Special module: Difference between revisions
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When the enemy destroys the swarm, the ship’s resistance to damage increases. | When the enemy destroys the swarm, the ship’s resistance to damage increases. | ||
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{| border="0" cellpadding="5" width="100%" | |||
'''[[Yith'Mor|<span style="color: #228B22;">Yith'Mor</span>]] {{Command}}:''' | |||
|rowspan="2" valign="top" width="5%"|[[File:Crystal reflex.png|link=Crystal reflex|50px]] | |||
|'''[[Crystal reflex]]''' | |||
|- | |||
|Absorbs all damage but consumes energy; all absorbed damage is returned to all enemies around the ship. | |||
<hr> | |||
|- | |||
|rowspan="2" valign="top" width="5%"|[[File:Alien algorithm.png|link=Alien algorithm|50px]] | |||
|'''[[Alien algorithm]]''' | |||
|- | |||
|Special module with three modes. Maximum efficiency depends on the number of allies nearby: increases the damage of the main weapon for each nearby ally, increases the shield and hull resistance for each nearby ally, speeds up the cooldown of all modules for each nearby ally. | |||
<hr> | |||
|- | |||
|rowspan="2" valign="top" width="5%"|[[File:Crystal beacon.png|link=Crystal beacon|50px]] | |||
|'''[[Crystal beacon]]''' | |||
|- | |||
|Applies a shield on your ship and sends a beacon towards the enemy. If the beacon reaches a target, all weapons of the ship automatically lock on to this target. | |||
<hr> | |||
|- | |||
|} | |} | ||
</div> | </div> | ||
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|- | |- | ||
|rowspan="2" valign="top" width="5%"|[[File:"Shelter" shield.png|link= | |rowspan="2" valign="top" width="5%"|[[File:"Shelter" shield.png|link='Shelter' shield|50px]] | ||
|'''[[ | |'''[['Shelter' shield]]''' | ||
|- | |- | ||
|Can be selected for [[Raven]]. | |Can be selected for [[Raven]]. | ||
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|- | |- | ||
|Can be selected for [[Hadrian]]. | |Can be selected for [[Hadrian]]. | ||
<hr> | |||
|- | |||
|rowspan="2" valign="top" width="5%"|[[File:'Stranglehold' complex.png|link='Stranglehold' complex|50px]] | |||
|'''[['Stranglehold' complex]]''' | |||
|- | |||
|Can be selected for [[Manul]]. | |||
<hr> | |||
|- | |||
|rowspan="2" valign="top" width="5%"|[[File:Blind love.png|link=Blind love|50px]] | |||
|'''[[Blind love]]''' | |||
|- | |||
|Can be selected for [[Cor Vulnus]]. | |||
<hr> | |||
|- | |||
|rowspan="2" valign="top" width="5%"|[[File:'Anka' system.png|link='Anka' system|50px]] | |||
|'''[['Anka' system]]''' | |||
|- | |||
|Can be selected for [[Bark-2]]. | |||
<hr> | |||
|- | |||
|rowspan="2" valign="top" width="5%"|[[File:'ELM-50' generator.png|link='ELM-50' generator|50px]] | |||
|'''[['ELM-50' generator]]''' | |||
|- | |||
|Can be selected for [[Shrike]]. | |||
<hr> | |||
|- | |||
|rowspan="2" valign="top" width="5%"|[[File:'Ice dart' launcher.png|link='Ice dart' launcher|50px]] | |||
|'''[['Ice dart' launcher]]''' | |||
|- | |||
|Can be selected for [[Pilum]]. | |||
<hr> | |||
|- | |||
|rowspan="2" valign="top" width="5%"|[[File:External propulsion system 'Repulsor'.png|link=External propulsion system|50px]] | |||
|'''[[External propulsion system]]''' | |||
|- | |||
|Can be selected for [[Psiloi]]. | |||
<hr> | <hr> | ||
|- | |- | ||
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<hr> | <hr> | ||
|- | |- | ||
|rowspan="2" valign="top" width="5%"|[[File:Accelerating shield1.png|link= | |rowspan="2" valign="top" width="5%"|[[File:Accelerating shield1.png|link=Booster shield|50px]] | ||
|'''[[ | |'''[[Booster shield]]''' | ||
|- | |- | ||
|Unique for [[Endeavour]]. | |Unique for [[Endeavour]]. | ||
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<hr> | <hr> | ||
|- | |- | ||
|rowspan="2" valign="top" width="5%"|[[File:Covert ops plasma web.png|link=Plasma web | |rowspan="2" valign="top" width="5%"|[[File:Covert ops plasma web.png|link=Plasma web 'Jellyfish'|50px]] | ||
|'''[[Plasma web | |'''[[Plasma web 'Jellyfish']]''' | ||
|- | |- | ||
|Unique for [[Jellyfish]]. | |Unique for [[Jellyfish]]. | ||
<hr> | <hr> | ||
|- | |- | ||
|rowspan="2" valign="top" width="5%"|[[File:Gunship overdrive.png|link=System overcharge type | |rowspan="2" valign="top" width="5%"|[[File:Gunship overdrive.png|link=System overcharge type 'Indra-T'|50px]] | ||
