Difference between revisions of "Support Tool Systems"
(added to the Game Mechanic category) |
(Updating a bit. Salvager table corrected. Placeholder text added for most stuff. Will probably make a whole page on Salvaging, since there's astronaut salvaging to cover, as well as territory multipliers.) |
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− | Support tools | + | Support Tool Systems are specialized tools which are primarily used for non-combat or supportive functions, and fulfill a variety of roles. |
+ | |||
+ | A few of them have niche roles in combat, as a supplementary system rather than a primary weapon. For example, although a Power Drain beam can significantly disadvantage an enemy ship while benefiting the ship firing it (by transferring an amount of the power drained), it is not capable of dealing any block damage, and should be used alongside other [[Weapon Systems]] in order to succeed. | ||
==[[Salvage Computer|Salvage]]== | ==[[Salvage Computer|Salvage]]== | ||
− | + | The use of salvage beams is the primary means of resource gathering in StarMade. Although an astronaut can salvage blocks and mine ore by hand, salvage beams are far more efficient at this task. | |
− | The | + | The effectiveness of a salvager is determined by a hidden HP value called "Salvage HP". Salvagers deal "damage" to this, and when a block's Salvage HP is depleted, it is removed, and transferred to the cargo of the ship which salvaged it. All blocks have a Salvage HP of 200. |
+ | |||
+ | Missile-slaved salvage beams split their damage evenly amongst the beams emitted. | ||
{|class="wikitable" | {|class="wikitable" | ||
− | !colspan="3"|Stats for this system | + | !colspan="3"|Stats for this system !!colspan="4"|Values for this system's slaves |
− | !colspan="4"|Values for this system's slaves | ||
|- | |- | ||
!width="200pt" | Name (unit) | !width="200pt" | Name (unit) | ||
Line 17: | Line 20: | ||
!width="110pt" | Cannon | !width="110pt" | Cannon | ||
!width="110pt" | Missile | !width="110pt" | Missile | ||
− | !width="110pt" | Damage | + | !width="110pt" | Damage Beam |
− | !width="110pt" | Damage | + | !width="110pt" | Damage Pulse |
|- | |- | ||
| Power Consumption (e/s) | | Power Consumption (e/s) | ||
| style="text-align:center" | yes | | style="text-align:center" | yes | ||
− | | style="text-align:right" | | + | | style="text-align:right" | 16 |
− | | style="text-align:right" | | + | | style="text-align:right" | 16 |
− | | style="text-align:right" | | + | | style="text-align:right" | 16 |
− | | style="text-align:right" | | + | | style="text-align:right" | 48 |
− | | style="text-align:right" | | + | | style="text-align:right" | 96 |
|- | |- | ||
− | | Salvage Power (damage/ | + | | Salvage Power (damage/hit) |
| style="text-align:center" | yes | | style="text-align:center" | yes | ||
− | | style="text-align:right" | 2 | + | | style="text-align:right" | 2 |
− | | style="text-align:right" | 1 | + | | style="text-align:right" | 1 |
− | | style="text-align:right" | | + | | style="text-align:right" | 2 |
− | | style="text-align:right" | | + | | style="text-align:right" | 6 |
− | | style="text-align:right" | 12 | + | | style="text-align:right" | 12 |
|- | |- | ||
− | | | + | | Hit Rate (hits/second) |
| style="text-align:center" | no | | style="text-align:center" | no | ||
− | | style="text-align:right" | | + | | style="text-align:right" | 40 |
− | | style="text-align:right" | | + | | style="text-align:right" | 40 |
− | | style="text-align:right" | | + | | style="text-align:right" | 40 |
− | | style="text-align:right" | | + | | style="text-align:right" | 40 |
− | | style="text-align:right" | | + | | style="text-align:right" | 6.667 |
|- | |- | ||
| Burst Time (s) | | Burst Time (s) | ||
| style="text-align:center" | no | | style="text-align:center" | no | ||
− | | style="text-align:right" | 2.5 | + | | style="text-align:right" | 2.5 |
− | | style="text-align:right" | | + | | style="text-align:right" | 2.5 |
− | | style="text-align:right" | | + | | style="text-align:right" | 2.5 |
− | | style="text-align:right" | | + | | style="text-align:right" | 2.5 |
− | | style="text-align:right" | 15 | + | | style="text-align:right" | 15 |
|- | |- | ||
| Cooldown (s) | | Cooldown (s) | ||
