Current Tech in v0.2
To start off, there are three areas you can research in. You need to specify which one you want to research in the client - if you don't it defaults to engineering.
- Engineering
- Fields
- Quantum
You start of level 0 in each of these, and to get to level 1 will take 10 research points. You get 1 research point for each lab you own each turn.
The formula to get to the next level is the new level squared then multiplied by 10. So level 2 requires 40, level 3 90, level 4 160 and level 5 250.
You have the following components that you use to build ships, or on planets...
| Name | Description | Cost | Mass | Requirements |
| Engine | Lets your ships move across the map, as well as in combat. Standard move rate is 100LY + 10LY per extra engine. In combat each extra engine gives you a 10% speed improvement for each 100mass of your ship. | 100 | 20 | None |
| Beam | Most basic armament - fires for a short period of time hitting target repeatedly. They fire with a 60 degree arc and multiple beams will target ships independently. | 50 | 5 | None |
| Factory | Simply allows you to issue the build order to a ship or planet. No benefit in having more than one except redundancy. | 1000 | 300 | None |
| Landing Craft | Built on a ship to allow you to issue the colonise order and take ownership of new planets. You can colonise unowned planets, or planets that have no weapons. | 500 | 500 | None |
| Lab | Produces 1 research point per turn. | 50 | 50 | None |
| Steel Plating | Armour. By adding mass to your ship you take less damage in combat and reduces the chance of a vital component being destroyed by a critical hit. | 25 | 50 | None |
| Torpedo | High speed, high payload weapon that will track it\'s target once fired. More damage than a beam but takes longer to load. |
160 | 10 | Quantum 1 |
| Enhanced Beam | Improved fire duration and faster recharge than standard beams. | 70 | 8 | Fields 1 Quantum 1 |
| Shield | Used to deflect beam weapons. Can be active for a short period of time and then must recharge. Reduces beam damage to 33% of normal. |
400 | 25 | Fields 2 |
| Long Range Beam | Slower recharge but much longer range than standard beams. | 60 | 6 | Quantum 2 |
| Plasteel Armour | Lighter armour - allowing you to protect you better against criticals with less impact to engines. | 30 | 30 | Engineering 2 |
| Ion Drive | Provides 50% better engines. Not speed however - it gives this benefit in terms of extra engines. So a ship with one Ion drive will travel at 105LY per turn and two ion drives at 120LY. | 140 | 20 |
Engineering 2 |
| Blaster | Higher powered than normal beams and fire for a very short period before reloading for a very short period producing a pulse attack. | 120 | 10 | Engineering 1 Fields 3 Quantum 4 |
| Enhanced Shield | Reduces beam damage down to just 20% and can stay active for longer and reloads quicker than standard shield. | 800 | 30 | Engineering 2 Fields 5 |
| Plasma Torpedo | Relatively low damage but with a very high chance of causing a critical hit and destroying a component on the target ship. | 220 | 10 | Fields 2 Quantum 5 |
That's all for now folks, but I'll hopefully be adding some more exotic stuff later. e.g. cloaking device, jump engines, fighter bays etc.
Deranged Sensor (Jim)