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Post by drspendlove on Oct 26, 2020 8:54:32 GMT -5
Tactical Micro Launch Bay 335 Mass/Medium +3 Ship Ops Launches Craft +5% to launched craft bonuses +7 Jump Cost (Thulun faction-locked) Cost: $320k
Compare to: Micro Launch Bay 325 Mass/Medium +2 Ship Ops, +1 Electronics Launches Craft +15 Fuel, +6 Jump Cost Cost ~$200k
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Post by drspendlove on Nov 3, 2020 10:12:10 GMT -5
Medical Barracks Same mass as usual, same cost as reinforced barracks Jump Cost +1 (less than the +3 for a 600 mass barracks) Medical Rating +2 Zenrin Faction Locked Requires Starport 7+ and economy 15+
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Post by drspendlove on Nov 8, 2020 15:29:45 GMT -5
Engine-Interlinked HW Drive
+15% Additional Mass Really Expensive No armor bonus Minor shield bonus +1 Reactor Point on engine High HW Fuel Cost
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Post by resistor on Nov 12, 2020 17:10:21 GMT -5
Consider solar sail components. I imagine they would be mostly good for making deep space travel easier, but also has value for long-range ship combat.
Medium size Nano-Solar Sail System 1 -- adds Ship Ops and Nav; +1 Safety; +8 Escape; small fuel bonus Nano-Solar Sail System 2 (HIGH STARPORT REQUIREMENT) -- adds Ship Ops and Nav; +2 Safety; +12 Escape; small fuel bonus
Large size Solar Sail System -- adds Ship Ops and Nav; +2 Safety; +16 Escape; fuel bonus Advanced Sail System (HIGH STARPORT REQUIREMENT) -- adds Ship Ops, Nav, and a small amount of Electronics; +2 Safety; +18 Escape; fuel bonus; small Signature dampening bonus Dark Sail System (RYCHART EXCLUSIVE, HIGH STARPORT REQUIREMENT) -- adds Ship Ops, Nav, and a small amount of Electronics; +2 Safety; +20 Escape; fuel bonus; significant Signature dampening bonus
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Post by resistor on Nov 12, 2020 17:22:44 GMT -5
Tactical Micro Launch Bay 335 Mass/Medium +3 Ship Ops Launches Craft +5% to launched craft bonuses +7 Jump Cost (Thulun faction-locked) Cost: $320k Compare to: Micro Launch Bay 325 Mass/Medium +2 Ship Ops, +1 Electronics Launches Craft +15 Fuel, +6 Jump Cost Cost ~$200k Just want to say I second the idea of Medium launch bay that provides craft advantage, because the introduction of high-tier Large launch bays makes Medium less competitive, reducing effective build variety. However, probably best to faction-lock to a faction where you would be less likely to want Large slots for launch bays -- perhaps Javat, with their high-tier Large exploration components and holds?
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Post by drspendlove on Dec 4, 2020 10:56:35 GMT -5
Neardrift Reactor Spike (Alta Mesa Exclusive)
Price: +5% more than Reactor Spike Module 4. Mass: 100/small (same as RSM4) +4 Ship Ops +2 Electronics +3 Pilot +6 Range Change, -6 Escape; Adds 38 Fuel Capacity, -6 Jump Cost
This faction exclusive Reactor Spike Module comes with an additional point of Ship Ops (helpful and harmful), and trades 2 electronics for 3 piloting. It improves range change over the RSM4 but loses the bonus when attempting to escape! Fuel capacity is very slightly improved. This is a close-range themed fuel efficiency + boarding and positioning module.
