Ship Modules: Difference between revisions

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===Kneall Munitions===
===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 [[:Category:Alien|Alien]]-class ship (90% to Shield, 90% to Hull), increases 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 III|Myriad]], shown below: [[File:Prototype-X-2_ActiveModule.mov|frame|center|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.
'''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 [[:Category:Alien|Alien]]-class ship (90% to Shield, 90% to Hull), increases 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 III|Myriad]], shown below: [[File:Prototype-X-2_ActiveModule.mov|frame|center|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 Overload===
===Spinal Array===
'''Spinal Overload''' 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, before firing a huge spinal burst of [[Spinal Weaponry#Phasers|Phasers]], quickly followed by [[Spinal Weaponry#Cannons|Cannons]]. A video below shows the module in action: [[File:Theia_ActiveModule.mov|frame|center|Example of "Spinal Overload".]] 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, before firing a huge spinal burst of [[Spinal Weaponry#Phasers|Phasers]], quickly followed by [[Spinal Weaponry#Cannons|Cannons]]. 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.
===Smartbomb===
===Smartbomb===
'''Smartbomb''' 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 just large enough to cover the ship entirely from front to back, with an extra 100 or so studs to spare. As just stated, the effective range of the module is very limited. 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.
'''Smartbomb''' 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. As just stated, the effective range of the module is very limited. 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===
===Blink===
'''Blink''' 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."]] The module goes on cool-down for 15 seconds after being used.
'''Blink''' 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."]] The module goes on cool-down for 15 seconds after being used.
===Agility Trade===
===Agility Trade===
'''Agility Trade''' 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 65 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 "Agility Trade".]] The cool-down for switching between movement modes with the module is 5 seconds.
'''Agility Trade''' 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 65 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 "Agility Trade".]] The cool-down for switching between movement modes with the module is 5 seconds.
<span style="color:yellow">'''Note: The higher speed than explained being shown in the video is due to the speed bonus gained from being within your own team's territory. This will be explained on another page, eventually.'''</span>
===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.
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