Shipyard: Difference between revisions
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{{ | {{Version|0.15.13.0|The sections "Submarines", "Improvement" and "Maintenance" still need to be updated.|nosearch=y}}{{See also|Campaign}} | ||
The '''Shipyard''' introduces Submarine customization and progression, which is available in every Outpost. | |||
{{See also| | {{clr}}<div class="noautonum" style="float:right">__TOC__</div> | ||
The | |||
{| class=" | = Submarines = | ||
{{Main|Submarines}} | |||
The NPC in charge of selling '''Submarines''' wears a Boiler Suit with a [[File:PurchaseSub Icon.png|24px]] submarine icon above them. Their station is the Maintenance bay, easily recognized from all the Submarine Blueprints hanging on the wall. | |||
When interacting with them, an interface similar to the [[Campaign#Outpost Terminal|Outpost Terminal]] appears, showing all available subs for sale, with the fixed price and its class specified, along with the options to either Purchase or Purchase and Switch (This function is identical to the Switch option in the Outpost Terminal). | |||
= Improvement = | |||
Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the Chief Mechanic at any station, who is usually in the station engineering section with the reactor and the oxygen generator. They can be seen wearing Outpost Dweller's Attire with an [[File:Upgrade Icon.png|24px]] Upgrade icon above them. | |||
The Chief Mechanic offers multiple Upgrades per Upgrade category to further improve them, but each additional Upgrade in the same category also costs more than the one before. Thus, more money buys more and nicer things. The Chief Mechanic also offers sub Maintenance services to ensure the safety of the crew on their next trip, provided they can afford such services. | |||
When purchasing and switching to a new submarine, it will only be delivered and available for use once the crew leaves the Outpost. During this period, the Upgrade interface will become inaccessible as the Chief Mechanic isn't able to work on any of the crew's newly purchased subs until they have been delivered. | |||
The pricing of their Upgrades and Maintenance services is dependent on the RP of the current Outpost, specifically 1 RP is equivalent to 0.5% of the price. Therefore, the maximum discount is 50% off at 100 RP, and at -80 RP they will charge 40% extra. Much like Store, the price gets higher beyond -80 RP as the entire Outpost hound for the crew's blood. | |||
== Upgrades == | |||
There are 13 item categories that can be upgraded, each with one or more upgrades and each upgrade having one or more levels. There are a total of 20 unique upgrades across all parts.<br> | |||
Upgrades can have differing maximum levels, base prices and price increase percentages. Additionally, added in {{v|0.19.7.0}}, some upgrade levels will require a certain tier or class of submarine. | |||
Purchased upgrade levels are kept when switching to a new submarine. When switching to a submarine using the "Transfer Items" option, all of the items inside the submarine (placed items such as [[Wiring Components]], [[Small Planter Box]]es, [[Portable Pump]]s and [[Makeshift Shelves]] have to be detached first) will be transferred over to the new submarine. Items will be sorted into containers using [[Autofill Tags]], otherwise they will be dropped on the floor of the Cargo room. | |||
Downgrading to a lower tier sub keeps the ownership of upgrade levels above the allowed maximum for that tier, but restricts the effects of those upgrades to the tier's maximum level.<br> | |||
For example, if a crew is currently using a tier 3 submarine and has the "Enhanced Battery Capacity" upgrade at level 3 (+60% Max Charge), they can switch to a tier 2 submarine, and will still own level 3 of that upgrade, but only have the effects of the level 2 upgrade (+40% Max Charge).<br> | |||
The same applies for switching submarine classes. | |||
'''NOTE: Upgrade prices in the tables below are displayed at 0 RP.''' | |||
