Ship Guide (Work in Progress)

Hyperius
Hyperius
Moderator
Joined Dec 2011 Posts: 12,118
edited 29 Aug 2018, 8:00PM
Greetings Captains,

I'll be explaining the variables when it comes to ship designing and showing you how to get the most out of your fleets.



Attributes
Now onto the building blocks of a hull. Attributes!

Accuracy: A boost to your weapon's percentage chance that it is precise when firing at a target.
Anti-Missile Range: A boost to Anti-Missile countermeasure distance.
Anti-Mortar Range: A boost to Anti-Mortar countermeasure distance.
Armor: The amount of health a ship has.
Armor Ability: A boost to the bonuses provided by various armors.
Armor Slot: The location where armor can be added.
Ballistic Defense: The percentage reduction to the amount of damage taken by a ballistic weapon.
Ballistic Range: A boost to ballistic weaponry distance.
Ballistic Reload: A boost to ballistic weaponry firing speed.
Building Damage: A boost to the amount of damage dealt towards buildings.
Cargo Capacity: The amount of resources the ship can hold. (There are targets that allow the ship to carry up to 500% of this value.)
Combat Speed: The speed the ship travels when in battle.
Concussive Damage: A boost to the amount of damage dealt by concussive weaponry.
Concussive Defense: The percentage reduction to the amount of damage taken by a concussive weapon.
Dive Time: The amount of time the ship is underwater. (submarines only)
Drone Multiplier: A number multiplied to the amount of drones a drone module deploys.
Evade: The percentage chance the ship has an opportunity to avoid being hit.
Explosive Defense: The percentage reduction to the amount of damage taken by an explosive weapon.
Fire Field Resistance: The percentage reduction to the amount of damage taken while in a fire or cryogenic patch.
Fire Field Speed Bonus: The percentage boost to the combat speed while in a fire or cryogenic patch.
Flagship-Only: The ship is restricted to being the first ship in a fleet.
Map Speed: The speed the ship travels when on the World Map. (The fleet's map speed will match the slowest ship in the fleet.)
Missile Defense: The percentage reduction to the amount of damage taken by a penetrative weapon.
Missile Re-targeting: The ship has the ability to re-target missiles mid-flight. (Can also damage submarines underwater.)
Mortar Reload: A boost to mortar weaponry firing speed.
Penetrative Reload: A boost to penetrative weaponry firing speed.
Projectile Speed: A boost to the amount of time it takes for a projectile to reach it's target.
Radioactive Defense: The percentage reduction to the amount of damage taken by a radioactive weapon.
Remote Targeting Evade: A statistic that exceeds past the normal evade statistic to protect against indirect fire. (Only works against indirect fire.)
Remote Targeting Range: A statistic that exceeds past the normal weapon range with missiles. (Does not work with underwater weaponry.)
Rocket Range: A boost to rocket weaponry distance.
Rocket Reload: A boost to rocket weaponry firing speed.
Rocket Wall Evasion: A boost to the evade of rocket projectiles against walls.
Slow Resistance: The percentage that decreases the amount of time you're decelerated.
Sonar: A percent valued distance your ship can see submarines underwater.
Splash: A boost to the area of effect damage your weapon can do. (Only works with weapons that have the splash statistic.)
Special Slot: The location where specials can be added.
Stun Resistance: The percentage that decreases the amount of time you're completely immobilized.
Submerged Defense: The percentage reduction to the amount of damage taken while submerged. (All submarines have 100% besides the Reaper)
Surface Time: The amount of time the ship is above water. (submarines only)
Tactical Module Weight: The percentage reduction to the amount of weight Tactical Modules have on the ship.
Tactical Slot: The location where Tactical Modules can be added.
Thermal Imaging: A static distance your ship can see submarines underwater.
Thrower Damage: A boost to the amount of damage by thrower weapons.
Turn Speed: The speed the ship can turn when in battle.
Turret Defense: The percentage reduction to the amount of damage taken by a building turret.
UAV Damage: A boost to the amount of damage dealt by UAVs.
Weapon Slot: The location and type of weapon the ship can hold. (There are three types of weapon slots. Standard, Underwater, Air, and combinations of the three.)
Visible Range:
The distance your ship can be seen underwater. (submarines only)

This guide isn't completed yet. Pretty far from it. I'll be tweaking and adding more information in the future. Feel free to let me know what I have missed and what I can do to improve it. Thanks!