|'''[[System overcharge type | |'''[[System overcharge type 'Indra-T']]''' | ||
|- | |- | ||
|Unique for [[Veils]]. | |Unique for [[Veils]]. | ||
<hr> | <hr> | ||
|- | |- | ||
|rowspan="2" valign="top" width="5%"|[[File:Lrfj guided torpedo.png|link=Guided torpedo | |rowspan="2" valign="top" width="5%"|[[File:Lrfj guided torpedo.png|link=Guided torpedo 'Needle-SM'|50px]] | ||
|'''[[Guided torpedo | |'''[[Guided torpedo 'Needle-SM']]''' | ||
|- | |- | ||
|Unique for [[Langsax]]. | |Unique for [[Langsax]]. | ||
<hr> | <hr> | ||
|- | |- | ||
|rowspan="2" valign="top" width="5%"|[[File:"Twin" protocol.png|link= | |rowspan="2" valign="top" width="5%"|[[File:"Twin" protocol.png|link='Twin' protocol|50px]] | ||
|'''[[ | |'''[['Twin' protocol]]''' | ||
|- | |- | ||
|Unique for [[Tornado]]. | |Unique for [[Tornado]]. | ||
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<hr> | <hr> | ||
|- | |- | ||
|rowspan="2" valign="top" width="5%"|[[File:Plasma web "Wasp".png|link=Plasma web | |rowspan="2" valign="top" width="5%"|[[File:Plasma web "Wasp".png|link=Plasma web 'Wasp'|50px]] | ||
|'''[[Plasma web | |'''[[Plasma web 'Wasp']]''' | ||
|- | |- | ||
|Unique for [[Pterosaur]]. | |Unique for [[Pterosaur]]. | ||
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<hr> | <hr> | ||
|- | |- | ||
|rowspan="2" valign="top" width="5%"|[[File:"Stasis" protocol.png|link= | |rowspan="2" valign="top" width="5%"|[[File:"Stasis" protocol.png|link='Stasis' protocol|50px]] | ||
|'''[[ | |'''[['Stasis' protocol]]''' | ||
|- | |- | ||
|Unique for [[Polar Bear]]. | |Unique for [[Polar Bear]]. | ||
<hr> | <hr> | ||
|- | |- | ||
|rowspan="2" valign="top" width="5%"|[[File:EM wave generator “Faith”.png|link=EM wave generator | |rowspan="2" valign="top" width="5%"|[[File:EM wave generator “Faith”.png|link=EM wave generator 'Faith'|50px]] | ||
|'''[[EM wave generator | |'''[[EM wave generator 'Faith']]''' | ||
|- | |- | ||
|Unique for [[Salyut-ST]]. | |Unique for [[Salyut-ST]]. | ||
<hr> | <hr> | ||
|- | |- | ||
|rowspan="2" valign="top" width="5%"|[[File:EM wave generator “Hope”.png|link=EM wave generator | |rowspan="2" valign="top" width="5%"|[[File:EM wave generator “Hope”.png|link=EM wave generator 'Hope'|50px]] | ||
|'''[[EM wave generator | |'''[[EM wave generator 'Hope']]''' | ||
|- | |- | ||
|Unique for [[Salyut-ST]]. | |Unique for [[Salyut-ST]]. | ||
<hr> | <hr> | ||
|- | |- | ||
|rowspan="2" valign="top" width="5%"|[[File:EM wave generator “Love”.png|link=EM wave generator | |rowspan="2" valign="top" width="5%"|[[File:EM wave generator “Love”.png|link=EM wave generator 'Love'|50px]] | ||
|'''[[EM wave generator | |'''[[EM wave generator 'Love']]''' | ||
|- | |- | ||
|Unique for [[Salyut-ST]]. | |Unique for [[Salyut-ST]]. | ||
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<hr> | <hr> | ||
|- | |- | ||
|rowspan="2" valign="top" width="5%"|[[File:Metastable field generator “Grim”.png|link=Metastable field generator | |rowspan="2" valign="top" width="5%"|[[File:Metastable field generator “Grim”.png|link=Metastable field generator 'Grim'|50px]] | ||
|'''[[Metastable field generator | |'''[[Metastable field generator 'Grim']]''' | ||
|- | |- | ||
|Unique for [[Grim]]. | |Unique for [[Grim]]. | ||
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|- | |- | ||
|Unique for [[Mauler]]. | |Unique for [[Mauler]]. | ||
<hr> | |||
|- | |||
|rowspan="2" valign="top" width="5%"|[[File:'Kongmíng' control system.png|link='Kongmíng' control system|50px]] | |||
|'''[['Kongmíng' control system]]''' | |||
|- | |||
|Unique for [[Salamander]]. | |||
<hr> | |||
|- | |||
|rowspan="2" valign="top" width="5%"|[[File:'Loki' diffusion shield.png|link='Loki' diffusion shield|50px]] | |||
|'''[['Loki' diffusion shield]]''' | |||
|- | |||
|Unique for [[Loki]]. | |||
<hr> | |||
|- | |||
|rowspan="2" valign="top" width="5%"|[[File:Charged disintegrator.png|link=Charged disintegrator|50px]] | |||
|'''[[Charged disintegrator]]''' | |||
|- | |||
|Unique for [[Helios]]. | |||
<hr> | <hr> | ||
|- | |- |
Latest revision as of 16:10, 7 November 2024
- Special modules are such modules that the player must activate manually at his chosen point in time. After activation, the module works for some time. Switching off a module can occur manually or automatically, it depends on the mechanics of a particular module. A special module usually defines the role and unique features of a ship.
