Difference between revisions of "List of Ship Parts"

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|  '''[[Point Defense]]'''  || Destroys nearby enemy missiles in the arc in front of it. Can be used as a weapon. Very cheap.
 
|  '''[[Point Defense]]'''  || Destroys nearby enemy missiles in the arc in front of it. Can be used as a weapon. Very cheap.
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|  '''[[Flak Battery]]'''  || Destroys nearby enemy missiles, cannon- and laser shots in the arc in front of it. Can be used as a weapon. Very bulky.
 
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|  '''[[Fire Extinguisher]]'''  || Spawns a fire extinguisher every so often, which crew can use to extinguish fires. Pretty much required for surviving penetration by a large, hard cannon.  
 
|  '''[[Fire Extinguisher]]'''  || Spawns a fire extinguisher every so often, which crew can use to extinguish fires. Pretty much required for surviving penetration by a large, hard cannon.  

Latest revision as of 03:01, 12 October 2019

Terran

Basic Replaceable Parts

Part Details
Corridor A 1x1 tile part.
Door An access point to parts.


Weaponry

Weapon DPS Details
Shields Parts/armor Structure
Small Laser 533 533 266 A turreted laser which takes up 2 blocks of internal space. Requires one crew to man. Uses energy as ammo. Boasts a wide arc of fire, high accuracy and speed, making it useful for light, reliable weaponry.
Heavy Laser Blaster 1600 1600 800 A turreted laser which takes up 6 blocks of internal space. Requires two crew to man. Uses energy as ammo. Boasts a wide arc of fire, high accuracy and speed, making it useful for light, reliable weaponry.
Electrobolt 3600 200 150 A turreted energy weapon which does low damage but drains energy on hit. Uses a lot of energy to fire. Required minimum of one crewman; five for optimal operation. Boasts a wide arc of fire.
Ion Beam 1800 1800 1200 A spinal weapon with a long range. Fixed weapon, cannot be aimed independent of it's ship. Low health. Takes some time to gain full damage. Has no projectile; the damage will be applied instantly. Uses copious volumes of energy. Requires two crew to man.
Standard Cannon 1333 1333 667 Frontal arc cannon. Has penetration mechanics. Can start fires. High DPS. Requires ammo to function. One man crew.
Large Cannon 1600 1600 1000 Big brother of the standard cannon. Requires four ammo per shot. Massive penetration and damage. Requires two crew to function. Extremely slow tracking speed and poor accuracy.
Missile Launcher See page Holy Grail of the new player. Very long range. Can fire missiles in a massive arc, which will home in on targets (most of the time). Splash damage. Holds three missiles, which are fired simultaneously. Very expensive. Easy to destroy.
Railgun Differs with accelerators added A multi-part weapon that needs a loader, launcher and optional accelerators to function. Very high penetration and uses cannon ammo. Can be destroyed easily, causing chain explosions along the railgun. Requires two crew.
Ion Beam Prism - - - The ion beam prism is an augmenting and networking part to enhance the use of the ion beam by absorbing the beam and re-directing it.

More information: https://wiki.cosmoteer.net/index.php/Weapon

Munitions

Main article: Munition Management
Munition Details
Ammo Factory Creates 2 ammo per second. Enough to support one and a half standard cannons. Explosive.
Ammo Storage Stores up to 18 shells. Explosive.
HE Missile Factory Produces guided High Explosive missiles that cause significant damage over a small area. Requires power. Explosive.
E.M.P. Missile Factory Produces guided Electromagnetic Pulse missiles that drain power from enemy systems in a large area. Requires power. Explosive.
Nuclear Torpedo Factory Produces unguided Tactical Nuclear Torpedoes that cause massive damage in a very large area. Very expensive. Requires power. Explosive.
Mine Factory Produces mines that explode when in proximity to enemy ships, launching damaging shrapnel. Requires cannon ammo and power. Explosive.
Missile & Mine Storage Stores a limited cach of missiles or mines of any type. Explosive if missiles/mines contained during destruction.

Defenses

Defense Details
Shield Generator Projects an arc in front of it. This arc will absorb damage. Consumes a decent amount of power passively, and will consume extra power when under fire, equivalent to the amount of damage it absorbs.
Point Defense Destroys nearby enemy missiles in the arc in front of it. Can be used as a weapon. Very cheap.
Flak Battery Destroys nearby enemy missiles, cannon- and laser shots in the arc in front of it. Can be used as a weapon. Very bulky.
Fire Extinguisher Spawns a fire extinguisher every so often, which crew can use to extinguish fires. Pretty much required for surviving penetration by a large, hard cannon.
Armor Extremely high health. High penetration resistance. High blast resistance. Heavy. Also acts as a "lightning rod" for E.M.P. effects.

Flight

Main article: Movement
Part Details
Control Room Requires one crewman. Reveals 400m into the fog of war. Allows the ship to move, micromanage weaponry and select targets. Expensive.
Small Thruster Tiny thruster. Cheap, light, low thrust.
Standard Thruster A double size tiny thruster. Has decent thrust and is easy to link to other thrusters.
Large Thruster Enormous 2x2 thruster. More difficult to link with different facing thrusters. More expensive. High thrust.
Huge Thruster Huge 3x3 thruster. More difficult to link with different facing thrusters. More expensive. Higher thrust.
Boost Thruster Huge 2x3 thruster. Offers boosted thrust. Larger prohibited area. 3x thrust for short period of time.
2-Way Small Thruster Tiny thruster with adjacent nozzles. Cheap, light, low thrust.
3-Way Small Thruster Tiny thruster with nozzles on 3 sides. Cheap, light, low thrust.
FTL Drive Allows the ship to jump to other areas. Very expensive. Uses enough power to toast wet bread while active. Gives area of influence; blocks outside this influence lower efficiency.
Engine Room An engine room which increases the thrust and power consumption of adjacent thrusters by 75%. Requires 2 crew members.

Crew

Main article: Crew Quarters
Part Details
Bunk 2x1. Houses 2 crewmen. Inefficient, but cheap.
Quarters Stores 6 crew in a 2x2 space. More efficient than the bunk; use these when possible.
Conveyor Makes crew go fast in forwards direction. Slower in all other directions.

Power

Main article: Power Management
Room Details
Reactor small Produces 8 power. You need this. Expensive and volatile; trade-off between proximity to weapons and safety.
Reactor Medium Produces 24 power. Costs 2x reactor small.
Reactor Large Produces 72 power. Costs 4x reactor small.
Storage Stores 15 energy cells. Less volatile and cheaper than reactors; can be used to keep reactors further from guns.

Miscellaneous

Part Details
Sensors Increases vision range to 800m (double that of the stock control room). Requires 4 crew members to function.
Structure Nonphysical block. Very cheap. Crew can walk on it at a greatly reduced speed. Structure is also generated by parts when they are destroyed.
Explosive Charge It explodes upon activation causing the collateral damage to parts in a 2m radius.
Tractor Beam The tractor beam can push or pull targets.


Asteroid

Rubble 1

Rubble 2