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  • Hyperius
    Hyperius
    Moderator
    Joined Dec 2011 Posts: 12,118
    edited 24 Feb 2016, 8:37PM
    Forsaken Limited Hulls
    There are certain blueprints that the Forsaken have created, which have some special abilities. We're limited on the amount of these powerful ships we can build. You'll know them as Limited Blueprints! What can they do? Which ships do what? What does that mean? Don't worry! I'll be shedding some light on the most complex hulls and what makes them unique.

    Harlock's Atlas Carrier
    Flag
    Uranium is precious. Don't want to take the time and Uranium to retrofit your Atlas Carriers to R5? Skip it and get better results with the Harlock's Atlas Carrier! This hull has all the statistics of a R5 Atlas Carrier and randomly enhances UAVs launched from it's deck. (Max: 10 ships)

    Random Launch Override:
    Kamikaze UAV (Red): Detonates after swarm duration.
    Marathon UAV (White): Extended swarm duration.
    Pinch UAV (Blue): Temporarily stuns enemy ship.

    Nash's Lightning Carrier
    Flag
    Similar to the Harlock's Atlas Carrier. Don't want to take the time and Uranium to retrofit your Lightning Carriers to R5? Skip it and get better results with the Nash's Lightning Carrier! This hull has all the statistics of a R5 Lightning Carrier and randomly enhances UAVs launched from it's deck. (Max: 10 ships)

    Random Launch Override:
    Kamikaze UAV (Red): Detonates after swarm duration.
    Marathon UAV (White): Extended swarm duration.
    Pinch UAV (Blue): Temporarily stuns enemy ship.

    Avenger
    Flag
    Take advantage of this ship's ability and it'll be like an extra Rogue Crew on your fleet. This all purpose flagship matches the speed of the slowest ship in a fleet and gives all ships Vengeance, which works like the Midnight Marauders Rogue Crew. (Max: 2 ships) (Flagship-Only)

    Vengeance:
    Combat speed, weapon damage, and damage resistance increase as fleet health decreases.

    Warbird Carrier
    Flag
    Tired of Mastodon's long range missiles? The Warbird Carrier boasts a special boost towards remote targeting evasion. The Warbird has also been customized to launch special UAVs from it's deck. (Max: 10 ships)

    Remote Targeting Evade:
    Up to 62.50%

    Random Launch Override:
    Kamikaze UAV (Red): Detonates after swarm duration.
    Marathon UAV (White): Extended swarm duration.
    Pinch UAV (Blue): Temporarily stuns enemy ship.

    Omega Behemoth
    Flag
    Boost your ballistic firepower and resistance to your fleet with the Omega Behemoth! Submarines won't go unnoticed as the Omega Behemoth features a thermal detection range of 80. (Max: 1 ship) (Flagship-Only)

    Fleet Boosts:
    +50% Ballistic Reload
    +50% Ballistic Defense

    Aegis
    Flag
    The perfect support vessel. The Aegis extinguishes fire fields and boosts the defenses of ships within it's range. It's also great for hunting submarines with a thermal detection range of 80. (Max: 6 ships)

    Field of Effect (Range 40):

    Extinguishes fire patches.
    +40% Ballistic Defense
    +40% Penetrative Defense
    +40% Explosive Defense
    +40% Concussive Defense
    +40% Radioactive Defense

    Harlock's Aegis

    An upgraded Aegis, the Harlock's Aegis boasts an extra special slot and boosts to a variety of other statistics in return for being limited to the flagship slot. (Max: 5 ships) (Flagship-Only)

    Field of Effect (Range 40):

    Extinguishes fire patches.
    +45% Ballistic Defense
    +45% Penetrative Defense
    +45% Explosive Defense
    +45% Concussive Defense
    +45% Radioactive Defense
    +28% Penetrative Reload

    Valkyrie Carrier
    Flag
    A dedicated submarine hunter with modifications to not only stun, but surface submarines to shred them with UAVs. (Max: 5 ships)

    Random Launch Override:
    Cavitator UAV: Forces submarines to surface.
    Pinch UAV (Blue): Temporarily stuns enemy ship.

