Ship Modules: Difference between revisions

Rewrote Theseus effect description. Clarified effect times and cooldown times with information on hand. Clarified modifier type as toggle type as it fits far better. Clarified X-1 module resistance based off previous info. Still needs more work as multiple modules are "Unknown" with ranges, effect times, and cooldown times.
m (Filled in data I knew and confirmed snowfall's module as an ability (like sub and astra) and X-1's module as a modifier)
(Rewrote Theseus effect description. Clarified effect times and cooldown times with information on hand. Clarified modifier type as toggle type as it fits far better. Clarified X-1 module resistance based off previous info. Still needs more work as multiple modules are "Unknown" with ranges, effect times, and cooldown times.)
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| [[Theseus]]
| [[Theseus]]
|Hull Booster
|Hull Booster
|Heals 1k hull hp over the course of 20(?) seconds. If the hull is fully healed but the ship has not healed 1k hp, the remaining hp to be healed overflows into shield. Must be hulled to use.
|Heals 1k hull hp over the course of 20(?) seconds. If the module repaired the ship's hull completely then any remaining repairs would be overflowed to repairing the shield.
|Ability
|Ability
|Unknown
|Unknown
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| Fires 6 homing missiles on the selected target, which will chase it down until they have traveled 5k studs. If this limit is exceeded, the missiles will stop tracking the target, travel a bit more and, if they fail to contact anything, disappear as normal spinals. Must be within 5k studs of an enemy to use.
| Fires 6 homing missiles on the selected target, which will chase it down until they have traveled 5k studs. If this limit is exceeded, the missiles will stop tracking the target, travel a bit more and, if they fail to contact anything, disappear as normal spinals. Must be within 5k studs of an enemy to use.
|Ability
|Ability
|N/A
|Instant
|15s
|15s
|-
|-
|[[Odyssey]]
|[[Odyssey]]
|Injector Burn
|Injector Burn
|The Odyssey has a unique mechanic in that it has a "fuel" meter. When not in use, the ship regenerates fuel at around 5 units per second. When the module is activated, the ship instantly accelerates to 225 studs per second, and starts eating up fuel at a rate of ~10 units per second. The ship is unable to change velocity, and turnspeed is drastically reduced. The module can be deactivated after 3 seconds. It automatically deactivates when the ship runs out of fuel, causing it to instantly return to 75 studs per second. The ship can have 150 fuel at most at any given time.
|The Odyssey has a unique mechanic in that it has a "fuel" meter. When not in use, the ship regenerates fuel at around 5 units per second. When the module is activated, the ship instantly accelerates to 3 times its max speed, and starts eating up fuel at a rate of ~10 units per second. The ship is unable to change velocity, and turnspeed is drastically reduced. The module can be deactivated after 3 seconds. It automatically deactivates when the ship runs out of fuel, causing it to instantly return to its default top speed. The ship can have 150 fuel at most at any given time.
|Both
|Toggle
|N/A
|15s (max)
|3s
|3s
|-
|-
|[[Deity]]
|[[Deity]]
| Adaptive Thrusters
| Adaptive Thrusters
|Reduces the turn speed of the ship but increases its top speed to 160 sps. Re-using the module switches the ship back to its original properties. This can be used to slow the ship down to 60 sps instantaneously.
|Reduces the turn speed of the ship but increases its top speed to 160 studs per second. Re-using the module switches the ship back to its original properties. This can be used to slow the ship down to 60 studs per second instantaneously.
|Modifier
|Toggle
|N/A
|Unlimited
|5s
|5s
|-
|-
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|Commanding Presence
|Commanding Presence
|Can only be activated while within 8k studs of an enemy base, and deactivates if the ship leaves this area. Spawns an orange shield that resembles a [[ShieldSide]] between the ship and the target base. All turrets on the base lock on to the Hyperion regardless of LoS or range. However, those that are unable to hit the ship (due to the aforementioned reasons) will not shoot. Additionally, the ship gains 65% damage resistance from the base and 15%(?) from all other sources. The module never deactivates unless the Hyperion leaves the 8k range. Upon doing so, the 90s cooldown timer will start. Must be within 8k of an enemy to use.
