Difference between revisions of "Ship Equipment"
m (corrected percentages for misc.) |
|||
| Line 306: | Line 306: | ||
|- | |- | ||
| There are 6 Turrets located on the ship, from which you can fire at enemy ships. Many projects are available to upgrade Turrets. | | There are 6 Turrets located on the ship, from which you can fire at enemy ships. Many projects are available to upgrade Turrets. | ||
| + | |} | ||
| + | =Turrets Expanded= | ||
| + | |||
| + | {| class="wikitable" width = 90% | ||
| + | ! scope="col" width="115px" align="right"|Turret Location | ||
| + | ! scope="col" width="243px" | Screenshot | ||
| + | ! scope="col" | Details | ||
| + | |-style="height:23px" | ||
| + | | | ||
| + | | rowspan="8"|[[file:Turret_screen_shot.png]] | ||
| + | | rowspan="8" valign="top"| There are 6 Turrets on the Daedalus, and their locations are listed on the left hand side of this table. From inside a Turret you can see anyone else who is in a Turret, and if someone is in a ship, the ship icon and it's pilot would show up just to the right of the turret screens. In this screenshot there are no ships out. You can also see how many charges are left in each turret. There are four charges in each Turret. Rear Alpha Turret and Centre Alpha Turret are spent, either because someone has been firing or they are broken. | ||
| + | |||
| + | On the right hand side of the screen it shows 14 (of the 56) ships that are currently shooting at the Daedalus. The first ships listed on the right hand column show all the types of hunters that are attacking. So while we can't see all the [[Hunters#Fighting_the_hunters|Hunters]],[[Hunters#Fighting_the_hunters|Trax]], and [[Hunters#Fighting_the_hunters|Asteroids]], we know that there is no [[Hunters#Fighting_the_hunters|Aracks]] or [[Hunters#Fighting_the_hunters|d1000s]] surrounding the ship. When shooting, you can click on the ship you want to aim, or if unspecified you will shoot a random ship. | ||
| + | |||
| + | Turrets have a base percentage of 30% accuracy rate for all players, as compared to an 80% accuracy base rate for a pilot in a ship. They cost 1 AP or 1 shooter point to fire. The [[Inventory#Gear|NCC Lenses]] and the [[Inventory#Gear|Sniper Helmet]] increase your chances by 10 each, and they do stack. Also, for each failed shot your next shot has a higher percentage rate of hitting. General advice is to only use turrets when the AP cost of flying is exceeds turret AP (say 1 ship with 2 hp left), there are no pilots or there is an emergency and you can't move the ship. | ||
| + | |||
| + | |-style="height:52px" | ||
| + | |Rear Bravo Turret | ||
| + | |-style="height:52px" | ||
| + | |Centre Bravo Turret | ||
| + | |-style="height:52px" | ||
| + | |Front Bravo Turret | ||
| + | |-style="height:52px" | ||
| + | |Rear Alpha Turret | ||
| + | |-style="height:52px" | ||
| + | |Centre Alpha Turret | ||
| + | |-style="height:52px" | ||
| + | |Front Bravo Turret | ||
| + | |- | ||
| + | | | ||
|} | |} | ||
Revision as of 15:02, 24 December 2013
There is broadly two types of equipment on Daedalus: active or passive. Active equipment provides either interfaces for activities (such as the Astro Terminal for Astrophysics) or provides a benefit for the crew like a Shower removing a dirty status. Passive equipment requires no day-to-day interaction. It is when passive equipment breaks that it comes into play. For example, a broken Oxygen Tank means loosing an extra unit of oxygen a day, and a broken Gravity Simulator has severe movement penalties. While both active and passive equipment can break, the penalties associated with passive equipment usually make them a priority repair.
Reporting Broken Equipment
- Neron will announce when equipment is broken, along with putting a broken equipment alert
in the status bar. Most equipment gets a generic message, but some like Oxygen Tanks, Fuel Tanks, and Neron Bios have their own specific messages. Neron does not make announcements for sabotaged equipment.
| Equipment should be visibly smoking, but this can be buggy and the visual might not appear. However, when clicked on, broken equipment will always give you the option to repair or (if currently unreported) the chance to report it. |
- Once someone clicks on the broken equipment and reports it, Neron posts another message that includes the reporting person's name. Now when crew members hover the mouse icon over the broken equipment alert
, a pop-up will come up that includes the reporter and the location of the broken equipment. Droids too will now repair the equipment if they are in the same room.
