Modules

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Equipment encompasses every thing that can be equipped to your ship. This includes
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'''Modules''' include all of the equipment that can be installed in any of the 5 ship equipment categories:
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*Weapons - [[Weapons]]
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*[[Weapons]]
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*Defenses/shields - [[Shields]], [[Dampeners|Dampeners & Thrusters]]
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*Defenses / Shields - [[Dampeners|Dampeners & Thrusters]] and [[Shields]]
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*Hull - [[Hulls]]
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*[[Hulls]]
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*Energy - [[Reactors]], [[Relays]]
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*Energy - [[Reactors]] and [[Relays]]
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*Devices - [[Jammers|Jammers & Cloaking]], [[Scanners]]
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*Devices - [[Jammers|Jammers & Cloaking]] and [[Scanners]]
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*[[Other Modules]]
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== Getting More Modules ==
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You start the game with access to a limited variety of ship modules. Throughout the game you get the opportunity to obtain or unlock new modules for your ship. Sources of new ship modules include:
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*[[Research Tree|Research]] new technologies.
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* Battle [[NPC-Dropped Artifacts|Non-Player Characters (NPCs)]].
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*Complete [[Missions]].
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*Purchase modules using Badges in the [[Battle Market Artifacts|Battle Market]]
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*Purchase modules using [[Galaxy Points]].
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== Equipping, Spacing, and Upkeep ==
 
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*Almost all equipment takes up [[Decks]] when equipped ("Active" or "Equipped") or [[Cargo Space]] when not equipped ("Inactive" or "Unequipped").  
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== Size, Upkeep and Limitations ==
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*Equipment takes up the same amount of [[Decks]] as it does [[Cargo Space]]
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*Almost all equipment takes up [[Decks|Deck Space]] when installed ("Active" or "Equipped") or [[Cargo Space]] when uninstalled ("Inactive" or "Unequipped").
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**i.e. Titanium Plating takes up 5 [[Decks]] when equipped. It therefore also takes up 5 units of [[Cargo Space]] when unequipped.
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**Equipment takes up the same amount of [[Decks|Deck Space]] as it would [[Cargo Space]]. i.e. Titanium Plating takes up 5 [[Decks|Deck Spaces]] when installed or 5 [[Cargo Spaces]] when uninstalled.
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*All equipment increases the upkeep cost of your ship, which is automatically paid once per day. (Upkeep is always 5% from the original buying price, with the exception of the [[builder]] profession, which pays a 2.5% rate, or half the amount).
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**Equipment obtained from [[Mission Rewards|Mission Tier Rewards]] takes up no Deck Space and cannot be uninstalled or sold.
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*Unequipped modules do contribute to upkeep costs while in your Cargo, and they will take durability damage when unequipped.
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*All equipment increases the [[Upkeep|upkeep]] costs for your ship whether installed or uninstalled.
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**Upkeep is automatically deducted from your credits on hand once per day.
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**Daily upkeep is normally 5% of the sum of all module prices. A module price is either the credit price you paid for the module, or a set value the module comes with when you get it. The [[Builder]] profession, which uses a 2.5% rate pays half the normal upkeep amount.
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**If you have insufficient funds to pay daily upkeep some or all of your equipment will lose durability (see below).
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**Attempting to reduce your upkeep by uninstalling equipment will not work. Uninstalled modules continue to contribute to upkeep costs while in your Cargo. If you cannot afford the upkeep, sell or demolish some modules, downgrade to modules that have lower upkeep costs or colonize more mining planets.
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*Modules are grouped by type and a limited number of each type can be installed. For example; a ship can only have 8 cannons (researched weapons), 4 drannik weapons (drannik NPC weapons), etc.
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*Modules take 10% durability damage every time they are unequipped (see below).
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== Durability ==
== Durability ==
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All equipment (except [[Mission Rewards|Mission Tier Rewards]] which cannot be uninstalled) lose 10% durability each time you uninstall them.
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All equipment (excluding [[Mission Items]] as these cannot be un-equipped) lose 10% durability each time they are unequipped, lowering their sell value. When their durability reaches 0%, they become "broken", and you must pay credits to repair it. Generally, the price in credits is equal to the price of buying the same module again, minus the requirement of [[Minerals]] (which also cost if bought).
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Note: There is a known bug where some equipment will become broken at 10% durability instead of 0%. Where this is the case, you will only need to pay 90% of the normal repair value, since the module still has 10% of its durability. The developers are working on this issue.
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*When durability reaches 0%, equipment becomes "broken" and you must pay [[credits]] to repair them. Generally, the cost in credits is equal to the price of buying the same module again, without the requirement for [[Minerals]].
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The upkeep cost and stats (attack, defense, energy, energy recharge, shields, shield recharge, hull, scan, or cloak) of ship modules are not effected by reduced durability however. Modules always work at 100% strength, regardless of their condition, except when they are broken.
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*Reduced durability does ''not'' affect module stats (attack, defense, energy, energy recharge, shields, shield recharge, hull, scan, or cloak) until the module becomes broken. They work at 100% until durability reaches broken after which module stats are not included in the ship totals.
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*When a module is broken, that module no longer requires upkeep costs.
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*When equipment loses durability, the amount of credits it can be sold for decreases proportionately starting from half of the initial price or value. For example, a module with a value of 50K has a sell price of 25K when new. Each time it is uninstalled it loses 10% or 2.5K from the sell price until it reaches 0 and broken. Fixing it for 50K returns it to the sell price of 25K and the cycle repeats.
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*When a module is broken, the Sell option is replaced by "Demolish". Using this option will permanently destroy the module. You will ''not'' receive any credits or minerals back from demolished modules. The "Install" button is replaced by "Repair". Repairing a module has the same Credit cost as buying a new one but does not require the minerals that were needed to build it initially. (So if you repair a Light Laser Cannon, it will cost 3842 Credits to repair. The cost of building one is 3842 Credits and 77 Dynite)
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Note: There is a known bug where some equipment will become broken at 10% durability instead of 0%. Where this is the case, you will only need to pay 90% of the normal repair value though, since the module still has 10% of its durability. This bug therefore has no overall effect on the repair cost. The developers are working on fixing this issue. There are also display anomalies where values or labels on the buttons may seem wrong. Refreshing by going to another section and back to Ship gets past this.
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When a module is broken, the unequip option will be replaced by "demolish". This option will permanently destroy the module. You will not receive any credits or minerals back from demolished modules.
 