=== Batteries === | |||
====[[File:Upgrade Enhanced Battery Capacity.png|48px]] Enhanced Battery Capacity ==== | |||
<span style="color:#808080"><small>ID: <code>increasebatterycapacity</code></small></span> | |||
''<pre>Increase maximum energy storage capacity.</pre>'' | |||
{{Upgrade | |||
| effect1 = Max Charge | |||
| maxlevel = 3 | |||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = 20 | |||
| baseprice = 2000 | |||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
====[[File:Upgrade Enhanced Battery Charging.png|48px]] Enhanced Battery Charging ==== | |||
<span style="color:#808080"><small>ID: <code>increasebatteryrechargespeed</code></small></span> | |||
''<pre>Increase maximum recharge rate.</pre>'' | |||
{{Upgrade | |||
| effect1 = Max Charge Rate | |||
| maxlevel = 3 | |||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = 10 | |||
| baseprice = 2000 | |||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
=== Deconstructors === | |||
====[[File:Upgrade Quicker Deconstruction.png|48px]] Quicker Deconstruction ==== | |||
<span style="color:#808080"><small>ID: <code>decreasedeconstructiontime</code></small></span> | |||
''<pre>Items will be deconstructed faster. Power usage increased slightly.</pre>'' | |||
{{Upgrade | |||
| effect1 = Deconstruction Speed | |||
| effect2 = Power Consumption | |||
| maxlevel = 3 | |||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = 30 | |||
| effect2increase = 5 | |||
| baseprice = 1500 | |||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers. | |||
=== Electrical Repairs === | |||
====[[File:Upgrade Enhanced Durability.png|48px]] Enhanced Durability ==== | |||
<span style="color:#808080"><small>ID: <code>increasemaxcondition</code></small></span> | |||
''<pre>Increases the maximum condition of the item, making it deteriorate more slowly and withstand more damage.</pre>'' | |||
{{Upgrade | |||
| effect1 = Max Condition | |||
| maxlevel = 3 | |||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = 20 | |||
| baseprice = 1500 | |||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
====[[File:Upgrade Modular Repairs.png|48px]] Modular Repairs ==== | |||
<span style="color:#808080"><small>ID: <code>decreaselowskillfixduration</code></small></span> | |||
''<pre>Decrease the amount of time and skill needed to repair equipment.</pre>'' | |||
{{Upgrade | |||
| effect1 = Unskilled Repair Duration | |||
| effect2 = Required Skill Level | |||
| maxlevel = 3 | |||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = -10 | |||
| effect2increase = -10 | |||
| baseprice = 1000 | |||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
=== Engines === | |||
====[[File:Upgrade Engine Power.png|48px]] Engine Power ==== | |||
<span style="color:#808080"><small>ID: <code>increaseenginemaxforce</code></small></span> | |||
''<pre>Increase maximum speed.</pre>'' | |||
{{Upgrade | |||
| effect1 = Max Force | |||
| maxlevel = 3 | |||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = 8 | |||
| baseprice = 2500 | |||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
Note: "Scout" class submarines can gain 1 additional level of this upgrade before needing to switch tiers. | |||
=== Fabricators === | |||
====[[File:Upgrade Quicker Fabrication.png|48px]] Quicker Fabrication ==== | |||
<span style="color:#808080"><small>ID: <code>increasefabricationspeed</code></small></span> | |||
''<pre>Decrease the time needed to fabricate items, but increase power usage.</pre>'' | |||
{{Upgrade | |||
| effect1 = Fabrication Speed | |||
| effect2 = Power Consumption | |||
| maxlevel = 3 | |||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = 30 | |||
| effect2increase = 5 | |||
| baseprice = 2000 | |||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers. | |||
=== Hulls === | |||
====[[File:Upgrade Hull Reinforcements.png|48px]] Hull Reinforcements ==== | |||
<span style="color:#808080"><small>ID: <code>increasewallhealth</code></small></span> | |||