|Can only be activated while within 8k studs of an enemy base, and deactivates if the ship leaves this area. Spawns an orange shield that resembles a [[ShieldSide]] between the ship and the target base. All turrets on the base lock on to the Hyperion regardless of LoS or range. However, those that are unable to hit the ship (due to the aforementioned reasons) will not shoot. Additionally, the ship gains 65% damage resistance from the base and 15%(?) from all other sources. The module never deactivates unless the Hyperion leaves the 8k range. Upon doing so, the 90s cooldown timer will start. Must be within 8k of an enemy to use.
|Modifier
|Toggle
|N/A
|Unlimited
|90s  
|90s  
|-
|-
|[[Subjugator]]
|[[Subjugator]]
|Shield Bulwark
|Shield Bulwark
|Gives all allied ships 35% shield damage resistance and gives 15% to itself.
|Gives all allied ships within a 6k(?) stud area 35% shield damage resistance, and gives 15% to itself.
|Ability
|Ability
| Unknown
| Unknown
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|Fires a very large barrage of spinals, consisting of 12 huge [[Spinal Weaponry|Phasers]] and [[Spinal Weaponry|Cannons]].
|Fires a very large barrage of spinals, consisting of 12 huge [[Spinal Weaponry|Phasers]] and [[Spinal Weaponry|Cannons]].
|Ability
|Ability
| N/A
|8s
|20s
|20s
|-
|-
| [[Astraeus]]
| [[Astraeus]]
|Targeting Supercomputer
|Targeting Supercomputer
| Boosts accuracy of all allied ships (including itself) in a 5k stud area by 20% for some time.
| Boosts accuracy of all allied ships (including itself) in a 5k(?) stud area by 20% for some time.
|Ability  
|Ability  
|Unknown
|Unknown
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|Teleports the ship 2k studs in whatever direction it is facing, while maintaining forward velocity.
|Teleports the ship 2k studs in whatever direction it is facing, while maintaining forward velocity.
|Ability
|Ability
| N/A
|Instant
|15s
|15s
|-
|-
| [[Lucifer]]
| [[Lucifer]]
|Quantum Wave
|Quantum Wave
|Deals 800 damage to all ships in a 4k stud area.
|Deals 800 damage to all enemy ships in a 4k stud area.
|Ability
|Ability
|N/A
|N/A
|16s
|15s
|-
|-
|[[Prototype X-1]]
|[[Prototype X-1]]
|Bastion Mode
|Bastion Mode
|Reduces the max speed of the ship, but increases damage and gains 65% damage resistance from all sources. All neons on the ship become red. Using the module switches the ship in and out of Bastion Mode(?). While in this state, the ship is unable to warp.
|Reduces the max speed of the ship severely, but increases damage and gains 35%(?) damage resistance from all sources. All neons on the ship become red. Using the module switches the ship in and out of Bastion Mode. While in this state, the ship is unable to warp.
|Modifier
|Toggle
|N/A
|Unlimited
|45s
|45s
|-
|-
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|Converts all weaponry to plasma-type. All weaponry deals 90% damage to both shield and hull.
|Converts all weaponry to plasma-type. All weaponry deals 90% damage to both shield and hull.
|Ability
|Ability
|Unknown
|15s
|Unknown
|30s
|-
|-
| [[Festive Kodiak]]
| [[Festive Kodiak]]
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'''Spinal Array''' is the [[Theia]]'s unique module, primarily used as a burst-damage weapon system. When activated, the ship will begin to emit particles out of its central exhaust ports for a few moments and open armored shutters on the bow covering a spinal array, before firing a huge spinal burst of [[Spinal Weaponry#Phasers|Phasers]], quickly followed by [[Spinal Weaponry#Cannons|Cannons]]. Note that '''unlike [[Spinal Weaponry|spinals]], you cannot aim this weapon system with your mouse cursor.''' A video below shows the module in action: [[File:Theia_ActiveModule.mov|frame|center|Example of "Spinal Array".]] The module is active for 8 seconds, before going on cool-down for 20 seconds.