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==See also==
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* [[Other Modules]]
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* [[Research Tree]]
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* [[Artifacts]]
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[[Category:Ship Modules]]

Current revision as of 23:38, 27 August 2014


Modules include all of the equipment that can be installed in any of the 5 ship equipment categories:


Contents

Getting More Modules

You start the game with access to a limited variety of ship modules. Throughout the game you get the opportunity to obtain or unlock new modules for your ship. Sources of new ship modules include:


Size, Upkeep and Limitations

  • Almost all equipment takes up Deck Space when installed ("Active" or "Equipped") or Cargo Space when uninstalled ("Inactive" or "Unequipped").
  • All equipment increases the upkeep costs for your ship whether installed or uninstalled.
    • Upkeep is automatically deducted from your credits on hand once per day.
    • Daily upkeep is normally 5% of the sum of all module prices. A module price is either the credit price you paid for the module, or a set value the module comes with when you get it. The Builder profession, which uses a 2.5% rate pays half the normal upkeep amount.
    • If you have insufficient funds to pay daily upkeep some or all of your equipment will lose durability (see below).
    • Attempting to reduce your upkeep by uninstalling equipment will not work. Uninstalled modules continue to contribute to upkeep costs while in your Cargo. If you cannot afford the upkeep, sell or demolish some modules, downgrade to modules that have lower upkeep costs or colonize more mining planets.
  • Modules are grouped by type and a limited number of each type can be installed. For example; a ship can only have 8 cannons (researched weapons), 4 drannik weapons (drannik NPC weapons), etc.
  • Modules take 10% durability damage every time they are unequipped (see below).

Durability

All equipment (except Mission Tier Rewards which cannot be uninstalled) lose 10% durability each time you uninstall them.

  • When durability reaches 0%, equipment becomes "broken" and you must pay credits to repair them. Generally, the cost in credits is equal to the price of buying the same module again, without the requirement for Minerals.
  • Reduced durability does not affect module stats (attack, defense, energy, energy recharge, shields, shield recharge, hull, scan, or cloak) until the module becomes broken. They work at 100% until durability reaches broken after which module stats are not included in the ship totals.
  • When a module is broken, that module no longer requires upkeep costs.
  • When equipment loses durability, the amount of credits it can be sold for decreases proportionately starting from half of the initial price or value. For example, a module with a value of 50K has a sell price of 25K when new. Each time it is uninstalled it loses 10% or 2.5K from the sell price until it reaches 0 and broken. Fixing it for 50K returns it to the sell price of 25K and the cycle repeats.
  • When a module is broken, the Sell option is replaced by "Demolish". Using this option will permanently destroy the module. You will not receive any credits or minerals back from demolished modules. The "Install" button is replaced by "Repair". Repairing a module has the same Credit cost as buying a new one but does not require the minerals that were needed to build it initially. (So if you repair a Light Laser Cannon, it will cost 3842 Credits to repair. The cost of building one is 3842 Credits and 77 Dynite)

Note: There is a known bug where some equipment will become broken at 10% durability instead of 0%. Where this is the case, you will only need to pay 90% of the normal repair value though, since the module still has 10% of its durability. This bug therefore has no overall effect on the repair cost. The developers are working on fixing this issue. There are also display anomalies where values or labels on the buttons may seem wrong. Refreshing by going to another section and back to Ship gets past this.


See also

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