''<pre>Increase submarine hull durability. Makes the walls less vulnerable to damage and allows the submarine to dive deeper without getting crushed by pressure.</pre>'' | |||
{{Upgrade | |||
| effect1 = Max Wall Health | |||
| effect2 = Crush Depth | |||
| maxlevel = 6 | |||
| tier1max = 2 | |||
| tier2max = 4 | |||
| effect1increase = 20 | |||
| effect2increase = 15 | |||
| effect2value = 3500 | |||
| effect2unit = m | |||
| baseprice = 2000 | |||
| increaselow = 0 | |||
| increasehigh = 400 | |||
}} | |||
Note: Hull upgrades require resources in addition to Marks.<br>Level 1 and 2 upgrades require 5x {{hl|Steel Bar|20px|s=s}} each, level 3 and 4 require 5x {{hl|Titanium-Aluminum Alloy|20px}} each and level 5 and 6 require 5x {{hl|Physicorium Bar|20px|s=s}} each. | |||
Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers. | |||
=== Junction Boxes === | |||
====[[File:Upgrade Enhanced Resistors.png|48px]] Enhanced Resistors ==== | |||
<span style="color:#808080"><small>ID: <code>increaseovervoltageresistance</code></small></span> | |||
''<pre>Resist damage from excessive voltage. Decrease the probability of fires occurring.</pre>'' | |||
{{Upgrade | |||
| effect1 = <span class="explain" title="Only when reaching 0% condition while overvolting.">Fire Probability</span> | |||
| effect2 = Overload <span class="explain" title="Power/Load">Voltage</span> | |||
| maxlevel = 3 | |||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = -10 | |||
| effect2increase = 10 | |||
| baseprice = 2000 | |||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
=== Mechanical Repairs === | |||
====[[File:Upgrade Enhanced Durability.png|48px]] Enhanced Durability ==== | |||
<span style="color:#808080"><small>ID: <code>increasemaxcondition</code></small></span> | |||
''<pre>Increases the maximum condition of the item, making it deteriorate more slowly and withstand more damage.</pre>'' | |||
{{Upgrade | |||
| effect1 = Max Condition | |||
| maxlevel = 3 | |||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = 20 | |||
| baseprice = 1500 | |||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
====[[File:Upgrade Modular Repairs.png|48px]] Modular Repairs ==== | |||
<span style="color:#808080"><small>ID: <code>decreaselowskillfixduration</code></small></span> | |||
''<pre>Decrease the amount of time and skill needed to repair equipment.</pre>'' | |||
{{Upgrade | |||
| effect1 = Unskilled Repair Duration | |||
| effect2 = Required Skill Level | |||
| maxlevel = 3 | |||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = -10 | |||
| effect2increase = -10 | |||
| baseprice = 1000 | |||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
=== Monitors === | |||
====[[File:Upgrade Mineral Scanner.png|48px]] Mineral Scanner ==== | |||
<span style="color:#808080"><small>ID: <code>enablemineralscanner</code></small></span> | |||
''<pre>Displays locations of minerals on Navigation Terminals and Sonar Monitors.</pre>'' | |||
{| style="text-align:center; width:25%" | |||
! Level | |||
! Mineral Scanner | |||
! Price | |||
|- | |- | ||
| | | 1 | ||
| Available for <span class="explain" title="Includes navigation terminals.">all terminals</span>. | |||
| | | 2000 mk | ||
| | |||
|} | |} | ||
Note: Only "Scout" and "Transport" class submarines can recieve this upgrade. | |||
=== Pumps === | |||
====[[File:Upgrade Efficient Pumps.png|48px]] Efficient Pumps ==== | |||
<span style="color:#808080"><small>ID: <code>increasemaxpumpflow</code></small></span> | |||
''<pre>Increase the speed at which water is pumped in or out of the sub. Decreases pumps' power consumption.</pre>'' | |||
{{Upgrade | |||
| effect1 = Max Flow Rate | |||
| effect2 = Power Consumption | |||
= | | maxlevel = 3 | ||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = 10 | |||
| effect2increase = -5 | |||
| baseprice = 3000 | |||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
== | === Reactors === | ||
====[[File:Upgrade Reactor Efficiency.png|48px]] Reactor Efficiency ==== | |||
