation are explained here.
  2. Such effects are auras, like the effects of 'Valkyrie' System, Gravi-scanner, and so on. The effects of identical auras are also additive with each other, but multiplied with the effects of modifiers.