'''Spinal Array''' is the [[Theia]]'s unique module, primarily used as a burst-damage weapon system. When activated, the ship will begin to emit particles out of its central exhaust ports for a few moments and open armored shutters on the bow covering a spinal array, before firing a huge spinal burst of [[Spinal Weaponry#Phasers|Phasers]], quickly followed by [[Spinal Weaponry#Cannons|Cannons]]. Note that '''unlike [[Spinal Weaponry|spinals]], you cannot aim this weapon system with your mouse cursor.''' A video below shows the module in action: [[File:Theia_ActiveModule.mov|frame|center|Example of "Spinal Array".]] The module is active for 8 seconds, before going on cool-down for 20 seconds.
===Quantum Wave===
===Quantum Wave===
'''Quantum Wave''' is the [[Lucifer]]'s exclusive and unique module, used for defense against swarms of small ships. When activated, there will be a brief micro-explosion generated by the ship, before causing a explosion with a radius of 4500 studs. Here's a video showing the module in action below: [[File:Lucifer_ActiveModule.mov|frame|center|Example of "Smartbomb".]] The module goes on cool-down after the fairly quick large explosion for 15 seconds.
'''Quantum Wave''' is the [[Lucifer]]'s exclusive and unique module, used for defense against swarms of small ships. When activated, there will be a brief micro-explosion generated by the ship, before causing a explosion with a radius of 4000 studs. Here's a video showing the module in action below: [[File:Lucifer_ActiveModule.mov|frame|center|Example of "Smartbomb".]] The module goes on cool-down after the fairly quick large explosion for 15 seconds.
===Blink Drive===
===Blink Drive===
'''Blink Drive''' is the [[Oblivion]]'s unique module that is a movement-focused active system. Upon activation, the ship will instantly teleport forward a constant, but short distance; leaving behind an afterimage, which can be useful for confusing your enemies (and potentially [[AI Fighters]]), quickly getting out of the way of [[Spinal Weaponry#Torpedoes|Torpedoes]], or for quickly getting into a blind-spot of an enemy capital ship at close range. One notable limitation of the module is that you cannot teleport into objects (i.e. other ships, [[:Category:Starbase|bases]], or [[:Category:Planets|planets]]), and will give an error message in the chat like this: [[File:BlinkRestriction.png|thumb|center|The error message that appears if you attempt to "Blink" into an object.]] Here is a video of the module in action below: [[File:Oblivion_ActiveModule.mov|frame|center|Example of "Blink Drive."]] The module goes on cool-down for 15 seconds after being used.
'''Blink Drive''' is the [[Oblivion]]'s unique module that is a movement-focused active system. Upon activation, the ship will instantly teleport forward a constant, but short distance; leaving behind an afterimage, which can be useful for confusing your enemies (and potentially [[AI Fighters]]), quickly getting out of the way of [[Spinal Weaponry#Torpedoes|Torpedoes]], or for quickly getting into a blind-spot of an enemy capital ship at close range. One notable limitation of the module is that you cannot teleport into objects (i.e. other ships, [[:Category:Starbase|bases]], or [[:Category:Planets|planets]]), and will give an error message in the chat like this: [[File:BlinkRestriction.png|thumb|center|The error message that appears if you attempt to "Blink" into an object.]] Here is a video of the module in action below: [[File:Oblivion_ActiveModule.mov|frame|center|Example of "Blink Drive."]] The module goes on cool-down for 15 seconds after being used.
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'''Adaptive Thrusters''' is the [[Deity]]'s unique movement-type module. The module acts as a toggle between two movement modes for the ship, a high speed mode that allows the ship to reach an outrageous top speed of 150, while having sluggish turning; and the normal mode with 60 top speed and much better turning. A video showing the module in action is shown below: [[File:Deity_ActiveModule.mov|frame|center|An example of "Adaptive Thrusters".]] The cool-down for switching between movement modes with the module is 5 seconds.
