Technology

Certain pieces of technology enhance the abilities of your ship. They are bought at the General Tech dealers, and there are two types hull specific and modular.

Technologies need power to work and it is a matter of testing and trying which technologies to install within the power limits of the ship used to maximise the ships advantages. New players should especially note the capabilities of active screens after the expiration of their newbie turns.

Hull Specific Technology: Cloaking devices, Scanners, Illusion Generators and Jump Drives. These can only be fitted on certain ship types.

Scanner

Scans a specified neighbouring sector and returns an aproximate number of allied or non-allied ships, drones and mines there. Does not detect cloaked vessels. Uses 5 power.

Illusion Generator

Generates a masking energy field, making the equipped ship appear as any other class, with any attack and defense rating.
Example: a Xollian Preying Mantis that usually has a rating of 3/7 can appear as a 20/22 Occult Blade to scare off potential attackers or as a 1/1 Initiate to act as bait for unsuspecting attackers. Note that it deceives any merchant, no matter what xp they have. Uses 10 power.

Cloaking Device

The cloaking device generates a field that evades sensors and scanners, effectively rendering the ship invisible in the current sector screen. However, merchants of a higher level than the cloaked merchant have been around long enough to learn the tricks of cloak detection, and will still see you. The cloaking device automatically shuts down when you hit mines or attack a ship or forces. Uses 10 power.

Jump Drive, Galaxy Jump

The jump drive enables you to jump to any sector in the current galaxy. Only circumstances preventing jumping are:

  • not having enough power to use the drive
  • not having enough turns to use the drive
  • destination sector has a warp inhibitor
  • your current sector has enemy mines in it
There is also a possibility of a misjump, mainly caused by inaccurate navigation maps or uncalibrated jump drives.

The ships that are capable of galaxy jump use the same jump drive module, but a different type of energy, thus enabling travel between two galaxies, but not into the current one. If a ship is capable of both types of travel however, it can jump to any point in the universe, if it no restrictions mentioned above apply. The jump drive module uses 10 power.

Modular Technology: These can be fitted on any ship and most can be expanded by installing more than one. Installing additional modules makes that particular piece of technology more effective. The expandable tech usually needs 25 power for the first module to work, and 15 for each module installed after that. Maximum number of modules for any technology is 4.

Tracking Device

Must be locked on a target merchant. If the merchant moves out of range of the device (3 sectors, not including the current sector), then the device loses the lock. The device reports the current location of the tracked merchant. Additional modules increase range by 2 sectors. Expandable. Base uses 15 power, add-ons use 5.

Targetting Computer

Increases the accuracy of your cannons. First module increases accuracy of all cannons by 4%, every other by 2%, maximum with 4 modules is 10%. Expandable.

Active Screens

A self-charging defensive energy field. Certainly an important piece of technology for any merchant.

First module provides protection equal to 50 points of damage. Each additional module adds 25 points. Active screens recharge at a 25 point per hour rate. When you land on a base and switch ships, the hangar crews automatically recharge all active screens on the ship you disembarked from. Since this is time consuming, it takes 400 seconds to be able to command that vessel again.

Active screens provide protection from anything, guns, combat drones, planetary weapons and TFP fire, before they are depleted that is. It is important to note that damage to screens does not roll over and affect shields. Thus, a if a ship has a 50 point defensive screen and that screen takes 300 points of damage from a single weapon, then the 250 points of roll over damage will not affect the ship's shields.

Plasma Booster

This device stores excess energy from the ship's reactor, and discharges it when a weapon fires, causing the weapon to make more damage. Each module adds 10 units of damage to all weapons. Expandable.

Tri-Focus Plasma

A ship-sized version of the planetary long range energy weapon. The first module of the ship version does 100/100 shield/armor damage and has a 1 sector range. The second module adds 50/50 damage, and increases the range by 1 sector. The third and fourth modules only increase damage, by 50/50 each. Expandable. For information on usage, visit the Fighting screen.

Battle Systems Computer

This computer links your tri-focus plasma cannon with your tracking device (you need both of them installed of course), instantly filling the tracked merchant's name into the TFP fire window. It also enables you to release an EMP blast in current sector, deactivating any cloaking devices. Uses 40 power. Not expandable.


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