Repair, Dismantling, and Reinforcing Equipment
Repair
All equipment requires 1 AP or 1 tech point to repair. The base percentage for successful repair varies per equipment, but is listed on this page. The Technician skill doubles this chance. The wrench and the alien opener also increase your chances by 50%. The Technician skill, the wrench and the Alien opener stack together for even better percentages. See the Table below for an example.
| Base 12% | no tools | 1 tool | both tools |
|---|---|---|---|
| no tech | 12% | 18% | 27% |
| tech bonus | 24% | 36% | 54% |
Note that the best possible percentage is 99%. There will always be a chance that you will fail at the repair. However, with each failure your percentage of likely repair improves each time.
Dismantling
Only the Technician skill will let you dismantle equipment and objects. Only a few pieces of equipment are available for dismantling, most notably the Shower for it's valuable Thick Tube, a necessary component of Sofas. As with repair, the wrench and the alien opener will increase your chances of a successful dismantling, and failure will also increase your chances. All equipment costs 1 tech point or 3 AP points to disassemble.
Reinforcing
Reinforcing equipment makes equipment harder to sabotage and prevents the dismantling ability. It does not protect the object from breaking. It requires 2 AP or a tech point, and metal scrap. I have not (yet) listed the reinforcing percentages since it is an unpopular feature.
Equipment listed by Name
- Auxiliary NERON Terminal
- Astro Terminal
- BIOS Terminal
- Bed
- Camera
- Coffee Machine
- Command Terminal
- Communications
- Calculator
- Combustion Chamber
- Cryo Module
- Door
- Dynarcade
- Emergency Reactor
- Fuel Tank
- Gravity Simulator
- Lateral Reactor
- Kitchen
- Mycoscan
- NERON's Core
- Narcotic Distiller
- Oxygen Tank
- PILGRED Reactor
- Planet Scanner
- Research Laboratory
- Shower
- Sofa
- Surgical pod
- Thalasso
- Turret
Equipment by Room Location
Alpha Bay 2
| Image | Name | R n D Info | Details |
|---|---|---|---|
![]() |
Jukebox | put repair and dismantle info here | put description and other info here |
| Image | Dynarcade | put repair and dismantle info here | put description and other info here |
Bridge
| Image | Name | R n D Info | Details |
|---|---|---|---|
|
Astro Terminal | Repair = 12% Dismantle = N/A |
Enables a player to search for and scan planets. The Astro Terminal lets you scan nearby space in search of planets to explore. The information contained within is strictly reserved for navigators as to keep the crew 's morale up. |
| Scan for planets here. Must be clean. | |||
|
Command Terminal | Repair = 12% Dismantle = N/A |
The Command Terminal is uniquely available to the Commandant. Access Forbidden. Allows the Commandant to do his duty. The Piloting module contains loads of tools to make the daily running of the Daedalus simpler. |
| The commander can pilot Daedalus from this terminal. Can be dirty. | |||
![]() |
Comms Center | Repair = 12% Dismantle = N/A |
The Comms Center allows contact to be made with distant networks. This ultra-modern Comms Center is where research findings are analysed, collated and combined with radar information etc. It also allows you to establish long-distance communication channels. |
| Communications is accessed from here. Must be clean. |
Centre Storage
Dorms
| Image | Name | R n D Info | Details |
|---|---|---|---|
|
Bed | Repair = N/A Dismantle = N/A |
The bed allows you to sleep to restore |
| If laying on the bed during cycle change, you gain additional AP. Required for moral activity Doing it. Required for skills Shrink and Lethargy. | |||
|
Shower | Repair = 25% Dismantle = 25% 3 |
Hygiene allows you to stay healthy. Anything can happen in space, and sometimes a good shower gets you back in the game after intergalactic life throws you one curveball after another. |
| Removes status dirty. Damages Mush, unless they have the skill Waterproof. | |||
|
Thalasso | Repair = 25% Dismantle = 25% produces Thick Tube and Plastic Scrap |
Hygiene allows you to stay healthy. Anything can happen in space, and sometimes a good shower gets you back in the game after intergalactic life throws you one curveball after another. |
| Thalasso is an Gold Project upgrade for the shower. In addition to shower abilities, humans have a 20% chance of gaining 1 health, 1 moral or 2 Movement points. |
Engine Room
| Image | Name | R n D Info | Details |
