Active module: Difference between revisions
(deleted common info as everything created) |
(1.6.4) |
||
Line 323: | Line 323: | ||
[[File:photon_emitter_icon.png |link=Photon Emitter|70px]] | [[File:photon_emitter_icon.png |link=Photon Emitter|70px]] | ||
[[File:hybrid_missile_icon.png |link=Hybrid missile|70px]] | [[File:hybrid_missile_icon.png |link=Hybrid missile|70px]] | ||
[[File:Main caliber.png |link=Main caliber|70px]] | |||
'''- common''' | '''- common''' | ||
Revision as of 14:55, 24 October 2019
Active 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.
Active modules consume energy for their work. With a lack of energy, both blocking the active module and its premature shutdown are possible.
The active modules are divided into two parts: the role and the multipurpose ones. Role modules are divided into groups corresponding to the roles of ships, and are designed to be installed on ships of the corresponding role. Multipurpose modules are designed to survive in battle and can be installed on any ship, regardless of its class or role, with the exception of destroyers.
Common modules are available for installation on all ships of a suitable role.
Modules being unique and for premium ships of the same role (experimental) can only be installed on certain ships purchased for , and on all premium ships same role of a suitable rank.
Unique modules can only be installed on the ship which they were created for.
Modules by 'Ellydium' technologies can be installed on alien ships, and some - on human ships of suitable role.
The colour of the active module icon indicates its type of impact: red means that the module deals thermal damage, yellow - kinetic, blue - EM damage, purple - other negative effects, green - effect on the hull, blue - on the shield, orange - on the weapons, gray - other effects (acceleration, invulnerability, etc.).
The colour of the bar at the bottom of the module icon (in Atlas - the frame around the module and the number) indicates its level: from Mk.1 (white) to Mk.5 (orange).
Types of modules
Multipurpose modules
Recon modules
- unique and for premium ships of the same role
ECM modules
- unique and for premium ships of the same role
Covert Ops modules
- unique and for premium ships of the same role
Gunship modules
- unique and for premium ships of the same role
Command modules
- unique and for premium ships of the same role
Tackler modules
- unique and for premium ships of the same role
Engineering modules
- unique and for premium ships of the same role
Guard modules
- unique and for premium ships of the same role
Long Range modules
- unique and for premium ships of the same role
Suppressor modules
File:Main caliber.png - common