Ship Modules: Difference between revisions

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===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.]] The effect of the module lasts for 15 seconds, before going on cool-down for 30 seconds.
===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]].


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[[Category:Game Mechanics]]
[[Category:Game Mechanics]]

Revision as of 15:53, 9 September 2023

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Introduction

This page is a comprehensive list and description of all Ship Modules in the game. Before diving into the list, they will first be explained.

What Are Ship Modules?

Ship Modules are unique, active systems on a ship that can be activated using the [B] key. If your ship has a module, you will see a blue button that looks like this:

The UI button for a module, if equipped on your ship.

Each module typically has own custom and/or unique effect that can benefit you and/or your team when used well in combat, however you need to be mindful about when you use them; as modules have cool-downs.

List of Modules

Modules will be described in the following format: Module Name (title), Module Description (description of what module does, supported by a demonstration shown within video or image media, ideally), Module Effect Duration (if applicable), Module Effect Range (again, if applicable), Module Cool-down.

Kneall Munitions

Kneall Munitions is a module exclusive and unique to the Prototype X-2, capable of greatly increasing the damage output of its weaponry. When activated, all of the ship's weapons deal damage identical to as if they were on an Alien-class ship (90% to Shield, 90% to Hull), overall increasing damage output of all weapons, and changes the color of all projectiles from the weapons to the green projectile color seen from alien-class ships. Here is a video of the module in action against the planet Myriad, shown below:

Example of "Kneall Munitions" against Myriad.

The effect of the module, once activated, lasts for exactly 15 seconds; before going on cool-down for 30 seconds.

Spinal Array

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 Phasers, quickly followed by Cannons. Note that unlike spinals, you cannot aim this weapon system with your mouse cursor. A video below shows the module in action:

The module is active for 8 seconds, before going on cool-down for 20 seconds.

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:

The module goes on cool-down after the fairly quick large explosion for 15 seconds.

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 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, bases, or planets), and will give an error message in the chat like this:

The error message that appears if you attempt to "Blink" into an object.

Here is a video of the module in action below:

The module goes on cool-down for 15 seconds after being used.

Adaptive Thrusters

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:

The cool-down for switching between movement modes with the module is 5 seconds.

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:

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.

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 Battleships and even some Battlecruisers.