Shipyard: Difference between revisions
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=Submarine= | =Submarine= | ||
{{See|Default submarines}} | {{See|Default submarines}} | ||
The one in charge of selling '''Submarines''' wears the Boiler Suit and an unpowered Headset with the Sub symbol above them. They have a Wrench, a Screwdriver, a Diving Mask and a Toolbox containing a loaded Welding Tool, a Welding Fuel Tank and 1 Aluminum. 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. | The one in charge of selling '''Submarines''' wears the Boiler Suit and an unpowered Headset with the Sub symbol above them. They have a Wrench, a Screwdriver, a Diving Mask and a Toolbox containing a loaded Welding Tool, a Welding Fuel Tank, and 1 Aluminum. 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. There are 9 vanilla subs available for sale, plus any up to date modded subs the player/host may have installed. | ||
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=Improvement= | =Improvement= | ||
Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the engineering crew chief at any station, who is usually in the station engineering section with the reactor and the oxygen generator, plus a fabricator can also spawn randomly in this area. They can be seen wearing the Crew Chief's Outfit and an unpowered Headset with the Upgrade symbol above them. They also possess a Wrench, a Screwdriver, a Diving Mask, a loaded Revolver and a Toolbox containing the same items as their sub selling partner. | Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the engineering crew chief at any station, who is usually in the station engineering section with the reactor and the oxygen generator, plus a fabricator can also spawn randomly in this area. They can be seen wearing the Crew Chief's Outfit and an unpowered Headset with the Upgrade symbol above them. They also possess a Wrench, a Screwdriver, a Diving Mask, a loaded Revolver, and a Toolbox containing the same items as their sub selling partner. | ||
The crew chief 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. Each sub may be upgraded independently of all the other subs, so how many different subs the player chooses to invest their hard-earned marks in is up to them. The crew chief also offers sub Maintenance services to ensure the safety of the crew | The crew chief 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. Each sub may be upgraded independently of all the other subs, so how many different subs the player chooses to invest their hard-earned marks in is up to them. The crew chief also offers sub Maintenance services to ensure the safety of the crew on their next trip, provided they can afford such services. | ||
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, 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. | 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== | ==Upgrades== | ||
There are 13 parts of a standard sub, each with different types of '''Upgrades''' and each Upgrade has multiple levels. There is a total of 22 different Upgrades across all parts. Once the first level of an Upgrade is purchased, the second level will cost more than the last by a percentage. Each Upgrade has a different initial and maximum % spike in price and depending on the number of levels, the % price spike of 2 consecutive levels | There are 13 parts of a standard sub, each with different types of '''Upgrades''' and each Upgrade has multiple levels. There is a total of 22 different Upgrades across all parts. Once the first level of an Upgrade is purchased, the second level will cost more than the last by a percentage. Each Upgrade has a different initial and maximum % spike in price and depending on the number of levels, the % price spike of 2 consecutive levels is different between all Upgrades. | ||
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==Maintenance== | ==Maintenance== | ||
Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. This can done manually by anyone, preferably individuals skilled in those aspects. But if tedious business and effort in general isn't the player's style, they can always stop by an Outpost and throw money in '''Maintenance''' and get things fixed up automatically instead. The same can't be said for the shuttle if the crew | Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. This can be done manually by anyone, preferably individuals skilled in those aspects. But if tedious business and effort in general isn't the player's style, they can always stop by an Outpost and throw money in '''Maintenance''' and get things fixed up automatically instead. The same can't be said for the shuttle if the crew happens to lose it along the way since the only way to retrieve the lost shuttle is to replace it for a new one in Maintenance. These services can only be purchased when there's a need for them. | ||
The price of the services is shown below at 0 RP. | The price of the services is shown below at 0 RP. |
Revision as of 08:53, 18 September 2020
Data is potentially outdated | |
Last updated for version 0.10.4.0 Last mentioned in changelog 1.4.4.1 The current game version is 1.4.6.0 |
Main article: Campaign
The Shipyard introduces Submarine customization and progression, which is available in every Outpost.
Submarine
See: Default submarines
The one in charge of selling Submarines wears the Boiler Suit and an unpowered Headset with the Sub symbol above them. They have a Wrench, a Screwdriver, a Diving Mask and a Toolbox containing a loaded Welding Tool, a Welding Fuel Tank, and 1 Aluminum. 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. There are 9 vanilla subs available for sale, plus any up to date modded subs the player/host may have installed.