    Artemis
    Left Wing
    The first hull capable of deploying cryogenic mines on the battlefield! Cut down your enemies maneuverability and chew through them with missiles. (Max: 5 ships)

    Mine Deployment:
    Up to four active mines can be deployed.
    Mine damage: 5712 (concussive)

    Templar Crusader

    A campaign mastery prize, the Templar Crusader has beefed up defensive, mobility, and ballistic statistics. It also has a built-in tactical module that increases combat speed, defenses, and ballistic reload. (Max: 5 ships)

    Field of Effect (Range 120) (Stackable):

    +5% Ballistic Defense
    +5% Penetrative Defense
    +5% Explosive Defense
    +5% Concussive Defense
    +5% Radioactive Defense
    +5% Combat Speed
    +5% Ballistic Reload

    KIXEYE Senior Moderator

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  • Hyperius
    Hyperius
    Moderator
    Joined Dec 2011 Posts: 12,118
    Placeholder #2

    KIXEYE Senior Moderator

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  • Hyperius
    Hyperius
    Moderator
    Joined Dec 2011 Posts: 12,118
    Placeholder #3

    KIXEYE Senior Moderator

    Playing since 9/30/11

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  • tegetthoff
    tegetthoff
    Strike-force Captain
    Joined Oct 2014 Posts: 652
    edited 16 Jul 2015, 2:29PM
    Why is this content not going here?
    No Signature
  • Hyperius
    Hyperius
    Moderator
    Joined Dec 2011 Posts: 12,118
    Moderators don't have access to that area and it can be viewed more easily on the forums.

    KIXEYE Senior Moderator

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  • Hyperius
    Hyperius
    Moderator
    Joined Dec 2011 Posts: 12,118
    I really like that idea, Doyen. ^_^

    KIXEYE Senior Moderator

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  • wing-dang-doodle
    wing-dang-doodle
    Force to be Reckoned With
    Joined Sep 2012 Posts: 1,523
    its a good guide to what players need to think about, particularly the newer players, cheers bam
    you keep whining like me but we are still here, i love broken pixels, how about you
  • Hyperius
    Hyperius
    Moderator
    Joined Dec 2011 Posts: 12,118
    its a good guide to what players need to think about, particularly the newer players, cheers bam
    Appreciate the kind words! I need to find time to continue updating it.

    KIXEYE Senior Moderator

    Playing since 9/30/11

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  • Hyperius
    Hyperius
    Moderator
    Joined Dec 2011 Posts: 12,118
    Updated with Forsaken Limited Hulls descriptions.

    KIXEYE Senior Moderator

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  • diagon61
    diagon61
    Potential Threat
    Joined Oct 2014 Posts: 41
    Good work with the guide
    i want to bring it to your attention that Artemis mine damage has been changed from 4296(radioactive) to 5712(concussive)
    also when are other hulls coming in this guide ?
  • Hyperius
    Hyperius
    Moderator
    Joined Dec 2011 Posts: 12,118
    diagon61 said:
    Good work with the guide
    i want to bring it to your attention that Artemis mine damage has been changed from 4296(radioactive) to 5712(concussive)
    also when are other hulls coming in this guide ?
    Thanks! Changed. I will probably have time to work on Draconian Hulls tonight.

    KIXEYE Senior Moderator

    Playing since 9/30/11

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  • iwrk4dedpr
    iwrk4dedpr
    Strike-force Captain
    Joined Aug 2011 Posts: 888
    Awesome resource .. Bookmarking this!

  • wooffangs
    wooffangs
    Greenhorn
    Joined Dec 2015 Posts: 1
    this is cool :)
  • Hyperius
    Hyperius
    Moderator
    Joined Dec 2011 Posts: 12,118
    Glad you like it! I'll be able to update it later on this month.

