Shipyard: Difference between revisions
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{{Version|0.15.13.0}} | {{Version|0.15.13.0}} | ||
{{Main|Campaign}} | {{Main|Campaign}} | ||
The '''Shipyard''' introduces Submarine customization and progression, which is available in every Outpost. | The '''Shipyard''' introduces Submarine customization and progression, which is available in every Outpost. | ||
{{ | {{clear}}<div class="noautonum" style="float:right; ">__TOC__</div> | ||
= Submarine = | |||
{{See also|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. | 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 [[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). There are 10 vanilla subs available for sale, plus any up to date modded subs the player/host may have installed. | 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). There are 10 vanilla subs available for sale, plus any up to date modded subs the player/host may have installed. | ||
{| class="wikitable sortable" style="width: 72%;" | {| class="wikitable sortable" style="width: 72%;" | ||
! rowspan="1" style="width: 11%;"| Sub | ! rowspan="1" style="width: 11%;"| Sub | ||
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| align="center" |16,000 mk | | align="center" |16,000 mk | ||
|} | |} | ||
=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. They can be seen wearing a Crew Chief's Outfit with an Upgrade icon above them. | 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. They can be seen wearing a Crew Chief's Outfit with an Upgrade icon above them. | ||
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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. | 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 percentage spike in price and depending on the number of levels, the percentage price spike of 2 consecutive levels is different between all 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 percentage spike in price and depending on the number of levels, the percentage price spike of 2 consecutive levels is different between all Upgrades. | ||
'''The following tables show all values regarding each Upgrade in different Upgrade categories at 0 RP.''' | '''The following tables show all values regarding each Upgrade in different Upgrade categories at 0 RP.''' | ||
===Hulls=== | |||
=== Hulls === | |||
{{UpgradeTable | {{UpgradeTable | ||
|upgradeposition = single | |upgradeposition = single | ||
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|width = 40 | |width = 40 | ||
}} | }} | ||
===Electrical Repairs=== | |||
=== Electrical Repairs === | |||
These will affect [[Nuclear Reactor]]s, [[Junction Box]]es, [[Battery|Batteries]], [[Supercapacitor]]s, [[Navigation Terminal]]s, [[Shuttle Navigation Terminal]]s, [[Sonar Monitor]]s, and [[Status Monitor]]s. | These will affect [[Nuclear Reactor]]s, [[Junction Box]]es, [[Battery|Batteries]], [[Supercapacitor]]s, [[Navigation Terminal]]s, [[Shuttle Navigation Terminal]]s, [[Sonar Monitor]]s, and [[Status Monitor]]s. | ||
{{UpgradeTable | {{UpgradeTable | ||
|upgradeposition = first | |upgradeposition = first | ||
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|effect1 = Item Health | |effect1 = Item Health | ||
|effect1perlevel = 10 | |effect1perlevel = 10 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradename = Quicker Repairs | |upgradename = Quicker Repairs | ||
|description = Decrease the amount of time needed to repair equipment when unskilled. | |description = Decrease the amount of time needed to repair equipment when unskilled. | ||
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|effect1 = Repair Speed | |effect1 = Repair Speed | ||
|effect1perlevel = 5 | |effect1perlevel = 5 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradeposition = last | |upgradeposition = last | ||
|upgradename = Simplified Repairs | |upgradename = Simplified Repairs | ||
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|effect1perlevel = -5 | |effect1perlevel = -5 | ||
}} | }} | ||
===Mechanical Repairs=== | |||
=== Mechanical Repairs === | |||
These will affect [[Engine]]s, [[Pump]]s, [[Fabricator]]s, [[Medical Fabricator]]s, [[Deconstructor]]s, and all types of weapon Loaders. | These will affect [[Engine]]s, [[Pump]]s, [[Fabricator]]s, [[Medical Fabricator]]s, [[Deconstructor]]s, and all types of weapon Loaders. | ||
{{UpgradeTable | {{UpgradeTable | ||
