100 Capacity (150 Capacity with Agri Drugs).Protector-role ships are unlocked by researching Efficient Shielding in Empire Development Stage Two. Their slots tend mostly toward Defense and Support Modules. Primary Targets: Protector and Coordinator ships.Focus: Focuses fire with the flotilla to quickly eliminate ships.100 Capacity (150 Capacity with Extreme Composites).Base Cost: 75 + 37.5 per Military stage above stage one.Their slots tend mostly toward Weapon Modules. Unfallen Base Cost is increase by 400 instead of 50Īttacker-role ships are unlocked by researching the Empire 2 tech Efficient Shielding.Mechanics may vary heavily between factions, see Colonization.Only Colonization ships can equip colonization modules. The Unfallen's Vine Ships operate differently than other Colonization Ships, expanding Tendrils over time to adjacent Systems for automatic Colonization. It is outfitted with an expansion support module, and typically no room for weapon modules. The UnfallenĪll factions except The Vodyani begin with some form of Colonization ship. Most factions begin with some form of Colonization ship. Explorer: +100% Probe Recovery (probes "recharge" twice as fast).Base Cost: 50 + 25 per Military stage above stage one.Only Exploration and Hero ships can equip Probe modules. It has multiple support modules, but limited room for weapon and defense modules. It is outfitted with an engine, Probes, and a basic weapon. Small ships require only 1 command point, but larger and more powerful ships will require more.Įach faction has access to the same set of ship Hulls/Roles, but each has slightly different module distributions, and completely unique hull names and visual design. The number of ships in a fleet is limited to the Empire's max Command Points, which can be increased by technologies in the Military tree. Fleets have the same number of movement points as the lowest Ship in the Fleet. Fleets can engage in Fleet Combat, where they enter into a battle with an enemy fleet. While a lone ship is technically a fleet, they become more powerful when grouped together. Or have a tanker set up for extended trips where you can't just shove enough ramscoops into everyone in your fleet.Įven if one of these reasons aren't agreeable, I would think at least one of them would be good to have.An Unfallen Protector ship above a Planet during a battleĪ limited number of ships can be grouped into a single fleet. Or even order your missile boat escort to reload at the carrier, and you dictate the cargo transfer.Ĭ) in order to trade fuel. You can "board" your escort, transfer more missiles (give it a timer relative to mass transferred?), come back to battle. Imagine having a freighter/carrier on the edge of battle carrying loads of missiles. It would become a mini mission to protect your escort as they loot the disabled ship.ī) in order to trade cargo. Instead of boarding a ship yourself for which you do not have enough cargo space to loot large outfits, an escort freighter can haul it for you. (also on google discussion board, !category-topic/endless-sky/feature-requests/nbSECv1uMN8)Ī) as a workaround for removing/limiting mass expansions in order to prevent extreme re-kit ( #2184). Add a command to order an escort to board a targeted ship
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