<span style="color:#808080"><small>ID: <code>increasereactoroutput</code></small></span> | |||
''<pre>Increase reactor power output.</pre>'' | |||
{{Upgrade | |||
| effect1 = Max Power Output | |||
| maxlevel = 3 | |||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = 3 | |||
=== | | baseprice = 2000 | ||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers. | |||
* Stacks multiplicatively with [[Buzzin']]. | |||
====[[File:Upgrade Upgraded Cooling Rods.png|48px]] Upgraded Cooling Rods ==== | |||
<span style="color:#808080"><small>ID: <code>decreasefuelconsumption</code></small></span> | |||
''<pre>Decrease fuel consumption rate. Increase the time reactors can stay at critical temperature before meltdown.</pre>'' | |||
{{Upgrade | |||
| effect1 = Max Fuel Consumption Rate | |||
| effect2 = Meltdown Delay | |||
| | |||
| | |||
=== | | maxlevel = 3 | ||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = -20 | |||
| effect2increase = 20 | |||
| | |||
=== | | baseprice = 2000 | ||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers. | |||
=== Supercapacitors === | |||
====[[File:Upgrade Enhanced Supercapacitor Capacity.png|48px]] Enhanced Supercapacitor Capacity ==== | |||
<span style="color:#808080"><small>ID: <code>increasesupercapacitorcapacity</code></small></span> | |||
''<pre>Increase maximum energy storage capacity.</pre>'' | |||
{{Upgrade | |||
| effect1 = Max Charge | |||
| | |||
=== | | maxlevel = 3 | ||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = 10 | |||
=== | | baseprice = 2000 | ||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
====[[File:Upgrade Enhanced Supercapacitor Charging.png|48px]] Enhanced Supercapacitor Charging ==== | |||
<span style="color:#808080"><small>ID: <code>increasesupercapacitorrechargespeed</code></small></span> | |||
''<pre>Increase maximum recharge rate.</pre>'' | |||
{{Upgrade | |||
| effect1 = Max Charge Rate | |||
| | |||
=== | | maxlevel = 3 | ||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = 10 | |||
=== | | baseprice = 2000 | ||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
=== Weapons === | |||
====[[File:Upgrade Energy Efficiency.png|48px]] Energy Efficiency ==== | |||
<span style="color:#808080"><small>ID: <code>turretdecreasepowerconsumption</code></small></span> | |||
''<pre>Reduce power consumption.</pre>'' | |||
{{Upgrade | |||
| effect1 = Power Consumption | |||
| | |||
=== | | maxlevel = 3 | ||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = -8 | |||
=== | | baseprice = 1500 | ||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers. | |||
''' | ====[[File:Upgrade Enhanced Periscopes.png|48px]] Enhanced Periscopes ==== | ||
<span style="color:#808080"><small>ID: <code>turretincreaseoffsetonselected</code></small></span> | |||
''<pre>Increase the view range of all weapons.</pre>'' | |||
{{Upgrade | |||
| effect1 = View Distance | |||
| effect2 = Light Range | |||
=== | | maxlevel = 3 | ||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = 4 | |||
| effect2increase = 16 | |||
| | |||
=== | | baseprice = 2000 | ||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
Note: "Attack" and "Scout" class submarines can gain 1 additional level of this upgrade before needing to switch tiers. | |||
====[[File:Upgrade Quicker Guns.png|48px]] Quicker Guns ==== | |||
<span style="color:#808080"><small>ID: <code>turretincreaserotationlowskill</code></small></span> | |||
''<pre>Increase the rotation rate of all guns when operated by insufficiently skilled crew.</pre>'' | |||
{{Upgrade | |||
| effect1 = Unskilled Rotation Speed | |||
| | |||
=== | | maxlevel = 3 | ||
| tier1max = 1 | |||
| tier2max = 2 | |||
| effect1increase = 20 | |||
=== | | baseprice = 1500 | ||
| increaselow = 0 | |||
| increasehigh = 200 | |||
}} | |||
Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers. | |||
{| | ==== Weapon Customization ==== | ||
! | Turrets can be swapped out for other turrets. Large/small turrets cannot be interchanged. | ||
! colspan=" | {| style="width:25%" | ||