|upgradeposition = first | |upgradeposition = first | ||
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|effect1 = Item Health | |effect1 = Item Health | ||
|effect1perlevel = 10 | |effect1perlevel = 10 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradename = Quicker Repairs | |upgradename = Quicker Repairs | ||
|description = Decrease the amount of time needed to repair equipment when unskilled. | |description = Decrease the amount of time needed to repair equipment when unskilled. | ||
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|effect1 = Repair Speed | |effect1 = Repair Speed | ||
|effect1perlevel = 5 | |effect1perlevel = 5 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradeposition = last | |upgradeposition = last | ||
|upgradename = Simplified Repairs | |upgradename = Simplified Repairs | ||
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|effect1perlevel = -5 | |effect1perlevel = -5 | ||
}} | }} | ||
===Junction Boxes=== | |||
=== Junction Boxes === | |||
{{UpgradeTable | {{UpgradeTable | ||
|upgradeposition = first | |upgradeposition = first | ||
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|effect1 = Fire Probability | |effect1 = Fire Probability | ||
|effect1perlevel = -3 | |effect1perlevel = -3 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradeposition = last | |upgradeposition = last | ||
|upgradename = Enhanced Resistors | |upgradename = Enhanced Resistors | ||
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|effect1perlevel = 6 | |effect1perlevel = 6 | ||
}} | }} | ||
===Pumps=== | |||
=== Pumps === | |||
{{UpgradeTable | {{UpgradeTable | ||
|upgradeposition = first | |upgradeposition = first | ||
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|effect1 = Pump Speed | |effect1 = Pump Speed | ||
|effect1perlevel = 10 | |effect1perlevel = 10 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradeposition = last | |upgradeposition = last | ||
|upgradename = Energy Efficiency | |upgradename = Energy Efficiency | ||
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|effect1perlevel = -2 | |effect1perlevel = -2 | ||
}} | }} | ||
===Supercapacitors=== | |||
=== Supercapacitors === | |||
{{UpgradeTable | {{UpgradeTable | ||
|upgradeposition = first | |upgradeposition = first | ||
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|effect1 = Capacity | |effect1 = Capacity | ||
|effect1perlevel = 5 | |effect1perlevel = 5 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradeposition = last | |upgradeposition = last | ||
|upgradename = Enhanced Battery Charging | |upgradename = Enhanced Battery Charging | ||
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|effect1perlevel = +5 | |effect1perlevel = +5 | ||
}} | }} | ||
===Batteries=== | |||
=== Batteries === | |||
{{UpgradeTable | {{UpgradeTable | ||
|upgradeposition = first | |upgradeposition = first | ||
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|effect1 = Capacity | |effect1 = Capacity | ||
|effect1perlevel = 5 | |effect1perlevel = 5 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradeposition = last | |upgradeposition = last | ||
|upgradename = Enhanced Battery Charging | |upgradename = Enhanced Battery Charging | ||
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|effect1perlevel = +5 | |effect1perlevel = +5 | ||
}} | }} | ||
===Fabricators=== | |||
=== Fabricators === | |||
{{UpgradeTable | {{UpgradeTable | ||
|upgradeposition = first | |upgradeposition = first | ||
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|effect1 = Fabrication Time | |effect1 = Fabrication Time | ||
|effect1perlevel = -5 | |effect1perlevel = -5 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradename = Simplified Fabrication | |upgradename = Simplified Fabrication | ||
|description = Lower the skill levels required for item fabrication. | |description = Lower the skill levels required for item fabrication. | ||
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|effect1 = Required Skill | |effect1 = Required Skill | ||
|effect1perlevel = -5 | |effect1perlevel = -5 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradeposition = last | |upgradeposition = last | ||
|upgradename = Energy Efficiency | |upgradename = Energy Efficiency | ||
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}} | }} | ||
===Deconstructors=== | === Deconstructors === | ||
{{UpgradeTable | {{UpgradeTable | ||
