Difference between revisions of "Ship Equipment"

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(add section for hyperdrives)
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= Hyperdirves =
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== Standard Drives ==
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== Military Drives ==
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= Equipment =
 
= Equipment =
  
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Shows under economic info tab the most profitable commodities to trade between current and selected system
 
Shows under economic info tab the most profitable commodities to trade between current and selected system
 
 
 
== Hyperdrives ==
 

Revision as of 12:43, 29 November 2014

Hyperdirves

Standard Drives

Military Drives

Equipment

Equipment that can be bought and fitted to ship. Please help fill in the missing data.

Lasers

If a laser is fitted to the front mount, the second purchase will mount it in the rear position, if available.


1MW Pulse cannon

price: 600, mass: 1, damage: 1000, rechargeTime: 0.25

(a short descriptive text, to be used in game some day)


1MW Dual pulse cannon

price: 1100, mass: 4, damage: 1000, rechargeTime: 0.25

(a short descriptive text, to be used in game some day)


2MW Pulse cannon

price: 1000, mass: 3, damage: 2000, rechargeTime: 0.25

(a short descriptive text, to be used in game some day)


2MW Rapid pulse cannon

price: 1800, mass: 7, damage: 2000, rechargeTime: 0.13

(a short descriptive text, to be used in game some day)


4MW Pulse cannon

price: 2200, mass: 10, damage: 4000, rechargeTime: 0.25

(a short descriptive text, to be used in game some day)


10MW Pulse cannon

price: 4900, mass: 30, damage: 10000, rechargeTime: 0.25

(a short descriptive text, to be used in game some day)


20MW Pulse cannon

price: 12000, mass: 65, damage: 20000, rechargeTime: 0.25

(a short descriptive text, to be used in game some day)


17MW blast-mining cannon

price: 10600, mass: 10, damage: 17000, rechargeTime: 2

(a short descriptive text, to be used in game some day)


Small plasma accelerator

price: 120000, mass: 22, damage: 50000, rechargeTime: 0.3

(a short descriptive text, to be used in game some day)


Large plasma accelerator

price: 390000, mass: 50, damage: 100000, rechargeTime: 0.3

(a short descriptive text, to be used in game some day)

Missiles

Missile unguided

price: 30

(a short descriptive text, to be used in game some day)


Missile guided

price: 50, mass 1

(a short descriptive text, to be used in game some day)


Missile smart

price: 95, mass 1

(a short descriptive text, to be used in game some day)


Missile naval

price: 160, mass 1

(a short descriptive text, to be used in game some day)

Misc.

Atmospheric shielding

price: 200

(a short descriptive text, to be used in game some day)


Ecm basic

price: 6000

(a short descriptive text, to be used in game some day)


Ecm advanced

price: 15200

(a short descriptive text, to be used in game some day)


Scanner

price: 680

3D radar projects space body positions relative itself


Passenger cabin

price: 1350

Provides space for one passenger


Shield generator

price: 2500

(a short descriptive text, to be used in game some day)


Laser cooling booster

price: 380

(a short descriptive text, to be used in game some day)


Cargo life support

price: 700

Necessary to maintain living conditions in cargo hold


Autopilot

price: 1400

(a short descriptive text, to be used in game some day)


Radar mapper

price: 900

Gives info on selected ship


Advanced radar mapper

price: 1200

Gives info on selected ship, system wide coverage


Fuel scoop

price: 3500

Allows scooping of hydrogen from the atmosphere of gas giants and stars


Cargo scoop

price: 3900

Retrieves jettisoned cargo


Hypercloud analyzer

price: 1500

Scans selected entry or exit hyper cloud.


Shield energy booster

price: 10000

(a short descriptive text, to be used in game some day)


Hull autorepair

price: 16000

(a short descriptive text, to be used in game some day)


Trade analyzer

price: 400

Shows under economic info tab the most profitable commodities to trade between current and selected system