! colspan="2" | Small Turrets | |||
! colspan="2" | Large Turrets | |||
|- | |||
| [[File:Turret Hardpoint.png|128px|center]] || [[Turret Hardpoint]] | |||
| [[File:Large Turret Hardpoint.png|128px|center]] || [[Large Turret Hardpoint]] | |||
|- | |||
| [[File:Coilgun.png|128px|center]] || [[Coilgun]] | |||
| [[File:Double Coilgun.png|128px|center]] || [[Double Coilgun]] | |||
|- | |||
| [[File:Chaingun.png|128px|center]] || [[Chaingun]] | |||
| [[File:Flak Cannon.png|128px|center]] || [[Flak Cannon]] | |||
|- | |- | ||
| [[File:Pulse Laser.png|128px|center]] || [[Pulse Laser]] | |||
| [[File:Railgun.png|128px|center]] || [[Railgun]] | |||
| | |||
| | |||
|} | |} | ||
== | == Maintenance == | ||
{{main|Maintenance}} | |||
Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. Sub '''Maintenance''' can be done manually by anyone, preferably individuals skilled in those aspects, mainly Mechanics. | |||
Manually repairing things can be a tedious and difficult task depending on the structure of a sub and the current state of a sub. The quickest way to maintain a sub is to just stop by an Outpost, spend money in Maintenance services, and get everything repaired automatically instead. | |||
However, things like shuttles (drones) that come with certain subs can't be recovered manually if they get destroyed or the crew happens to lose them along the way. The only way to retrieve the lost shuttle is to replace it for a new one in Maintenance. | |||
There are 2 types of services in Maintenance: Repair and Replace. The repair service is available for purchase once per visit to an Outpost. The repair cost depends on the amount of damage to walls/devices. The cost to repair walls and items is capped at 600 and 2,000 marks respectively. The replace service is only available for subs with built-in shuttles that have lost said shuttles and also only purchasable once per visit to an Outpost. | |||
The price of the services is shown below at 0 RP and maximum cost. | |||
{| class="wikitable sortable" style="width: 22%;" | {| class="wikitable sortable" style="width: 22%;" | ||
Line 481: | Line 450: | ||
|- id = "Repair All Walls" | |- id = "Repair All Walls" | ||
| align="left" |[[File:Maintenance Repair All Walls.png|60px]] '''Repair All Walls''' | | align="left" |[[File:Maintenance Repair All Walls.png|60px]] '''Repair All Walls''' | ||
| align="center" | | | align="center" |600 mk | ||
|- id = "Repair All Items" | |- id = "Repair All Items" | ||
| align="left" |[[File:Maintenance Repair All Items.png|60px]] '''Repair All Items''' | | align="left" |[[File:Maintenance Repair All Items.png|60px]] '''Repair All Items''' | ||
| align="center" | | | align="center" |2,000 mk | ||
|- id = "Replace Lost Shuttles" | |- id = "Replace Lost Shuttles" | ||
| align="left" |[[File:Maintenance Replace Lost Shuttles.png|60px]] '''Replace Lost Shuttles''' | | align="left" |[[File:Maintenance Replace Lost Shuttles.png|60px]] '''Replace Lost Shuttles''' | ||
| align="center" |1,000 mk | | align="center" |1,000 mk | ||
|} | |} | ||
{{Game Mechanics nav}} | |||
[[Category:Campaign]] |
Latest revision as of 17:13, 24 April 2024
Data is potentially outdated | |
Last updated for version 0.15.13.0 The current game version is 1.4.6.0 Notes: The sections "Submarines", "Improvement" and "Maintenance" still need to be updated. |
- See also: Campaign
The Shipyard introduces Submarine customization and progression, which is available in every Outpost.
Submarines
Main article: Submarines
The NPC in charge of selling Submarines wears a Boiler Suit with a submarine icon above them. Their station is the Maintenance bay, easily recognized from all the Submarine Blueprints hanging on the wall.
When interacting with them, an interface similar to the Outpost Terminal appears, showing all available subs for sale, with the fixed price and its class specified, along with the options to either Purchase or Purchase and Switch (This function is identical to the Switch option in the Outpost Terminal).
