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| [[File:Implants and crew img.png]] | | [[File:Implants and crew img.png]] |
| | <br> |
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| | {|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> |
| | |} |
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| =='''Crews'''== | | =='''Crews'''== |
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| 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. | | 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]]") | | 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]]") |
| <br /><br /><br />
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| ==='''[[File:Empire.png|45px]] EMPIRE'''=== | | ==='''[[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" |
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| | 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 /><br /><br />
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| ==='''[[File:Federation.png|45px]] FEDERATION'''=== | | ==='''[[File:Federation.png|45px]] 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" |
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| | 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 /><br /><br />
| | <br /> |
| ==='''[[File:Jericho.png|45px]] JERICHO'''=== | | ==='''[[File:Jericho.png|45px]] 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" |
Revision as of 15:37, 24 October 2016
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
Rank
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Name
|
Icon
|
Description
|
1
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Neurocontroller "Gigas"
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Increases Hull Strength by 25%.
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2
|
Neurocontroller "Oculus"
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Reduces target locking time by 43%. Increases critical hit chance by 10%.
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3
|
Neurocontroller "Doctus"
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Shield regeneration speed increased by 40%.
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4
|
Alpha-Inhibitor "Malleus"
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Increases damage dealth by missiles, mines and missile-slot drones by 10%.
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5
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Alpha-Inhibitor "Velox"
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Increases ship rotation speed by 30% in all axes.
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6
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Alpha-Inhibitor "Gladuis"
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Main weapon damage increased by 7%.
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7
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Beta-accelerator "Fortis"
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Increases capacitor volume by 40%.
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8
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Beta-accelerator "Rapidus"
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Reduces recharge time by 17% for Multipurpose modules.
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9
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Beta-accelerator "Gigas II"
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Increases hull and shield resistance to all types of damage by 12 pts for each enemy marking you as their target.
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10
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Neuroaccelerator "Rapidus II"
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Reduces module recharge time by 10%. Does not affect Multipurpose modules.
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11
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Neuroaccelerator "Oculus II"
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Reduces enemys ship's hull and shield resistance to all types of damage by 8 pts. For main weapons only.
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12
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Neuroaccelerator "Gladius II"
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If the ship's speed is below 50% from maximum (not including afterburners), its main weapon deals 7% more damage.
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13
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Neuroconnector "Rapidus III"
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Reduces cooldown times for modules by 5% upon destroying an enemy ship or assisting the destruction with damage.
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14
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Neuroconnector "Gigas III"
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Neutralises all negative effects and grants 4 sec. immunity to them when the ship's shield is first lost.
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15
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Neuroconnector "Gladius III"
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Increases synergy and credits gain by 5% and main weapon damage by 3%. Synergy and credits increase is active on ships of all ranks.
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FEDERATION
Rank
|
Name
|
Icon
|
Description
|
1
|
Neurocontroller "Armadillo"
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Incoming explosion damage to hull reduced by 15%. Incoming critical hit damage to hull reduced by 15%.
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2
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Neurocontroller "Albatross"
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Increases sensor range by 75%. Increases maximum and optimal weapon range by 20%.
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3
|
Neurocontroller "Owl"
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Increases maximum shield volume by 35%.
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4
|
Alpha-Inhibitor "Sting"
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Increases missile and drone velocity and turn speed by 20%. Mine field radius increased by 10%. Tactical warhead active increased by -1 sec.
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5
|
Alpha-Inhibitor "Cheetah"
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Increase strafe speed by 75%.
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6
|
Alpha-Inhibitor "Ox"
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Increases critical damage by 30%.
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7
|
Beta-accelerator "Predator"
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Afterburners energy use reduced by 17%.
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8
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Beta-accelerator "Armadillo II"
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Upon activating Multipurpose modules, the ship becomes immune to all engine-inhibiting effects for 2 sec.
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9
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Beta-accelerator "Cheetah II"
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Increases maximum afterburner speed by 7%.
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10
|
Neuroaccelerator "Sting II"
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Reduces active module energy consumption by 29%. Does not affect Multipurpose modules.
|
11
|
Neuroaccelerator "Ant"
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Increase rate of fire by 8%. Reduces time to overheat.
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12
|
Neuroaccelerator "Predator II"
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If the ship's speed is less than 50% of maximum (not including afterburners), its energy reservers regenerate 50% faster.
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13
|
Neuroconnector "Ant II"
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Increase main weapon damage by 15% for 10 sec. upon destroying an enemy ship or assisting the destruction with damage.
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14
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Neuroconnector "Albatross II"
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Activates emergency stealth field generator for 2 sec. when the ship's shield is first lost.
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15
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Neuroconnector "Owl II"
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Improves credit gain by 10% and hull and shield strength by 5%. Credits increase active on ships of all ranks
|
JERICHO
Rank
|
Name
|
Icon
|
Description
|
1
|
Neurocontroller "HR1 - SE"
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Increases hull resistance to all types of damage by 20 pts.
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2
|
Neurocontroller "FCS - M1"
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Reduces incoming control-inhibiting effects duration by 23%. Reduces main weapon spread by 20%.
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3
|
Neurocontroller "SR Mark 2"
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Increases shield resistance to all types of damage by 30 pts.
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4
|
Alpha-Inhibitor "RR-25"
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Maximum missile range, mine active time and drone durability increased by 75%. Increases blast and cloud radius for Tactical warhead by 20%.
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5
|
Alpha-Inhibitor "SP-25"
|
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Maximum speed increased by 3%.
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6
|
Alpha-Inhibitor "WPN-FS2"
|
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Improves main weapon parameters: kinetic projectile speed increased by 30%, EM projectile speed increased by 30%, maximum thermal weapon beam temperature increased by 10%.
|
7
|
Beta-accelerator "CU - Type B"
|
|
Part of damage received by your shield (15%) restores your energy reserves. Does not reduce incoming damage.
|
8
|
Beta-accelerator "CU-25b"
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Upon activating Multipurpose modules, the ship becomes immune to all energy syphoning effects for 15 sec.
|
9
|
Beta-accelerator "SR Mark 3"
|
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Increases shield resistance to all types of damage by 13 pts. for each enemy locking you as target. Shield can now absorb damage from collisions.
|
10
|
Neuroaccelerator "WPN-FS3"
|
|
Improves active modules parameters by 8%. Does not affect Multipurpose modules.
|
11
|
Neuroaccelerator "RR-50"
|
|
Missile and missile cassette reloading time reduced by 20%.
|
12
|
Neuroaccelerator "SR - PRO"
|
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If the ship's speed is below 50% of maximum (not including afterburners), its shield regenerates 25% faster.
|
13
|
Neuroconnector "WPN-F70"
|
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Increases main weapon damage by 1% upon destroying an enemy ship or assisting the destruction with damage. This effect stacks with each ship destroyed up to 10%.
|
14
|
Neuroconnector "SR-X"
|
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Increases hull damage resistance by 75 pts. for 4 sec. when the ship's shield is first lost.
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15
|
Neuroconnector "RB-X"
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Improves synergy gain by 10% and missile slot weapon damage by 5%. Synergy increase active on ships of all ranks.
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