|upgradeposition = first | |upgradeposition = first | ||
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|effect1 = Deconstruction Time | |effect1 = Deconstruction Time | ||
|effect1perlevel = -10 | |effect1perlevel = -10 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradeposition = last | |upgradeposition = last | ||
|upgradename = Energy Efficiency | |upgradename = Energy Efficiency | ||
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}} | }} | ||
===Weapons=== | === Weapons === | ||
{{UpgradeTable | {{UpgradeTable | ||
|upgradeposition = first | |upgradeposition = first | ||
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|effect1 = Rotation Speed | |effect1 = Rotation Speed | ||
|effect1perlevel = 10 | |effect1perlevel = 10 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradename = Enhanced Periscopes | |upgradename = Enhanced Periscopes | ||
|description = Increase the view range and light range of all weapons. | |description = Increase the view range and light range of all weapons. | ||
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|effect2 = Light Range | |effect2 = Light Range | ||
|effect2perlevel = 16 | |effect2perlevel = 16 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradeposition = last | |upgradeposition = last | ||
|upgradename = Energy Efficiency | |upgradename = Energy Efficiency | ||
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|effect1perlevel = -5 | |effect1perlevel = -5 | ||
}} | }} | ||
====Customization==== | |||
==== Customization ==== | |||
On top of general upgrades, which apply to all weapons, individual turret hardpoints can be customized to any one of the four available turret types. Once owned, a weapon can be installed at will for free in upgrade shops, although only on their original slot. | On top of general upgrades, which apply to all weapons, individual turret hardpoints can be customized to any one of the four available turret types. Once owned, a weapon can be installed at will for free in upgrade shops, although only on their original slot. | ||
{| | {| | ||
|Uninstall current turret | |Uninstall current turret | ||
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|} | |} | ||
===Engines=== | === Engines === | ||
{{UpgradeTable | {{UpgradeTable | ||
|upgradeposition = first | |upgradeposition = first | ||
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|effect1 = Sub Speed | |effect1 = Sub Speed | ||
|effect1perlevel = 5 | |effect1perlevel = 5 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradeposition = last | |upgradeposition = last | ||
|upgradename = Energy Efficiency | |upgradename = Energy Efficiency | ||
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}} | }} | ||
===Reactors=== | === Reactors === | ||
{{UpgradeTable | {{UpgradeTable | ||
|upgradeposition = first | |upgradeposition = first | ||
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|effect1 = Power Output | |effect1 = Power Output | ||
|effect1perlevel = 2 | |effect1perlevel = 2 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradename = Fuel Efficiency | |upgradename = Fuel Efficiency | ||
|description = Decrease fuel consumption rate. | |description = Decrease fuel consumption rate. | ||
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|effect1 = Fuel Consumption | |effect1 = Fuel Consumption | ||
|effect1perlevel = -7 | |effect1perlevel = -7 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradeposition = last | |upgradeposition = last | ||
|upgradename = Thermal Tolerance | |upgradename = Thermal Tolerance | ||
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}} | }} | ||
===Oxygen Generators=== | === Oxygen Generators === | ||
{{UpgradeTable | {{UpgradeTable | ||
|upgradeposition = first | |upgradeposition = first | ||
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|effect1 = Oxygen Generated | |effect1 = Oxygen Generated | ||
|effect1perlevel = 5 | |effect1perlevel = 5 | ||
}}{{UpgradeTable | }} | ||
{{UpgradeTable | |||
|upgradeposition = last | |upgradeposition = last | ||
|upgradename = Energy Efficiency | |upgradename = Energy Efficiency | ||
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|effect1perlevel = -2 | |effect1perlevel = -2 | ||
}} | }} | ||
===Loaders and Monitors=== | |||
=== Loaders and Monitors === | |||