Improvement
Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the Chief Mechanic at any station, who is usually in the station engineering section with the reactor and the oxygen generator. They can be seen wearing Outpost Dweller's Attire with an Upgrade icon above them.
The Chief Mechanic offers multiple Upgrades per Upgrade category to further improve them, but each additional Upgrade in the same category also costs more than the one before. Thus, more money buys more and nicer things. The Chief Mechanic also offers sub Maintenance services to ensure the safety of the crew on their next trip, provided they can afford such services.
When purchasing and switching to a new submarine, it will only be delivered and available for use once the crew leaves the Outpost. During this period, the Upgrade interface will become inaccessible as the Chief Mechanic isn't able to work on any of the crew's newly purchased subs until they have been delivered.
The pricing of their Upgrades and Maintenance services is dependent on the RP of the current Outpost, specifically 1 RP is equivalent to 0.5% of the price. Therefore, the maximum discount is 50% off at 100 RP, and at -80 RP they will charge 40% extra. Much like Store, the price gets higher beyond -80 RP as the entire Outpost hound for the crew's blood.
Upgrades
There are 13 item categories that can be upgraded, each with one or more upgrades and each upgrade having one or more levels. There are a total of 20 unique upgrades across all parts.
Upgrades can have differing maximum levels, base prices and price increase percentages. Additionally, added in 0.19.7.0, some upgrade levels will require a certain tier or class of submarine.
Purchased upgrade levels are kept when switching to a new submarine. When switching to a submarine using the "Transfer Items" option, all of the items inside the submarine (placed items such as Wiring Components, Small Planter Boxes, Portable Pumps and Makeshift Shelves have to be detached first) will be transferred over to the new submarine. Items will be sorted into containers using Autofill Tags, otherwise they will be dropped on the floor of the Cargo room.
Downgrading to a lower tier sub keeps the ownership of upgrade levels above the allowed maximum for that tier, but restricts the effects of those upgrades to the tier's maximum level.
For example, if a crew is currently using a tier 3 submarine and has the "Enhanced Battery Capacity" upgrade at level 3 (+60% Max Charge), they can switch to a tier 2 submarine, and will still own level 3 of that upgrade, but only have the effects of the level 2 upgrade (+40% Max Charge).
The same applies for switching submarine classes.
NOTE: Upgrade prices in the tables below are displayed at 0 RP.
Batteries
Enhanced Battery Capacity
ID: increasebatterycapacity
Increase maximum energy storage capacity.
Level | Tier | Max Charge | Price |
---|---|---|---|
1 | 1 | +20% | 2,000 mk |
2 | 2 | +40% | 3,333 mk |
3 | 3 | +60% | 4,666 mk |
Enhanced Battery Charging
ID: increasebatteryrechargespeed
Increase maximum recharge rate.
Level | Tier | Max Charge Rate | Price |
---|---|---|---|
1 | 1 | +10% | 2,000 mk |
2 | 2 | +20% | 3,333 mk |
3 | 3 | +30% | 4,666 mk |
Deconstructors
Quicker Deconstruction
ID: decreasedeconstructiontime
Items will be deconstructed faster. Power usage increased slightly.
Level | Tier | Deconstruction Speed | Power Consumption | Price |
---|---|---|---|---|
1 | 1 | +30% | +5% | 1,500 mk |
2 | 2 | +60% | +10% | 2,500 mk |
3 | 3 | +90% | +15% | 3,499 mk |
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
Electrical Repairs
Enhanced Durability
ID: increasemaxcondition
Increases the maximum condition of the item, making it deteriorate more slowly and withstand more damage.
Level | Tier | Max Condition | Price |
---|---|---|---|
1 | 1 | +20% | 1,500 mk |
2 | 2 | +40% | 2,500 mk |
3 | 3 | +60% | 3,499 mk |
Modular Repairs
ID: decreaselowskillfixduration
Decrease the amount of time and skill needed to repair equipment.