- The main difference between a special role module and an active module is that the special module is rigidly attached to the ship and cannot be removed or replaced (except for some unique ships with cratable special modules).
- Special modules (capacitors) of destroyers can be damaged, but they regenerate their strength over time (recovery rate = module durability / recovery time on destruction). If they are destroyed, they will deal damage to the hull (parameter damage on destruction) and will stop working until they are fully restored. Capacitor inherits resistances from the destroyer's hull. It is also a small object, meaning that only 15% of explosive damage is dealt for it.
- By default special module is activated with F.
Main
Microwarp engine | |
Accelerates the ship to a very high speed, by 2 s. Preparation the microwarp takes 1 s. A ship with this ability can move almost instantly across the battlefield up to 12000 m. away.
For Interceptor | |
Plasma web | |
Launches a plasma web dealing thermal dmg. over a period of 12 s. The range of action is 2000 m. If the target’s speed is higher than 50%, the target receives additional thermal dmg. The amount of damage depends on the level of the main weapon installed on the ship.
For Interceptor | |
Metastable Energy Field Generator | |
Makes the ship invincible for 6 s. The ship can't move, use active modules, fire weapons or launch missiles. When the effect stops, paralyzes enemy ships in range of 1500 m. for 2 s.
For Interceptor | |
Overdrive | |
Increases the rate of fire, energy regeneration, maximum speed, speed of strafe and rotation by 50% for 8 s.
For Fighter | |
ODG 'Chameleon' | |
Makes a player's ship invisible for 18 s. Any damage and opening fire bring him out of this state. When invisibility ends, provides a 20% damage boost for 5 s.
For Fighter | |
Diffusion Shield | |
Surrounds the ship with a shield for 15 s. The shield absorbs all damage, but spends energy. If energy is depleted, the shield disappears.
For Fighter | |
Disintegrator | |
Sniper gun, which additionally deals thermal damage to frigates and to destroyers. Damage depends on the level of the main weapon installed on the ship.
| |
Combat Drones | |
Every 31.5 s. produces drones, no more than 2 at a time. The drone attacks the enemy at a distance of up to 1950 m. Spends energy on one activation (repairing or self-destructing a drone). If the player’s shield supply is less than 50%, then the drone, instead of firing, will restore the shield to it. When the module is activated, one of the drones restores the shield to the allied ships within a radius of 1000 m. and turns off.
For Frigate | |
Phase shield | |
Increases shield resistance to selected damage by 120 pts. When a shield absorbs damage of the corresponding type, it increases the damage of the guns by 15% for 5 s. When activated, it gives a 35% speed bonus for 15 s. The acceleration bonus is reset if the frigate opens fire or activates modules.
For Frigate | |
Guided torpedo | |
Launches a guided missile, causing thermal damage during an explosion. The explosion leaves a radioactive cloud dealing damage to all targets in a radius of 270 m. for a period of 10 s. and additional damage to destroyers.
|
Special modules for destroyers
The main special modules for manufactured destroyers
Empire Energy router | |
Reroutes energy flow in ship systems. Allows to select between max speed and maneuverability by 20%, weapon damage by 20% or restoring of 250 pts. shield volume per second.
| |
Federation Energy router | |
Reroutes energy flow in ship systems. Allows to select between max speed and maneuverability by 30%, weapon damage by 12% or restoring of 250 pts. shield volume per second.
| |
Jericho Energy router | |
Reroutes energy flow in ship systems. Allows to select between max speed and maneuverability by 20%, weapon damage by 12% or restoring of 400 pts. shield volume per second.
| |
Spatial stabilizer | |
Upon activation ship is fixing its position for 2 s. Weapon damage is increased by 55% and range is increased by 10%. For 14 and 17 rank destroyers.
|
Special modules for Ellydium ships
Special modules for ships based on alien technologies.