| style="text-align:center" | no | | style="text-align:center" | no | ||
− | | style="text-align:right" | 5 | + | | style="text-align:right" | 5 |
| style="text-align:right" | 2.5 | | style="text-align:right" | 2.5 | ||
− | | style="text-align:right" | | + | | style="text-align:right" | 5 |
− | | style="text-align:right" | | + | | style="text-align:right" | 15 |
− | | style="text-align:right" | 30 | + | | style="text-align:right" | 30 |
|- | |- | ||
| Range (in % of sector size) | | Range (in % of sector size) | ||
| style="text-align:center" | no | | style="text-align:center" | no | ||
− | | style="text-align:right" | 0.12 | + | | style="text-align:right" | 0.12 |
− | | style="text-align:right" | - | + | | style="text-align:right" | 0.12 |
− | | style="text-align:right" | - | + | | style="text-align:right" | 0.12 |
− | | style="text-align:right" | | + | | style="text-align:right" | 0.36 |
− | | style="text-align:right" | - | + | | style="text-align:right" | 0.12 |
+ | |- | ||
+ | | Initial Hits | ||
+ | | style="text-align:center" | no | ||
+ | | style="text-align:right" | 10 | ||
+ | | style="text-align:right" | 10 | ||
+ | | style="text-align:right" | 10 | ||
+ | | style="text-align:right" | 10 | ||
+ | | style="text-align:right" | 10 | ||
|- | |- | ||
− | | | + | | Beams |
| style="text-align:center" | no | | style="text-align:center" | no | ||
− | | style="text-align:right" | | + | | style="text-align:right" | 1 |
− | | style="text-align:right" | | + | | style="text-align:right" | 1 |
− | | style="text-align:right" | | + | | style="text-align:right" | 10 |
− | | style="text-align:right" | | + | | style="text-align:right" | 1 |
− | | style="text-align:right" | | + | | style="text-align:right" | 1 |
|} | |} | ||
− | ==[[Astrotech Computer| | + | ==[[Astrotech Computer|Astrotech]]== |
− | + | Astrotech beams repair damaged blocks that they hit. Their usefulness is limited, however, as they cannot replace destroyed blocks, and most significant battle damage will destroy blocks altogether, rather than just damaging them. | |
==[[Power Supply Computer|Power Supply Beam]]== | ==[[Power Supply Computer|Power Supply Beam]]== | ||
− | Power Supply | + | Power Supply beams transfer power from the entity they are on to another entity, at a slightly reduced efficiency (the target ship receives less than it cost to fire the beam). They do not have any effect on entities which they are docked to, regardless of position in a docking chain. |
==[[Power Drain Computer|Power Drain Beam]]== | ==[[Power Drain Computer|Power Drain Beam]]== | ||
+ | Power Drain beams draw power from the entity they hit, at a slightly reduced efficiency. They do not have any effect on entities which they are docked to, regardless of position in a docking chain. | ||
==[[Push Pulse Computer|Push Pulse]]== | ==[[Push Pulse Computer|Push Pulse]]== | ||
− | + | Push Pulses try to push away ships in their radius. They effect a quite significant area compared to Damage Pulses, but have limited usefulness after the removal of their control-disabling functionality. | |
==[[Shield Supply Computer|Shield Supply Beam]]== | ==[[Shield Supply Computer|Shield Supply Beam]]== | ||
+ | Shield Supply beams transfer shields from the entity they are on to another entity, at a slightly reduced efficiency (the target ship receives less than it cost to fire the beam). They do not have any effect on entities which they are docked to, regardless of position in a docking chain. | ||
==[[Shield Drain Computer|Shield Drain Beam]]== | ==[[Shield Drain Computer|Shield Drain Beam]]== | ||
+ | Shield Drain beams draw shields from the entity they hit, at a slightly reduced efficiency. They do not have any effect on entities which they are docked to, regardless of position in a docking chain. | ||
+ | |||
[[Category:Game Mechanics]] | [[Category:Game Mechanics]] |
Revision as of 02:26, 12 October 2016
This article is a work-in-progress. Edits are welcome, however please keep in mind that they may be overwritten or removed if they are not in line with the intention of the article. |
Support Tool Systems are specialized tools which are primarily used for non-combat or supportive functions, and fulfill a variety of roles.
