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Line 73: |
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| |module_capacitor_count = 2 | | |module_capacitor_count = 2 |
| |module_cpu_count = 3 | | |module_cpu_count = 3 |
| | |stock_shield = 0 |
| <!-- Stock fit --> | | <!-- Stock fit --> |
| |stock_WEAPON_01 = [[File:Laser_Basic_Icon.png|link=Beam Cannon|Beam Cannon 17|70px]] | | |stock_WEAPON_01 = [[File:Laser_Basic_Icon.png|link=Beam Cannon|Beam Cannon 17|70px]] |
Revision as of 12:07, 28 April 2020
Project 1011
Accumulates 5% free experience
The maximum experience level — 10
Survivability*
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24538
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Hull
|
15034
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Shield
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6861
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Energy
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1112
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Speed
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210
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Available from the beginning:
Main weapon damage increased by 7%.
Available at experience level 2:
Critical chance increased by 5%.
Available at experience level 4:
Should be chosen
Available at experience level 8:
Should be chosen
Equipment upon purchase
Weapons
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Active modules
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not preinstalled
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Special module
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Cost of manufacturing
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8990000
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Cost of refitting
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1000000
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* All specifications are shown for the ship with the maximum level of experience (10) without equipment
General information
Faction: Empire
Class: Frigate
Role: Long Range
Rank: 17
Description
This is a highly customisable ship obtained through crafting.
Craft ships are made from parts that can be assembled in the workshop. When creating a ship, you can configure the number of slots for each type of modifier (engine, capacitor, shield, hull, computer; maximum slots of one type are 3). Total distribution slots — 9.
This ship has pre-installed modifier slots: 1 engine, 2 capacitors, 3 hulls and 3 cpu.
These ships are designed for long-range firing. They use their disintegrators or guided torpedoes. However, high-power and long-range weapons come at the cost of armour and shields.
One of the worst military failures in the history of the Empire is rightly considered to be the third war for the Bartle sector. It was then that the scientific elite of the Wardens, loyal guardians of the Emperor, had the idea of using the enemy's own weapons against them. They created the 1011 series ships, equipped with limited AI. According to the idea, they had to explore the distant sectors without pilots and give the Empire an advantage in the future war. Though some say that the goal of the project was actually to find the source of the Signal. The Imperial Fleet gave away old frigates, left from the time of the Direktorium, to the project. They were numerous and in those years frigates were considered ineffective. Equipped with automatic repair and self-upgrade systems, the ships launched towards uncharted space. Then the Invasion began and project 1011 was forgotten.
And now, hundreds of years later they returned. Beaten in unknown fights, changed beyond recognition, bearing age-old wisdom and secrets of the cosmos.
Unique ship equipment
Weapon
Disorient gun
- Enemies hit by this weapon temporarily lose the ability to lock targets.
Active module
'Sharpshooter' mode
- Locks multiple targets in a cone and starts accumulating a charge. When charge accumulation is completed, a volley is launched. Secondary activation of the module launches an early volley.
CPU modifier
Disintegrator booster
- Increases disintegrator rate of fire. You can only mount one modifier per ship.
Manufacturing
Special module
You must select one of the following special modules. If there is one special module, you won't have to choose.
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Description
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Energy consumption
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Recharge
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Sniper gun, which additionally deals thermal damage: 1500 pts. to frigates and 14850 pts. to destroyers. Damage depends on the level of the main weapon installed on the ship.
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185 en.
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3 s.
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Launches a carrier vehicle with a drone armed with a disintegrator. The drone is automatically activated and controlled by the pilot. Pressing the activation key again allows you to switch control between the drone and the ship. Each shot of the disintegrator deals additional thermal damage: 1500 pts. to frigates and 14850 pts. to destroyers. The drone is self-destructed if the host ship flies further than 2850 m. away from it. Destroying the drones will unmask the host ship's position.
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185 en.
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20 s.
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Bonuses
You must select one bonus for each level. If there is one bonus on a level, you won't have to choose.
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Energy consumption of "Long Range modules" reduced by 20%.
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Hull resistance to thermal damage increased by 30 pts.
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Available equipment
Weapons
Missile slot
Active Role Modules
Active Multipurpose Modules
Ship modifiers
Engine
Ship has no engine slots
Capacitor
Ship has no capacitor slots
Shield
Ship has no shield slots
Hull
Ship has no hull slots
CPU
Ship has no CPU slots
Tables of ship's technical characteristics
Ship's resistance to incoming damage
Shield resistance
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Hull resistance
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to thermal weapon, (pts.)
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to kinetic weapon, (pts.)
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to EM weapon, (pts.)
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to thermal weapon, (pts.)
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to kinetic weapon, (pts.)
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to EM weapon, (pts.)
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0
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30
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-30
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15
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-15
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45
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Ship's characteristics on different experience levels
Level
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Energy
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Hull, (pts.)
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Shield
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Sensors
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capacity, (pts.)
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for afterburner, (pts./s)
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regeneration, (pts./s)
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capacity, (pts.)
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regeneration, (pts./s)
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range, (m)
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target lock time, (s)
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1
|
950
|
246
|
184
|
12425
|
5670
|
120
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2000
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2
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2
|
950
|
246
|
184
|
13543
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6180
|
120
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2000
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2
|
3
|
950
|
246
|
184
|
14040
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6407
|
120
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2200
|
2
|
4
|
979
|
246
|
190
|
14040
|
6407
|
120
|
2200
|
2
|
5
|
1017
|
246
|
197
|
14413
|
6577
|
120
|
2400
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2
|
6
|
1045
|
246
|
203
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14662
|
6691
|
120
|
2400
|
2
|
7
|
1045
|
246
|
203
|
14910
|
6747
|
120
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2600
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2
|
8
|
1045
|
246
|
203
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14910
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6747
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120
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2800
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2
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9
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1074
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246
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208
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15034
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6804
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120
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2800
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2
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10
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1112
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246
|
215
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15034
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6861
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120
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3000
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2
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Ship's speed on different experience levels
Level
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Speed
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Acceleration, (m/s2)
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Strafe, (m/s)
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Pitch, (deg./s)
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Roll, (deg./s)
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march, (m/s)
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afterburner, (m/s)
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Player Builds
Ship model