Sub | Class | Description | Price |
---|---|---|---|
Azimuth | Scout | Superior speed, sleek design, and quality-of-life systems make this submarine a favorite among wealthy Coalition captains who manage to make it to retirement. | 10,000 mk |
Dugong | Scout | Compared to larger vessels, the Dugong series is overshadowed in all aspects except one: their reliability for their price is world class. They're lacking firepower and speed, so smart maneuvering is key. | 6,000 mk |
Orca | Scout | With a relatively high top speed and fantastic ascent and descent characteristics due to her 3 large ballast tanks, Orca class subs are agile vessels, let down only by their small compliment of weapons, unreliable engine and reactors with a greater than average hunger for fuel. | 9,000 mk |
Humpback | Attack | A former military vessel, WH4-L3 'Humpback' has been outfitted to withstand most of the dangers in deep Europa. Her relatively high velocity is offset by low maneuverability. As she's still boasting an older model reactor, power needs to be supplemented by a backup battery array or the crew will find themselves unable to run all of the new equipment. | 7,800 mk |
Kastrull | Attack | The Kastrull is a dependable attack sub class bringing plenty of firepower to any fight, and although it's not very nimble, it does sport a drone gunship as standard. Keep in mind that with its experimental open ballast tanks, low tolerance to flooding and numerous crew stations, a large, experienced crew will get the most out of this sub. | 21,000 mk |
Typhon | Attack | Typhon class subs are known for their brutish appearance, reasonable array of light and heavy firepower, and their general dependability. Any captain should be aware of their poor rate of descent and unimpressive top speed. | 11,500 mk |
Typhon 2 | Attack | Typhon 2 is an overhauled version of the venerable Typhon class of sub. Serving as a heavy gunship, the Typhon 2 class subs remain slow and ugly, but with the benefits of better survivability for their crews. | 20,000 mk |
Berilia | Transport | Berilia is one of the biggest cargo ships on Europa. Its two engines and three ballasts require a copious amount of power to operate, and keeping the machinery in good working condition is a handful for even a moderately large crew. | 15,000 mk |
Remora | Deep diver | A range of customization options are available for Remora. In this model, some of the main hull space has been replaced by a detachable ballast and a remote-controlled drone. A large crew is needed to operate this submarine. | 16,000 mk |
Improvement
Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the engineering crew chief at any station, who is usually in the station engineering section with the reactor and the oxygen generator, plus a fabricator can also spawn randomly in this area. They can be seen wearing the Crew Chief's Outfit and an unpowered Headset with the Upgrade symbol above them. They also possess a Wrench, a Screwdriver, a Diving Mask, a loaded Revolver, and a Toolbox containing the same items as their sub selling partner.
The crew chief 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. Each sub may be upgraded independently of all the other subs, so how many different subs the player chooses to invest their hard-earned marks in is up to them. The crew chief also offers sub Maintenance services to ensure the safety of the crew on their next trip, provided they can afford such services.
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 parts of a standard sub, each with different types of Upgrades and each Upgrade has multiple levels. There is a total of 22 different Upgrades across all parts. Once the first level of an Upgrade is purchased, the second level will cost more than the last by a percentage. Each Upgrade has a different initial and maximum % spike in price and depending on the number of levels, the % price spike of 2 consecutive levels is different between all Upgrades.
HOW TO CALCULATE:
An Upgrade has Y levels in total and its first level costs X1 marks, then X2, X3,... then pre-final level costs XPre-Max and final level costs XMax. Its initial cost increase is A%, maximum cost increase for the last level is B% and Z% = (B% - A%) / Y is the cost increase between each level. Therefore:
After paying X1 money for the first level, the second one will cost X2 = X1 + (A% + Z%).
The third level will then cost X3 = X2 + [A% + (Z% * 2)].
Then the fourth level is X4 = X3 + [A% + (Z% * 3)], and so on...
Until the final level is XMax = XPre-Max + (B% - Z%).
NOTE: Some prices after adding the level's cost increase become decimal numbers. However, the game doesn't take the decimal part into account, but only the whole number part as the actual price, which is then used to add the next level's cost increase. So for instance, even after doing the calculation and the price of a level is X.99 mk (decimal part being 0.99), the actual price that is also displayed in game is just X mk.
The following tables show all values regarding each Upgrade in different Upgrade categories at 0 RP.