'''Loaders''' and '''Monitors''' do not have any unique Upgrades, only general [[#Mechanical Repairs|Mechanical]] and [[#Electrical Repairs|Electrical Repairs]] Upgrades, respectively. | '''Loaders''' and '''Monitors''' do not have any unique Upgrades, only general [[#Mechanical Repairs|Mechanical]] and [[#Electrical Repairs|Electrical Repairs]] Upgrades, respectively. | ||
==Maintenance== | == 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. | 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. | ||
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The price of the services is shown below at 0 RP. | The price of the services is shown below at 0 RP. | ||
{| class="wikitable sortable" style="width: 22%;" | {| class="wikitable sortable" style="width: 22%;" | ||
! rowspan="1" | Service | ! rowspan="1" | Service |
Revision as of 20:07, 25 May 2022
Data is potentially outdated | |
Last updated for version 0.15.13.0 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 also: 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). There are 10 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. | 15,326 mk |
R-29 "Big Rig" | Transport | R-29 is a heavyweight transport ship. While not terribly well armed against Europa's underwater denizens, it has been retrofitted with two powerful electric discharge coils. Original design by rav2n. | 14,500 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. They can be seen wearing a Crew Chief's Outfit with an Upgrade icon above them.
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.
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 crew chief 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 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 percentage spike in price and depending on the number of levels, the percentage price spike of 2 consecutive levels is different between all Upgrades.
The following tables show all values regarding each Upgrade in different Upgrade categories at 0 RP.
Hulls
Electrical Repairs
These will affect Nuclear Reactors, Junction Boxes, Batteries, Supercapacitors, Navigation Terminals, Shuttle Navigation Terminals, Sonar Monitors, and Status Monitors.
Upgrade | Description | Effect per Level | Maximum Level | Base price | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Enhanced Durability | Equipment will take longer to start deteriorating. | +10% | 10 | 1500 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||
Quicker Repairs | Decrease the amount of time needed to repair equipment when unskilled. | +5% | 5 | 1500 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||
Simplified Repairs | Decrease the skill level required to repair items. | -5% | 5 | 2000 mk | |||||||||||||||||||||||||||||||||
|
Mechanical Repairs
These will affect Engines, Pumps, Fabricators, Medical Fabricators, Deconstructors, and all types of weapon Loaders.
Upgrade | Description | Effect per Level | Maximum Level | Base price | |||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Enhanced Durability | Equipment will take longer to start deteriorating. | +10% | 10 | 1500 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||
Quicker Repairs | Decrease the amount of time needed to repair equipment when unskilled. | +5% | 5 | 1500 mk | |||||||||||||||||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||
Simplified Repairs | Decrease the skill level required to repair items. | -5% | 5 | 2000 mk | |||||||||||||||||||||||||||||||||
|
Junction Boxes
Upgrade | Description | Effect per Level | Maximum Level | Base price | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fire Resistance | Decrease the probability of fires occurring. | -3% | 5 | 1000 mk | ||||||||||||||||||
| ||||||||||||||||||||||
Enhanced Resistors | Resist damage from excessive voltage. | +6% | 5 | 2250 mk | ||||||||||||||||||
|
Pumps
Upgrade | Description | Effect per Level | Maximum Level | Base price | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Faster Pumps | Increase the speed at which water is pumped in or out of the sub. | +10% | 5 | 3000 mk | ||||||||||||||||||
| ||||||||||||||||||||||
Energy Efficiency | Decrease power consumption. | -2% | 5 | 1500 mk | ||||||||||||||||||
|
Supercapacitors
Upgrade | Description | Effect per Level | Maximum Level | Base price | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Enhanced Supercapacitor Capacity | Increase maximum energy storage capacity. | +5% | 5 | 2000 mk | ||||||||||||||||||