'''Adaptive Thrusters''' is the [[Deity]]'s unique movement-type module. The module acts as a toggle between two movement modes for the ship, a high speed mode that allows the ship to reach an outrageous top speed of 150, while having sluggish turning; and the normal mode with 60 top speed and much better turning. A video showing the module in action is shown below: [[File:Deity_ActiveModule.mov|frame|center|An example of "Adaptive Thrusters".]] The cool-down for switching between movement modes with the module is 5 seconds.
===Bastion Module===
===Bastion Module===
'''Bastion Module''' is a defense-type module unique and exclusive to the [[Prototype X-1]]. Upon activation, the ship's neon lights become dark, then glow a red color very similar to that of the [[Cyber Prototype X-1]]; along with increasing the accuracy of all the turrets and giving the ship temporary damage resistance. The major downsides though, are that the ship becomes extremely slow ('''has only a top speed of 2'''), and cannot warp for the duration of the effect of the module; meaning you must be careful about when you choose to use the module. Additionally, when the module's effect is about to dissipate, the ship's neon lighting will begin to slowly flash (about twice), before going back to the normal white color along with the module going on cool-down. Here is a video of the module in action against a Level 5 [[Starbase]]: [[File:Prototype-X-1_ActiveModule.mov|frame|center|An example of "Bastion Module" against a Level 5 Starbase.]] The effect of the module lasts for 15 seconds, before going on cool-down for 30 seconds.
'''Bastion Module''' is a defense-type module unique and exclusive to the [[Prototype X-1]]. Upon activation, the ship's neon lights become dark, then glow a red color very similar to that of the [[Cyber Prototype X-1]]; along with increasing the accuracy of all the turrets and giving the ship temporary damage resistance. The major downsides though, are that the ship becomes extremely slow ('''has only a top speed of 2'''), and cannot warp for the duration of the effect of the module; meaning you must be careful about when you choose to use the module. Additionally, when the module's effect is about to dissipate, the ship's neon lighting will begin to slowly flash (about twice), before going back to the normal white color along with the module going on cool-down. Here is a video of the module in action against a Level 5 [[Starbase]]: [[File:Prototype-X-1_ActiveModule.mov|frame|center|An example of "Bastion Module" against a Level 5 Starbase.]]  
===Targeting Supercomputer===
===Targeting Supercomputer===
'''Targeting Supercomputer''' is a module exclusive to the [[Astraeus]], useful for countering fast-moving ships or for improving the accuracy of long-range ships such as the [[Judgement]]. When activated, it gives all allies within 5,000 studs a +75% turret accuracy boost. Once activated, the module will run for 30 seconds then enter a cooldown period of 45 seconds. The module's effects are also applied onto the [[Astraeus]] who is using the module, resulting in devastating accuracy. In testing, the [[Astraeus]] was able to consistently hit full vollies on a [[Sovereign]] from 4,500 studs away. This module is most powerful when used while diving bases, as it allows the [[Astraeus]] and any other supporting ships to stay 5-7k studs away from a base (outside of the range of the high-dps turret batteries on bases), while also having good enough accuracy to hit [[:Category:Battleship|Battleships]] and even some [[:Category:Battlecruiser|Battlecruisers]].
'''Targeting Supercomputer''' is a module exclusive to the [[Astraeus]], useful for countering fast-moving ships or for improving the accuracy of long-range ships such as the [[Judgement]]. When activated, it gives all allies within 5,000 studs a +75% turret accuracy boost. Once activated, the module will run for 30 seconds then enter a cooldown period of 45 seconds. The module's effects are also applied onto the [[Astraeus]] who is using the module, resulting in devastating accuracy. In testing, the [[Astraeus]] was able to consistently hit full vollies on a [[Sovereign]] from 4,500 studs away. This module is most powerful when used while diving bases, as it allows the [[Astraeus]] and any other supporting ships to stay 5-7k studs away from a base (outside of the range of the high-dps turret batteries on bases), while also having good enough accuracy to hit [[:Category:Battleship|Battleships]] and even some [[:Category:Battlecruiser|Battlecruisers]].