Seed-chips: Difference between revisions
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*Increases module reloading speed. | *Increases module reloading speed. | ||
*Increases missile reloading speed. | *Increases missile reloading speed. | ||
*Reduces target lock time. | |||
'''Defense effects:''' | '''Defense effects:''' |
Revision as of 08:44, 5 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