Thar'Ga :Crystal hunger | |
Temporarily increases rate of fire, energy regeneration, and maximum energy recovery speed by 50%. If a ship is destroyed in a certain radius, the host's hull is repaired.
| |
Hive | |
A unique feature of this evolution form are 3 combat drones, produced from the crystalline part of the hull when activated. On manual deactivation of the module, drones return and repair the ship's hull.
| |
Combat reconstructor | |
Upon module activation all enemies in a certain radius receive damage. 110% of the damage inflicted during the module's operation are used for hull recovery.
| |
Condensing crystals | |
A distinctive feature of this form is a crystal charge, dealing damage to enemies. At the end of their path crystals assemble into a capsule that restores hull if it is picked up. In addition, activation of the module increases the ship's speed.
| |
Crystal predator | |
Launches a missile with crystal bots, capable of dealing damage to the target. If the target dies before the end of the effect, the bots return to the ship and restore hull.
|
Warp-vortex | |
When using the special module, the ship teleports a certain distanceforward in a fraction of a second, which allows the pilot to quickly move around the battlefield and suddenly find himself behind the enemy's back. All nearby allied ships along the jump's course get a speed bonus.
| |
Return crystal | |
A unique special module that allows the pilot to use unusual tactics in combat. A crystal acting as a warp-beacon is separated from the ship. When reactivated, the ship with the surrounding area of space and even with enemy ships that fall into this area, moves to the beacon. The beacon is vulnerable to ramming. Damage to the ship from the activation is restored.
| |
Jump crystals | |
Uses energy of special crystals' collapse for teleportation. The pilot can make up to four quick jumps in a row. A cloud is left in the start zone every time, dealing damage. Such unexpected maneuvers allow you to quickly lose a stronger opponent in battle. Jumping crystals are restored after a short time.
| |
Quantum leap | |
The special module changes the space-time continuum. When the module is activated, the ship returns to that position in the space where it was some time ago. At the same time the state of the ship is brought to the point of time, in which it returned. Effects applied after the return point are cancelled. If the return spot is occupied, the ship only has a couple of seconds to retreat or it's destroyed.
| |
Jump drive | |
The module is the quintessence of all the unique developments of ‘Ellydium’. When the module is activated, the ship jumps five kilometers forward. An active zone is left the ship's wake, dealing damage to enemies. The jump point produces a growing cloud, dealing damage to enemy ships.
|
Scavenger drones | |
Picking up wreckages of destroyed ships, the engineer produces drones, attacking the enemy and repairing the ship. When activated, one of the drones rushes to its target. With the blast, the missile damages the enemies and restores hulls of nearby allies.
| |
Alien satellites | |
Picking up wreckages of destroyed ships, the engineer produces drones, attacking the enemy and repairing the ship. When activated, sends one of its drones to the selected ally.
| |
Green mist | |
When the catalyst is used, all allies within active range become transparent for projectiles, missiles, laser beams, and explosions for 2.5 seconds.
| |
Autonomous drones | |
Launches a pod with an autonomous drone, capable of working both in space and on ship surfaces. Turret deals more damage, fires faster, is stronger and exists longer.
| |
Repair drone operator | |
Launches drones accompanying the ship. When activated, the drone is sent to the selected point and transformed into a repair kit. Allies can pick it up to restore their own hull and hulls of nearby allies and get a bonus to damage resistance.
|
Crystalline swarm | |
Launches a crystalline swarm, which operates in several modes:
When an enemy swarm is destroyed, the ship’s resistance to damage is increased. | |
Balanced swarm | |
Launches a crystalline swarm, which operates in several modes:
When the enemy destroys the swarm, the ship’s resistance to damage increases. | |
Fast swarm | |
Launches a crystalline swarm, which operates in several modes:
When the enemy destroys the swarm, the ship’s resistance to damage increases. |
Crystal reflex | |
Absorbs all damage but consumes energy; all absorbed damage is returned to all enemies around the ship.
| |
Alien algorithm | |
Special module with three modes. Maximum efficiency depends on the number of allies nearby: increases the damage of the main weapon for each nearby ally, increases the shield and hull resistance for each nearby ally, speeds up the cooldown of all modules for each nearby ally.
| |
Crystal beacon | |
Applies a shield on your ship and sends a beacon towards the enemy. If the beacon reaches a target, all weapons of the ship automatically lock on to this target.
|
Special modules for craft ships
Alternative variants for special modules for manufactured ships.
Unique special modules
These special modules are unique for some ships.