|---|---|---|---|
|
Antenna | Repair = 12% Dismantle = N/A |
This impressive piece of kit reduces the cost of communications actions by 1. The manual states that the stellar antenna is the "must have" communications device, with a bandwidth of 24 Baud, it allows you to effortlessly communicate with the other end of the universe. |
| Broken antenna interferes with communications. | |||
|
Auxiliary NERON Terminal | Repair = N/A Dismantle = N/A |
put description here |
| When you complete theNERON Project Auxiliary Terminal, you can use this terminal to access the NERON Core from the engineering room. | |||
|
Combustion Chamber | Repair = 12% Dismantle = N/A |
The combustion chamber is found in the Engine Room. This is used to supply the reactors with fuel for the journey. Fuel reserve for a diesel engine. Sublime technology with a very particular purpose. The fuel transfer channels don't work any more, the liquid must be moved from the reservoir nozzles to the combustion chamber. The designers might as well have powered it with coal... |
| Put Fuel in here to move the ship. You can also Check how much Fuel is currently in the chamber. Warning : can make you dirty. | |||
|
Emergency Reactor | Repair = 6% Dismantle = N/A |
Allows the Daedalus to proceed in the case of a PILGRED failure. There is some life left in the old diesel technology dog yet. In any case, it's the only way to get the Daedalus moving. Each reactor is capable of burning 2 units of fuel per journey. |
| This Engine is what allows the Daedalus to move. | |||
|
Lateral Reactor | Repair = 6% Dismantle = N/A |
Located in the Engine Room, the lateral reactor allows the Daedalus to turn. |
| These Reactors are what allows the Daedalus to change direction. | |||
|
PILGRED Reactor | Repair = 12% Dismantle = N/A |
The PILGRED Reactor. When the Daedalus set off, these were the only means of travelling faster than the speed of light. Getting it working again could allow you to return to Sol. Tear through space-time in complete safety. |
| This is the terminal where you can make repairs to the PILGRED Reactor, a requirement for a Sol or Eden Victory Ending. | |||
|
Planet Scanner | Repair = 12% Dismantle = N/A |
Significantly upgrades the Astro Terminal. +30% chance of finding a planet Music plays when you start it up. The engineers responsible for this were eccentric at best... Who would have thought that Verdi could have inspired this glorified calculator.. |
| When the planet scanner is down, it makes Scanning for planets much more difficult. |
Laboratory
| Image | Name | R n D Info | Details |
|---|---|---|---|
|
CryoModule® | Repair = N/A
|
The Cryosleep module is where you take long sleeps. It's your responsibility never to go back there. |
| The cryomodule can tell you the status of each crew member - active, inactive, sleeping or dead. | |||
|
Gravity Simulator | Repair = 6% Dismantle = N/A |
This device allows gravity to be artificially simulated. This makes it a lot easier for the crew to move around the ship. |
| With this broken, AP to MP conversions are 1 MP less, and after a time the crew will not regain MP at cycle change. | |||
|
Mycoscan | Repair = 12% Dismantle = N/A |
Allows traces of Mush spores to be detected in living organisms. Prototype Mush detector, originally designed by Eleesha then perfected during the Magellan project. |
| Built from a Research project. For 0 AP you can check to see if you have any spores. Results are private. | |||
|
Research Lab | Repair =6% Dismantle = N/A |
The laboratory allows the crew to carry out the most ground-breaking research on Mush. A super ultra modern lab with computers with compact fluorescent lights and high density perforated cards. |
| This is where you conduct Research. Note: research can make you dirty. You cannot research while dirty. This station can be locked. |
Medlab
| Image | Name | R n D Info | Details |
|---|---|---|---|
|
Auxiliary NERON Terminal | Repair = N/A Dismantle = N/A |
put description here |
| When you complete theNERON Project Auxiliary Terminal, you can use this terminal to access the NERON Core from the Medlab. | |||
|
Bed | Repair = N/A Dismantle = N/A |
The bed allows you to sleep to restore |
| If laying on the bed during cycle change, you gain additional AP. Required for moral activity Doing it. Required for skills Shrink and Lethargy. | |||
|
Surgical pod | Repair = 12% Dismantle = N/A |