Level | Tier | Unskilled Repair Duration | Required Skill Level | Price |
---|---|---|---|---|
1 | 1 | -10% | -10% | 1,000 mk |
2 | 2 | -20% | -20% | 1,666 mk |
3 | 3 | -30% | -30% | 2,333 mk |
Engines
Engine Power
ID: increaseenginemaxforce
Increase maximum speed.
Level | Tier | Max Force | Price |
---|---|---|---|
1 | 1 | +8% | 2,500 mk |
2 | 2 | +16% | 4,166 mk |
3 | 3 | +24% | 5,833 mk |
Note: "Scout" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
Fabricators
Quicker Fabrication
ID: increasefabricationspeed
Decrease the time needed to fabricate items, but increase power usage.
Level | Tier | Fabrication Speed | Power Consumption | Price |
---|---|---|---|---|
1 | 1 | +30% | +5% | 2,000 mk |
2 | 2 | +60% | +10% | 3,333 mk |
3 | 3 | +90% | +15% | 4,666 mk |
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
Hulls
Hull Reinforcements
ID: increasewallhealth
Increase submarine hull durability. Makes the walls less vulnerable to damage and allows the submarine to dive deeper without getting crushed by pressure.
Level | Tier | Max Wall Health | Crush Depth | Price |
---|---|---|---|---|
1 | 1 | +20% | +15% (4025m) | 2,000 mk |
2 | 1 | +40% | +30% (4550m) | 3,333 mk |
3 | 2 | +60% | +45% (5075m) | 4,666 mk |
4 | 2 | +80% | +60% (5600m) | 6,000 mk |
5 | 3 | +100% | +75% (6125m) | 7,333 mk |
6 | 3 | +120% | +90% (6650m) | 8,666 mk |
Note: Hull upgrades require resources in addition to Marks.
Level 1 and 2 upgrades require 5x Steel Bars each, level 3 and 4 require 5x Titanium-Aluminum Alloy each and level 5 and 6 require 5x Physicorium Bars each.
Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
Junction Boxes
Enhanced Resistors
ID: increaseovervoltageresistance
Resist damage from excessive voltage. Decrease the probability of fires occurring.
Level | Tier | Fire Probability | Overload Voltage | Price |
---|---|---|---|---|
1 | 1 | -10% | +10% | 2,000 mk |
2 | 2 | -20% | +20% | 3,333 mk |
3 | 3 | -30% | +30% | 4,666 mk |
Mechanical Repairs
Enhanced Durability
ID: increasemaxcondition
Increases the maximum condition of the item, making it deteriorate more slowly and withstand more damage.
Level | Tier | Max Condition | Price |
---|---|---|---|
1 | 1 | +20% | 1,500 mk |
2 | 2 | +40% | 2,500 mk |
3 | 3 | +60% | 3,499 mk |
Modular Repairs
ID: decreaselowskillfixduration
Decrease the amount of time and skill needed to repair equipment.
Level | Tier | Unskilled Repair Duration | Required Skill Level | Price |
---|---|---|---|---|
1 | 1 | -10% | -10% | 1,000 mk |
2 | 2 | -20% | -20% | 1,666 mk |
3 | 3 | -30% | -30% | 2,333 mk |
Monitors
Mineral Scanner
ID: enablemineralscanner
Displays locations of minerals on Navigation Terminals and Sonar Monitors.
Level | Mineral Scanner | Price |
---|---|---|
1 | Available for all terminals. | 2000 mk |
Note: Only "Scout" and "Transport" class submarines can recieve this upgrade.
Pumps
Efficient Pumps
ID: increasemaxpumpflow
Increase the speed at which water is pumped in or out of the sub. Decreases pumps' power consumption.
Level | Tier | Max Flow Rate | Power Consumption | Price |
---|---|---|---|---|
1 | 1 | +10% | -5% | 3,000 mk |
2 | 2 | +20% | -10% | 5,000 mk |
3 | 3 | +30% | -15% | 6,999 mk |
Reactors
Reactor Efficiency
ID: increasereactoroutput
Increase reactor power output.
