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 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.
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.
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]].
:Modules being '''unique and for premium ships of the same role''' can only be installed on certain ships purchased for {{CR}}, 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.
'''Common''' modules are available for installation on all ships of a suitable role.
:Modules by ''''[[Ellydium]]'''' technologies can be installed on ships of this faction, and some - on basic ships of suitable role.
 
:'''Destroyer active modules''' can be damaged, but they regenerate their durability over time (recovery rate = module durability / recovery time on destruction). If they are destroyed, they will deal hull damage (parameter ''damage on destruction'') and stop working until they are fully restored. Destroyer active modules have a speed of rotation. If you change camera direction abruptly, it may take ~1.5 s. for the modules to turn. Destroyer active modules cannot be used in a hemisphere other than their own. For example, if a pyro-emitter is mounted on top of the hull, it will not work in the lower hemisphere.
Modules being '''unique and for premium ships of the same role (experimental)''' can only be installed on certain ships purchased for {{CR}}, and on all premium ships same role of a suitable rank.
:'''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).
'''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==
==Types of modules==
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===Multipurpose modules===
===Multipurpose modules===
</div>
</div>
[[File:ShieldRestoreSmall_Icon.png        |link=Shield Booster S|70px]]
[[File:ShieldRestoreSmall_Icon.png        |link=Shield Booster S|70px]]
[[File:ShieldRestoreMedium_Icon.png      |link=Shield Booster M|70px]]
[[File:ShieldRestoreMedium_Icon.png      |link=Shield Booster M|70px]]
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'''- Ellydium'''
'''- Ellydium'''
<hr>
<hr>
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
===[[Recon]] modules===
===[[Recon]] modules===
</div>
</div>
[[File:Phase_Remodulator.png              |link=Phase Modulator|70px]]
[[File:Phase_Remodulator.png              |link=Phase Modulator|70px]]
[[File:Spy_Drones.png                    |link=Spy Drones Container|70px]]
[[File:Spy_Drones.png                    |link=Spy Drones Container|70px]]
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'''- Ellydium'''
'''- Ellydium'''
<hr>
<hr>
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
===[[ECM]] modules===
===[[ECM]] modules===
</div>
</div>
[[File:Ion_Emitter.png                    |link=Ion Diffuser|70px]]
[[File:Ion_Emitter.png                    |link=Ion Diffuser|70px]]
[[File:Energy_Absorber.png                |link=Energy Absorber|70px]]
[[File:Energy_Absorber.png                |link=Energy Absorber|70px]]
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'''- unique'''
'''- unique'''
<hr>
<hr>
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
===[[Covert Ops]] modules===
===[[Covert Ops]] modules===
</div>
</div>
[[File:Orion_Targeting_Complex.png        |link='Orion' Targeting Complex|70px]]
[[File:Orion_Targeting_Complex.png        |link='Orion' Targeting Complex|70px]]
[[File:Plasma_Arc.png                    |link=Plasma Arc|70px]]  
[[File:Plasma_Arc.png                    |link=Plasma Arc|70px]]  
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'''- unique'''
'''- unique'''
<hr>  
<hr>  
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
===[[Gunship]] modules===
===[[Gunship]] modules===
</div>
</div>
[[File:Aiming_Overcharge.png              |link=Aiming Overcharge|70px]]
[[File:Aiming_Overcharge.png              |link=Aiming Overcharge|70px]]
[[File:Combat_Reboot.png                  |link=Combat Reboot|70px]]
[[File:Combat_Reboot.png                  |link=Combat Reboot|70px]]
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'''- Ellydium'''
'''- Ellydium'''
<hr>
<hr>
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
===[[Command]] modules===
===[[Command]] modules===
</div>
</div>
[[File:Valkyrie_System.png                |link='Valkyrie' System|70px]]
[[File:Valkyrie_System.png                |link='Valkyrie' System|70px]]
[[File:Aegis_System.png                  |link='Aegis' System|70px]]
[[File:Aegis_System.png                  |link='Aegis' System|70px]]
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'''- unique'''
'''- unique'''
<hr>
<hr>
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
===[[Tackler]] modules===
===[[Tackler]] modules===
</div>
</div>
[[File:Target_Painter.png                |link=Target Painter|70px]]
[[File:Target_Painter.png                |link=Target Painter|70px]]
[[File:Sentry_Drone_module.png            |link=Sentry Drone|70px]]
[[File:Sentry_Drone_module.png            |link=Sentry Drone|70px]]
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'''- unique'''
'''- unique'''
<hr>
<hr>
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
===[[Engineering]] modules===
===[[Engineering]] modules===
</div>
</div>
[[File:Mass_Shield_Generator.png          |link=Mass Shield Generator|70px]]
[[File:Mass_Shield_Generator.png          |link=Mass Shield Generator|70px]]
[[File:Nanodrone_Cloud.png                |link=Nanodrone Cloud|70px]]
[[File:Nanodrone_Cloud.png                |link=Nanodrone Cloud|70px]]
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'''- Ellydium'''
'''- Ellydium'''
<hr>
<hr>
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
===[[Guard]] modules===
===[[Guard]] modules===
</div>
</div>
[[File:Missile_Shield.png                |link=Missile Shield|70px]]
[[File:Missile_Shield.png                |link=Missile Shield|70px]]
[[File:Pulsar.png                        |link=Pulsar|70px]]
[[File:Pulsar.png                        |link=Pulsar|70px]]
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'''- unique'''
'''- unique'''
<hr>
<hr>
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
===[[Long Range]] modules===
===[[Long Range]] modules===
</div>
</div>
[[File:Weapon_Overcharge.png              |link=Weapon Overcharge|70px]]
[[File:Weapon_Overcharge.png              |link=Weapon Overcharge|70px]]
[[File:Tachyon_Charge.png                |link=Tachyon Charge|70px]]
[[File:Tachyon_Charge.png                |link=Tachyon Charge|70px]]
Line 346: Line 348:
'''- unique'''
'''- unique'''
<hr>  
<hr>  
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
<div style="border-bottom: 1px solid #8E8E8E; padding: 0 0 5px; margin: 0px 0px 8px;">
===[[Suppressor]] modules===
===[[Suppressor]] modules===
</div>
</div>
[[File:pyro_emitter_icon.png              |link=Pyro Emitter|70px]]
[[File:pyro_emitter_icon.png              |link=Pyro Emitter|70px]]
[[File:wormhole_projector_icon.png        |link=Wormhole projector|70px]]
[[File:wormhole_projector_icon.png        |link=Wormhole projector|70px]]
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[[File:Crystalline suppressor.jpg        |link=Crystalline suppressor|70px]]
[[File:Crystalline suppressor.jpg        |link=Crystalline suppressor|70px]]
'''- Ellydium'''
'''- Ellydium'''
<hr>
</div>
</div>


