Active module: Difference between revisions
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: 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 | : Active modules consume energy for their work. With a lack of energy, both blocking the active module and its premature shutdown are possible. | ||
: The acive 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]]. | |||
:The | : '''Common''' modules are available for installation on all ships of a suitable role. | ||
: Modules that are unique for premium ships of the same role (experimental) can only be installed on certain ships purchased for [[Credits]] {{CR}}, and on all premium ships same role of a suitable rank. | |||
: '''Unique''' modules can only be installed on the ship for which they were created. | |||
: Modules by '[[Ellydium]]' technologies can be installed on alien ships, and some - on human ships of suitable role. | |||
: The color 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 '' - impact on the hull, '' blue '' - on the shield, '' orange '' - on the weapons, '' grey '' - other effects (acceleration, invulnerability, etc.). | |||
: The color 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) . | |||
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=Types of modules= | =Types of modules= | ||
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Revision as of 15:52, 9 April 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 acive 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 that are unique for premium ships of the same role (experimental) can only be installed on certain ships purchased for Credits , and on all premium ships same role of a suitable rank.
- Unique modules can only be installed on the ship for which they were created.
- Modules by 'Ellydium' technologies can be installed on alien ships, and some - on human ships of suitable role.
- The color 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 - impact on the hull, blue - on the shield, orange - on the weapons, grey - other effects (acceleration, invulnerability, etc.).
- The color 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) .