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Post by fallen on Dec 4, 2020 14:57:57 GMT -5
Neardrift Reactor Spike (Alta Mesa Exclusive) Price: +5% more than Reactor Spike Module 4. Mass: 100/small (same as RSM4) +4 Ship Ops +2 Electronics +3 Pilot +6 Range Change, -6 Escape; Adds 38 Fuel Capacity, -6 Jump Cost This faction exclusive Reactor Spike Module comes with an additional point of Ship Ops (helpful and harmful), and trades 2 electronics for 3 piloting. It improves range change over the RSM4 but loses the bonus when attempting to escape! Fuel capacity is very slightly improved. This is a close-range themed fuel efficiency + boarding and positioning module. Dig it! When the time comes, we will farm this thread and components will rain from the sky
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Post by drspendlove on Dec 7, 2020 10:40:36 GMT -5
Cruiser Peak Velocity Matrix 4 (De Valtos Exclusive)
Costs +5% More than PVM3 Mass: 400 Mass/Medium (+50) +7 Ship Ops (+1) +3 Electronics (+1) +3 Pilot (-1) +0 Boarding (-4) +13 Range Change (+1) +3% Evade Small Craft (+2) +3 Jump Cost (-1)
The cost of this component isn't much higher than PVM3 but its +50 Mass can be a limiting factor. It trades all of its boarding bonus for an extra point of range change and defense versus small craft. This is the non-boarder's Peak Velocity Matrix of choice.
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Post by drspendlove on Dec 7, 2020 10:51:17 GMT -5
Storm Sails
"Special long-distance solar sails to cause radiation to be absorbed or to glance off of the ship, reducing the risk of harm in storms."
Cost: Low, but requires High Economy World with Starport 7+ Adds Ship Ops (large amount) Add Navigation (small amount) Medium Slot (only), Mass 200 +3, 4, 5 Engine Safety for travel checks during Radiation Storms (Max +10). Reduces crew and component damage during Radiation Storms by 3, 5, 7% on fails. (Reduces damage from failed HW Navigation jumps during storms as well, but that won't be documented here.) Reduces jump cost slightly.
Storm Sails 1: +4 Ship Ops, +1 Navigation, +3 Engine Safety in Radiation Storms. (Max +10) 3% Damage reduction during storms from travel checks and failed jumps. -2 Jump Cost
Storm Sails 2: +6 Ship Ops, +2 Navigation, +4 Engine Safety in Radiation Storms. (Max +10) 5% Damage reduction during storms from travel checks and failed jumps. -3 Jump Cost
Storm Sails 3: +8 Ship Ops, +3 Navigation, +5 Engine Safety in Radiation Storms. (Max +10) 7% Damage reduction during storms from travel checks and failed jumps. -4 Jump Cost
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Post by Guest Captain on Feb 12, 2021 21:01:29 GMT -5
Troop barracks(or cloning bay) Small(or medium) Upon death of any basic combat(soldier, swordsman, pistoleer) crew member(not officer), immediately recruits a crew member of the same profession and your captain's faction, with random attributes and traits(weighted to never give a worthless or god tier crewmember). Every time the effect fires the component receives 25% damage, and at 75% and over it becomes nonfunctional.
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Post by Guest Captain on Feb 12, 2021 21:02:56 GMT -5
Troop barracks(or cloning bay) Small(or medium) Upon death of any basic combat(soldier, swordsman, pistoleer) crew member(not officer), immediately recruits a crew member of the same profession and your captain's faction, with random attributes and traits(weighted to never give a worthless or god tier crewmember). Every time the effect fires the component receives 25% damage, and at 75% and over it becomes nonfunctional. Could add a small amount of ship ops or not.
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Post by drspendlove on May 20, 2021 8:13:16 GMT -5
Basic Laboratory 335 Mass/Medium
+2 Ship Ops +3 Electronics, 3 Medical Rating, +15% to gathered scientific intel (max +50%) Cost: ~50k
Laboratory 335 Mass/Medium
+4 Ship Ops, +3 Electronics, 4 Medical Rating, +20% to gathered scientific intel (max +50%) Cost: ~80k
Advanced Laboratory 335 Mass/Medium (Thulun faction locked)
+3 Ship Ops, +5 Electronics, 5 Medical Rating, +25% to gathered scientific intel (max +50%) Cost: ~200k
Has more cost than the Medical bay line, 10 more mass required, 1 more electronics required/given, but 1 fewer medical rating. It also lacks a shielding bonus that the advanced medical bay offers. But if you're willing to pay the premium on money/mass, you can get a serious boost to your scientific intel game and almost match the functionality of dedicated medical facilities.
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Post by drspendlove on Sept 19, 2021 13:29:52 GMT -5
Ornate Luxury Cabin
1 Passenger space Medium Slot +50 Mass cost +40% credit cost (compared to luxury cabin) +21% bonus on mission payment. De Valtos Exclusive
If possible, only becomes available after Estelle starts sending UC folks everywhere from her home on a De Valtos world.
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