Difference between revisions of "Support Tool Systems"

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(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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{{WIP}}
 
{{WIP}}
  
Support tools can't actually damage blocks. They are a specialised type of system, and are only useful when used right. The shield drain beam, for instance, isn't going to be enough to win a battle. But when it is used together with a weapon, it can make a big difference. The support tools can have [[Weapon Systems#Weapon Combination System|slaves]], but can't be slaves themselves. They also can't have any [[Effects|effects]] linked to them. The modules have to be linked to the computer to work, and they can be activated by logic. For more information on the tables used here, see the section [[Weapon Systems#Tables|"tables"]] by [[Weapon Systems|"Weapon Systems"]].
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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]]==
Salvaging will be the main way to get resources. It is possible to salvage everything by hand, but that would take a while. Each beam has to do 200 salvage damage to mine one block. Each individual module adds more damage per tick. It has a set burst time and cool down time, and its power consumption is relatively low. It can have weapon slaves, and each weapon type does different things to the statistics.
+
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 missile slaved system is special. In that system 9 beams fire from one group in a split style when it is at 100% ratio, kind of like a shotgun. If it isn't at 100%, less beams fire. Each split beam uses the same amount of energy as a single beam normally would. This means that if there are 9 beams the power consumption will be 9 times as high for that array as any normal, not linked salvage array with the same amount of modules would use.
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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.  
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 +
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 beam
+
!width="110pt" | Damage Beam
!width="110pt" | Damage pulse
+
!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" | 40<span style="color:grey">.000</span>
+
| 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" | 120<span style="color:grey">.000</span>
+
| style="text-align:right" | 48
| style="text-align:right" | 240<span style="color:grey">.00</span>
+
| style="text-align:right" | 96
 
|-
 
|-
| Salvage Power (damage/tick)
+
| Salvage Power (damage/hit)
 
| style="text-align:center" | yes
 
| style="text-align:center" | yes
| style="text-align:right" | 2<span style="color:grey">.000</span>
+
| style="text-align:right" | 2
| style="text-align:right" | 1<span style="color:grey">.0</span>
+
| 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<span style="color:grey">.00</span>
+
| style="text-align:right" | 12
 
|-
 
|-
| Tick Rate (1 tick=1 s)
+
| Hit Rate (hits/second)
 
| style="text-align:center" | no
 
| style="text-align:center" | no
| style="text-align:right" | 0.025
+
| 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" | 0.075
+
| style="text-align:right" | 40
| style="text-align:right" | 0.15
+
| 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<span style="color:grey">00</span>
+
| 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" | 7.5<span style="color:grey">00</span>
+
| style="text-align:right" | 2.5
| style="text-align:right" | 15<span style="color:grey">.00</span>
+
| style="text-align:right" | 15
 
|-
 
|-
 
| Cooldown (s)
 
| Cooldown (s)
 
| style="text-align:center" | no
 
| style="text-align:center" | no
| style="text-align:right" | 5<span style="color:grey">.000</span>
+
| 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<span style="color:grey">.00</span>
+
| 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<span style="color:grey">0</span>
+
| 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" | 0.36<span style="color:grey">0</span>
+
| 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
 
|-
 
|-
| Damage needed for 1 block
+
| Beams
 
| style="text-align:center" | no
 
| style="text-align:center" | no
| style="text-align:right" | 200<span style="color:grey">.000</span>
+
| 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]]==
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==[[Astrotech Computer|Astrotech]]==
The Astro Technician can repair blocks. It has a set burst time and cooldown, and requires a fair amount of power to operate.
+
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 Beam modules will draw their power from the ship to which they are attached. They will fire this power in a beam and charge up energy storage units they hit. This is useful for allowing small ships to utilise jump drives more effectively.
+
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]]==
The Push Pulse can push ships away with great force, limiting their control while it happens. It has a moderate cooldown, and the power consumption isn't extremely high. Its range is enormous, much larger than the damage 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

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

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.