Level | Tier | Max Power Output | Price |
---|---|---|---|
1 | 1 | +3% | 2,000 mk |
2 | 2 | +6% | 3,333 mk |
3 | 3 | +9% | 4,666 mk |
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
- Stacks multiplicatively with Buzzin'.
Upgraded Cooling Rods
ID: decreasefuelconsumption
Decrease fuel consumption rate. Increase the time reactors can stay at critical temperature before meltdown.
Level | Tier | Max Fuel Consumption Rate | Meltdown Delay | Price |
---|---|---|---|---|
1 | 1 | -20% | +20% | 2,000 mk |
2 | 2 | -40% | +40% | 3,333 mk |
3 | 3 | -60% | +60% | 4,666 mk |
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
Supercapacitors
Enhanced Supercapacitor Capacity
ID: increasesupercapacitorcapacity
Increase maximum energy storage capacity.
Level | Tier | Max Charge | Price |
---|---|---|---|
1 | 1 | +10% | 2,000 mk |
2 | 2 | +20% | 3,333 mk |
3 | 3 | +30% | 4,666 mk |
Enhanced Supercapacitor Charging
ID: increasesupercapacitorrechargespeed
Increase maximum recharge rate.
Level | Tier | Max Charge Rate | Price |
---|---|---|---|
1 | 1 | +10% | 2,000 mk |
2 | 2 | +20% | 3,333 mk |
3 | 3 | +30% | 4,666 mk |
Weapons
Energy Efficiency
ID: turretdecreasepowerconsumption
Reduce power consumption.
Level | Tier | Power Consumption | Price |
---|---|---|---|
1 | 1 | -8% | 1,500 mk |
2 | 2 | -16% | 2,500 mk |
3 | 3 | -24% | 3,499 mk |
Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
Enhanced Periscopes
ID: turretincreaseoffsetonselected
Increase the view range of all weapons.
Level | Tier | View Distance | Light Range | Price |
---|---|---|---|---|
1 | 1 | +4% | +16% | 2,000 mk |
2 | 2 | +8% | +32% | 3,333 mk |
3 | 3 | +12% | +48% | 4,666 mk |
Note: "Attack" and "Scout" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
Quicker Guns
ID: turretincreaserotationlowskill
Increase the rotation rate of all guns when operated by insufficiently skilled crew.
Level | Tier | Unskilled Rotation Speed | Price |
---|---|---|---|
1 | 1 | +20% | 1,500 mk |
2 | 2 | +40% | 2,500 mk |
3 | 3 | +60% | 3,499 mk |
Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
Weapon Customization
Turrets can be swapped out for other turrets. Large/small turrets cannot be interchanged.
Small Turrets | Large Turrets | ||
---|---|---|---|
Turret Hardpoint | Large Turret Hardpoint | ||
Coilgun | Double Coilgun | ||
Chaingun | Flak Cannon | ||
Pulse Laser | Railgun |
Maintenance
Main article: Maintenance
Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. Sub Maintenance can be done manually by anyone, preferably individuals skilled in those aspects, mainly Mechanics.
Manually repairing things can be a tedious and difficult task depending on the structure of a sub and the current state of a sub. The quickest way to maintain a sub is to just stop by an Outpost, spend money in Maintenance services, and get everything repaired automatically instead.
However, things like shuttles (drones) that come with certain subs can't be recovered manually if they get destroyed or the crew happens to lose them along the way. The only way to retrieve the lost shuttle is to replace it for a new one in Maintenance.
There are 2 types of services in Maintenance: Repair and Replace. The repair service is available for purchase once per visit to an Outpost. The repair cost depends on the amount of damage to walls/devices. The cost to repair walls and items is capped at 600 and 2,000 marks respectively. The replace service is only available for subs with built-in shuttles that have lost said shuttles and also only purchasable once per visit to an Outpost.
The price of the services is shown below at 0 RP and maximum cost.
Service | Price |
---|---|
Repair All Walls | 600 mk |
Repair All Items | 2,000 mk |
Replace Lost Shuttles | 1,000 mk |
Game Mechanics | |
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Game Modes | |
Survival | |
Installations | |
Other |