Seed-chips: Difference between revisions

From Star Conflict Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 46: Line 46:
====List of possible effects for all seed-chips (grey points)====
====List of possible effects for all seed-chips (grey points)====
<spoiler>
<spoiler>
'''Damage effects:'''
'''Attack effects:'''
*Increases damage.
*Increases damage.
*Increases damage of thermal weapons.
*Increases damage of thermal weapons.
Line 77: Line 77:
====List of possible effects for “balanced” seed-chips (blue points)====
====List of possible effects for “balanced” seed-chips (blue points)====
<spoiler>
<spoiler>
'''Damage effects:'''
'''Attack effects:'''
*Increases damage, but reduces rate of fire.
*Increases damage, but reduces rate of fire.
*Increases rate of fire, but reduces damage.
*Increases rate of fire, but reduces damage.
Line 122: Line 122:
====List of possible effects for “special” and “exceptional” seed-chips (yellow points)====
====List of possible effects for “special” and “exceptional” seed-chips (yellow points)====
<spoiler>
<spoiler>
'''Damage effects:'''
'''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.
*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.
*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 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 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.
*A critical hit reduces the opponent's total shield resistance by K pts. for G sec. The effect stacks up to D times.
*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.
*Critical hits reduce the enemy's total hull resistance by K pts. for G sec. The effect stacks up to D times.
Line 142: Line 140:
*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 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.
*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 restores P pts. of the hull and shield for G sec. The bonus is pulled by the ship.
*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.
*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.
*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.
*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.
*Destroying an enemy ship increases ram damage by Y% for G sec.
*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 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.
*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.
*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 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.
*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, 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.
*Enemy ships have a V% chance to drop a bonus after the explosion that increases damage by X% for G sec.
Line 166: Line 158:


'''Defense effects:'''
'''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.
*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.
*Every T points of damage dealt to the shield project a pulsar dealing T damage per second at R m. for G seconds.

Revision as of 20:26, 4 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.
    • 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.
  • 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)