[[Category:Main]][[Category:Modules]]
[[Category:Main]][[Category:Modules]]

Revision as of 12:31, 15 October 2023

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 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 ships of this faction, and some - on basic ships of suitable role.
Destroyer active modules can be damaged, but they regenerate their durability over time (recovery rate = module durability / recovery time on destruction). If they are destroyed, they will deal hull damage (parameter damage on destruction) and stop working until they are fully restored. Destroyer active modules have a speed of rotation. If you change camera direction abruptly, it may take ~1.5 s. for the modules to turn. Destroyer active modules cannot be used in a hemisphere other than their own. For example, if a pyro-emitter is mounted on top of the hull, it will not work in the lower hemisphere.
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

- for small ships

- for destroyers

- Ellydium


Recon modules

- common

'Ghost' camo system 6 Trampoline 8 - unique and for premium ships of the same role

'Ghost' camo system 17 Trampoline 17 - unique

- Ellydium


ECM modules

- common

- unique and for premium ships of the same role

- unique


Covert Ops modules

- common

- unique and for premium ships of the same role

- unique


Gunship modules

- common

Thermal repulsor 8 - unique and for premium ships of the same role

Thermal repulsor 17 - unique

- Ellydium


Command modules

- common

Reserve energy circuits 7 - unique and for premium ships of the same role

Reserve energy circuits 12 - unique


Tackler modules

- common

'Stretto' gun system 13 - unique and for premium ships of the same role

'Stretto' gun system 17 - unique


Engineering modules

- common

- unique and for premium ships of the same role

- unique

- Ellydium


Guard modules

- common

- unique and for premium ships of the same role

- unique


Long Range modules

- common

- unique and for premium ships of the same role

- unique


Suppressor modules

- common

- unique

- Ellydium