A few of them have niche roles in combat, as a supplementary system rather than a primary weapon. For example, although a Power Drain beam can significantly disadvantage an enemy ship while benefiting the ship firing it (by transferring an amount of the power drained), it is not capable of dealing any block damage, and should be used alongside other Weapon Systems in order to succeed.
Contents
Salvage
The use of salvage beams is the primary means of resource gathering in StarMade. Although an astronaut can salvage blocks and mine ore by hand, salvage beams are far more efficient at this task.
The effectiveness of a salvager is determined by a hidden HP value called "Salvage HP". Salvagers deal "damage" to this, and when a block's Salvage HP is depleted, it is removed, and transferred to the cargo of the ship which salvaged it. All blocks have a Salvage HP of 200.
Missile-slaved salvage beams split their damage evenly amongst the beams emitted.
Stats for this system | Values for this system's slaves | |||||
---|---|---|---|---|---|---|
Name (unit) | Per module | Values | Cannon | Missile | Damage Beam | Damage Pulse |
Power Consumption (e/s) | yes | 16 | 16 | 16 | 48 | 96 |
Salvage Power (damage/hit) | yes | 2 | 1 | 2 | 6 | 12 |
Hit Rate (hits/second) | no | 40 | 40 | 40 | 40 | 6.667 |
Burst Time (s) | no | 2.5 | 2.5 | 2.5 | 2.5 | 15 |
Cooldown (s) | no | 5 | 2.5 | 5 | 15 | 30 |
Range (in % of sector size) | no | 0.12 | 0.12 | 0.12 | 0.36 | 0.12 |
Initial Hits | no | 10 | 10 | 10 | 10 | 10 |
Beams | no | 1 | 1 | 10 | 1 | 1 |
Astrotech
Astrotech beams repair damaged blocks that they hit. Their usefulness is limited, however, as they cannot replace destroyed blocks, and most significant battle damage will destroy blocks altogether, rather than just damaging them.
Power Supply Beam
Power Supply beams transfer power from the entity they are on to another entity, at a slightly reduced efficiency (the target ship receives less than it cost to fire the beam). They do not have any effect on entities which they are docked to, regardless of position in a docking chain.
Power Drain Beam
Power Drain beams draw power from the entity they hit, at a slightly reduced efficiency. They do not have any effect on entities which they are docked to, regardless of position in a docking chain.
Push Pulse
Push Pulses try to push away ships in their radius. They effect a quite significant area compared to Damage Pulses, but have limited usefulness after the removal of their control-disabling functionality.
Shield Supply Beam
Shield Supply beams transfer shields from the entity they are on to another entity, at a slightly reduced efficiency (the target ship receives less than it cost to fire the beam). They do not have any effect on entities which they are docked to, regardless of position in a docking chain.
Shield Drain Beam
Shield Drain beams draw shields from the entity they hit, at a slightly reduced efficiency. They do not have any effect on entities which they are docked to, regardless of position in a docking chain.