| ||||||||||||||||||||||
Enhanced Battery Charging | Increase maximum recharge rate. | +5% | 5 | 2000 mk | ||||||||||||||||||
|
Batteries
Upgrade | Description | Effect per Level | Maximum Level | Base price | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Enhanced Battery Capacity | Increase maximum energy storage capacity. | +5% | 5 | 2000 mk | ||||||||||||||||||
| ||||||||||||||||||||||
Enhanced Battery Charging | Increase maximum recharge rate. | +5% | 5 | 2000 mk | ||||||||||||||||||
|
Fabricators
Upgrade | Description | Effect per Level | Maximum Level | Base price | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Quicker Fabrication | Decrease the time needed to fabricate items. | -5% | 5 | 2000 mk | ||||||||||||||||||
| ||||||||||||||||||||||
Simplified Fabrication | Lower the skill levels required for item fabrication. | -5% | 5 | 2000 mk | ||||||||||||||||||
| ||||||||||||||||||||||
Energy Efficiency | Decrease power consumption. | -2% | 5 | 1500 mk | ||||||||||||||||||
|
Deconstructors
Upgrade | Description | Effect per Level | Maximum Level | Base price | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Quicker Deconstruction | Decrease the time needed to deconstruct items. | -10% | 5 | 2000 mk | ||||||||||||||||||
| ||||||||||||||||||||||
Energy Efficiency | Decrease power consumption. | -2% | 5 | 1500 mk | ||||||||||||||||||
|
Weapons
Upgrade | Description | Effect per Level | Maximum Level | Base price | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Quicker Guns | Increase the rotation speed of Coilguns and Railguns when operated by insufficiently skilled crew. | +10% | 5 | 1750 mk | ||||||||||||||||||||||||
| ||||||||||||||||||||||||||||
Enhanced Periscopes | Increase the view range and light range of all weapons. | +4% View range +16% Light range |
3 | 4000 mk | ||||||||||||||||||||||||
| ||||||||||||||||||||||||||||
Energy Efficiency | Decrease power consumption. | -5% | 5 | 1500 mk | ||||||||||||||||||||||||
|
Customization
On top of general upgrades, which apply to all weapons, individual turret hardpoints can be customized to any one of the four available turret types. Once owned, a weapon can be installed at will for free in upgrade shops, although only on their original slot.
Uninstall current turret | free |
Coilgun | 5,000 mk |
Railgun | 5,000 mk |
Chaingun | 7,500 mk |
Pulse Laser | 7,500 mk |
Engines
Upgrade | Description | Effect per Level | Maximum Level | Base price | ||||||||||||||||||
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Engine Power | Increase maximum submarine speed. | +5% | 5 | 3500 mk | ||||||||||||||||||
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Energy Efficiency | Decrease power consumption. | -2% | 5 | 1500 mk | ||||||||||||||||||
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Reactors
Upgrade | Description | Effect per Level | Maximum Level | Base price | |||||||||||||||||||||||||||||||||
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Reactor Efficiency | Increase reactor power output. | +2% | 5 | 1750 mk | |||||||||||||||||||||||||||||||||
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Fuel Efficiency | Decrease fuel consumption rate. | -7% | 10 | 1500 mk | |||||||||||||||||||||||||||||||||
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Thermal Tolerance | Increase the time reactors can stay at critical temperature before meltdown. | +20% | 5 | 1750 mk | |||||||||||||||||||||||||||||||||
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Oxygen Generators
Upgrade | Description | Effect per Level | Maximum Level | Base price | ||||||||||||||||||
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Oxygen Generator Efficiency | Increase the amount of oxygen generated. | +5% | 5 | 1500 mk | ||||||||||||||||||
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Energy Efficiency | Decrease power consumption. | -2% | 5 | 1500 mk | ||||||||||||||||||
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Loaders and Monitors
Loaders and Monitors do not have any unique Upgrades, only general Mechanical and Electrical Repairs Upgrades, respectively.
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 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.
Service | Price |
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Repair All Walls | 500 mk |
Repair All Items | 500 mk |
Replace Lost Shuttles | 1,000 mk |