Hulls
◎
Junction Boxes
◎◎◎◎◎◎
Upgrade | Description | Effect per Level | Level Maxed | Initial price increase | Max price increase | Base price | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fire Resistance | Decrease the probability of fires occurring. | -3% | 5 | 15% | 20% | 1,000 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||
Enhanced Resistors | Resist damage from excessive voltage. | 2% | 10 | 10% | 15% | 1,500 mk | |||||||||||||||||||||||||||||||||
|
Pumps
◎◎◎◎◎◎
Upgrade | Description | Effect per Level | Level Maxed | Initial price increase | Max price increase | Base price | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fast Pumps | Increase the speed at which water is pumped in or out of the sub. | 2% | 10 | 15% | 25% | 2,000 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||
Energy Efficiency | Decrease power consumption. | -1% | 10 | 15% | 20% | 1,000 mk | |||||||||||||||||||||||||||||||||
|
Supercapacitors
◎◎◎◎◎◎
Upgrade | Description | Effect per Level | Level Maxed | Initial price increase | Max price increase | Base price | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Enhanced Supercapacitor Capacity | Increase maximum energy storage capacity. | 5% | 5 | 20% | 25% | 2,000 mk | ||||||||||||||||||
| ||||||||||||||||||||||||
Enhanced Battery Charging | Increase maximum recharge rate. | 5% | 5 | 20% | 25% | 2,000 mk | ||||||||||||||||||
|
Batteries
◎◎◎◎◎◎
Upgrade | Description | Effect per Level | Level Maxed | Initial price increase | Max price increase | Base price | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Enhanced Battery Capacity | Increase maximum energy storage capacity. | 10% | 5 | 20% | 25% | 2,000 mk | ||||||||||||||||||
| ||||||||||||||||||||||||
Enhanced Battery Charging | Increase maximum recharge rate. | 5% | 5 | 20% | 25% | 2,000 mk | ||||||||||||||||||
|
Fabricators
◎◎◎◎◎◎◎
Upgrade | Description | Effect per Level | Level Maxed | Initial price increase | Max price increase | Base price | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Quicker Fabrication | Decrease the time needed to fabricate items. | 1% | 10 | 10% | 15% | 1,500 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||
Simplified Fabrication | Lower the skill levels required for item fabrication. | -2% | 5 | 20% | 25% | 2,000 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||
Energy Efficiency | Decrease power consumption. | -1% | 10 | 10% | 20% | 1,000 mk | |||||||||||||||||||||||||||||||||
|
Deconstructors
◎◎◎◎◎◎
Upgrade | Description | Effect per Level | Level Maxed | Initial price increase | Max price increase | Base price | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Quicker Deconstruction | Items will be deconstructed faster. | 1% | 10 | 10% | 15% | 1,500 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||
Energy Efficiency | Decrease power consumption. | -1% | 10 | 10% | 20% | 1,000 mk | |||||||||||||||||||||||||||||||||
|
Weapons
◎◎◎
Upgrade | Description | Effect per Level | Level Maxed | Initial price increase | Max price increase | Base price | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Energy Efficiency | Decrease power consumption. | -5% | 5 | 15% | 20% | 1,500 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||
Quicker Guns | Increase the rotation rate of all guns when operated by insufficiently skilled crew. | 10% | 10 | 20% | 25% | 1,000 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||
Enhanced Periscopes | Increase the view range of all weapons. | 2% | 5 | 15% | 20% | 2,000 mk | |||||||||||||||||||||||||||||||||
|
Loaders
◎◎◎◎
Loaders do not have any unique Upgrades, only general Machine Repairs Upgrades.
Engines
◎◎◎◎◎◎
Upgrade | Description | Effect per Level | Level Maxed | Initial price increase | Max price increase | Base price | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Engine Power | Increase maximum speed. | 5% | 5 | 15% | 20% | 2,500 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||
Energy Efficiency | Decrease power consumption. | -1% | 10 | 10% | 20% | 1,000 mk | |||||||||||||||||||||||||||||||||
|
Reactors
◎◎◎◎◎◎◎
Upgrade | Description | Effect per Level | Level Maxed | Initial price increase | Max price increase | Base price | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Reactor Efficiency | Increase reactor power output. | 1% | 5 | 15% | 20% | 2,500 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||
Fuel Efficiency | Decrease fuel consumption rate. | -10% | 5 | 20% | 25% | 2,000 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||
Thermal Tolerance | Increase the time reactors can stay at critical temperature before meltdown. | 10% | 10 | 10% | 15% | 1,000 mk | |||||||||||||||||||||||||||||||||
|
Monitors
◎◎◎◎
Monitors do not have any unique Upgrades, only general Machine Repairs Upgrades.
Oxygen Generators
◎◎◎◎◎◎
Upgrade | Description | Effect per Level | Level Maxed | Initial price increase | Max price increase | Base price | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Oxygen Generator Efficiency | Increase the amount of oxygen generated. | 5% | 5 | 10% | 15% | 2,000 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||
Energy Efficiency | Decrease power consumption. | -1% | 10 | 10% | 20% | 1,000 mk | |||||||||||||||||||||||||||||||||
|
Machine Repairs Upgrades
These are available for all Upgrade categories except for Hulls and Weapons.
Upgrade | Description | Effect per Level | Level Maxed | Initial price increase | Max price increase | Base price | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Enhanced Durability | Equipment will take longer to start deteriorating. | 5% | 10 | 10% | 20% | 2,000 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||
Enhanced Redundant Systems | Equipment will deteriorate more slowly. | -5% | 10 | 10% | 20% | 2,000 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||
Quicker Repairs | Decrease the amount of time needed to repair equipment when unskilled. | -5% | 5 | 10% | 15% | 1,000 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||
Simplified Repairs | Decrease the skill level required to repair items. | -5% | 5 | 10% | 15% | 1,500 mk | |||||||||||||||||||||||||||||||||
|
Maintenance
Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. This can be done manually by anyone, preferably individuals skilled in those aspects. But if tedious business and effort in general isn't the player's style, they can always stop by an Outpost and throw money in Maintenance and get things fixed up automatically instead. The same can't be said for the shuttle if the crew happens to lose it along the way since the only way to retrieve the lost shuttle is to replace it for a new one in Maintenance. These services can only be purchased when there's a need for them.
The price of the services is shown below at 0 RP.
Service | Price |
---|---|
Repair All Walls | 500 mk |
Repair All Items | 500 mk |
Replace Lost Shuttles | 1,000 mk |