Active module: Difference between revisions
Jump to navigation
Jump to search
m (1 revision: Восстановление из бекапа при переезде) |
|
(No difference)
|
Revision as of 05:58, 20 September 2013
- Active Modules
- Active Modules are trigger Abilities/Skills that can be bought or sold and fitted into slots that are numbered One(1) through Four(4). Once modules are placed they can be used by pressing a number on the keyboard corresponding to the numbered location of the module.
- The amount of Active Modules per ship depends on the Tech level of said ship. Current ships have no less than two and no more than four Active Module slots. Some modules may be used by all classes of ship while others are specific to certain roles.
- Each Module has a tier or "Mk." with each higher rank gaining greater efficiency. Mk.I and Mk.II are readily available to ships meeting Tech requirements but Mk.III must be unlocked by reaching a required Rank of Reputation in a Sub Faction.
- Hierarchy of Module Efficiency