This pod contains all necessary automated medical equipment for effective healthcare. In the event of hard knocks, you should probably know where this is. |
| Can do self-surgery for 4 | |||
|
Narcotic Distiller | Repair = ?% Dismantle = 50% produces Metal Scrap |
The distiller is used for manufacturing pharmaceutical products. Alas, its erratic behaviour means that the final product is of varying efficacy. Happiness dispenser approved by Albus Haxley. |
| Produces 1 random drug a day. |
Miscellaneous
Nexus
| Image | Name | R n D Info | Details |
|---|---|---|---|
|
BIOS Terminal | Repair = 3% Dismantle = N/A |
Allows the NERON admin to alter certain AI behaviors aboard the ship.During NERON's psychotherapy, its interface was opened to make it more flexible. The input-output interface remains available to a handful of people. |
| The NERON Administrator can access the NERON BIOS from this panel. | |||
![]() |
Calculator | Repair = 12% Dismantle = N/A |
Lets you calculate stuff... All that remains is to find out what... Allows you to calculate something #NO_BG here |
| Researching Star Map Pieces will unlock this equipment. When you access this equipment with three Star Map Pieces, the ship can go to Eden. | |||
|
NERON's Core | Repair = 6% Dismantle = N/A |
NERON's Core gives access to NERON projects. NERON's core is where it is possible to modify programs to improve functionality. |
| This is where you can advance NERON projects. You must be clean to access this equipment. This equipment can be locked. |
Rear Storage
| Image | Name | R n D Info | Details |
|---|---|---|---|
![]() ![]() |
Fuel Tank | Repair = 50% Dismantle = N/A |
The Fuel tank is where the valuable carburant is stored and is also equipped with a distributor. Daedalus fuel tank, operate with caution. DO NOT SMOKE. |
| Retrieve Fuel here to put into the combustion chamber. Can make you dirty. |
Refectory
| Image | Name | R n D Info | Details |
|---|---|---|---|
|
Coffee Machine | Repair = 12% Dismantle = N/A |
This fantastic coffee machine produces pure Arabica coffee at a speed approaching that of light. Unfortunately the machine has a similar energy consumption to a failing nuclear power station, and in the absence of the PILGRED reactor you'll have to make do with a cup every 24 hours. The coffee machine is man's best friend. After cats. |
| Initially produces Coffee once per day, but more often with the Fission Coffee Roaster and PILGRED Reactor unlocked. | |||
![]() |
Kitchen | Repair = 12% Dismantle = N/A |
A domain reserved for a certain mustachioed celebrity. Also occasionally used for cooking. Intergalactic elite chef's post. Certain martial arts skills may be necessary. |
| For one |
Turrets
Turrets Expanded
| Turret Location | Screenshot | Details |
|---|---|---|
|
There are 6 Turrets on the Daedalus, and their locations are listed on the left hand side of this table. From inside a Turret you can see anyone else who is in a Turret, and if someone is in a ship, the ship icon and it's pilot would show up just to the right of the turret screens. In this screenshot there are no ships out. You can also see how many charges are left in each turret. There are four charges in each Turret. Rear Alpha Turret and Centre Alpha Turret are spent, either because someone has been firing or they are broken.
On the right hand side of the screen it shows 14 (of the 56) ships that are currently shooting at the Daedalus. The first ships listed on the right hand column show all the types of hunters that are attacking. So while we can't see all the Hunters,Trax, and Asteroids, we know that there is no Aracks or d1000s surrounding the ship. When shooting, you can click on the ship you want to aim, or if unspecified you will shoot a random ship. Turrets have a base percentage of 30% accuracy rate for all players, as compared to an 80% accuracy base rate for a pilot in a ship. They cost 1 AP or 1 shooter point to fire. The NCC Lenses and the Sniper Helmet increase your chances by 10 each, and they do stack. Also, for each failed shot your next shot has a higher percentage rate of hitting. General advice is to only use turrets when the AP cost of flying is exceeds turret AP (say 1 ship with 2 hp left), there are no pilots or there is an emergency and you can't move the ship. | |
| Rear Bravo Turret | ||
| Centre Bravo Turret | ||
| Front Bravo Turret | ||
| Rear Alpha Turret | ||
| Centre Alpha Turret | ||
| Front Bravo Turret | ||
