    KIXEYE Senior Moderator

    Playing since 9/30/11

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  • Donald4715
    Donald4715
    Greenhorn
    Joined Dec 2015 Posts: 1
    how does one get new blue prints for ships 
  • BLOODDRAGON12
    BLOODDRAGON12
    Minor Nuisance
    Joined Feb 2015 Posts: 238
    by getting enough points in raid to buy it.

  • rough
    rough
    Greenhorn
    Joined Aug 2011 Posts: 7
    What would you consider to be the best base hitting hull being offered this raid?
  • CPL Hicks
    CPL Hicks
    Incursion Leader
    Joined Sep 2015 Posts: 1,173
    Doyen said:
    In your eventual version, it might be fun to express the ships in their generations.

    Gen 1: researchable - Suitable for early campaigns and earning blueprints by salvaging, these have short build and repair times.  The most advanced have either 3 special slots and high speed (best for salvaging) or heavier armor.

    Gen 2: Featuring 3 specials and appealing hull bonuses, these "step up" hulls can be won from campaigns and events using researchable tech.  Coupled with top-game tech, the best of these retain niche utility into the late game.  Class includes Battlecruiser and Barracuda.

    Gen 3: These feature 3 or 4 specials, 6-8 weapon slots, and at least 4 armor slots, with appealing speed and hull bonuses.  Built properly, they can complete many of the campaigns, Forsaken Mission targets, and low-level raid campaigns.  The class includes "cruiser-class" hulls like Strike Cruiser, Missile Cruiser, and Mauler, and arguably some slower-but-tougher vessels like the draconian Dreadnought.

    Gen 4: Mostly just x-versions of Gen 3 hulls, these feature improved speed and hull bonuses with powerful upgrades researchable in the Retrofit Lab.  These fleets are more capable than Gen 3 and include Mercury, Missile Cruiser X, Strike Cruiser X, Dreadnought X, Nuclear Cruiser, Thresher, and Atlas.  Armed with top weapons, they are sometimes capable of hitting the largest raid and mission targets.

    Gen 5: Following the introduction of reavers, these hulls mostly have high resistances, armor, hull bonuses, and speed, with 4 special slots.  Many also have special abilities that significantly increase their effectiveness.  Up to twice as capable as their Gen 4 counterparts, these hulls often take much less damage from the same targets, making them ideal for the highest levels of gameplay where players must conquer not a few hard targets, but many.  The class includes the reaver hellstrike and draconian kodiak and interceptors, along with named versions of Gen 4 hulls like Greta's Nuclear Cruiser and Harlock's Atlas Carrier.

    Gen 6: Mostly just stronger versions of Gen 5 hulls.  The class includes Goresaber (upgraded Hellstrike), Artemis (upgraded interceptor-H), Hellblaze (upgraded interceptor-C), and Warbird (upgraded Harlock's Atlas).  Nearly all also have powerful special abilities with upgraded speed and defenses.  Many of this class were first introduced through the Forsaken Arena Tournament.

    EDIT Gen 7: May have begun with Rhino, the first 5-special hull to enter general circulation.
    I'd like to update your very well written post:

    Generation 7 ships feature 5 special slots as well as standard multiple hull attributes which previously required the application of level 3 specials like tactical field resistance and slow resistance in addition to further enhancements to their weapons. A defining trait of Generation 7, the hulls now include a standard fixed damage reduction to all damage types received from either ships or turrets, often both, called "Assault Deflection" and "Siege Deflection". Usually in the hundreds of points, it is far greater than the bonus received from Forsaken plate armors, thus adding a previously space/weight prohibitive attribute without restricting armor choices. As a result, these hulls are capable of receiving damage which would otherwise annihilate a Gen. 4 fleet in mere seconds. Some hulls have been adapted to carry special Heavy Weapons which are only capable of being fit to heavy weapon slots.

    Examples include the Rhino, Neptune, Heavy Cruiser, Draconian Carrier, and Punisher.
    Praise be RNGesus!
  • Doyen
    Doyen
    Incursion Leader
    Joined May 2012 Posts: 1,394
    CPL Hicks said:

    Generation 7 ships feature 5 special slots as well as standard multiple hull attributes which previously required the application of level 3 specials like tactical field resistance and slow resistance in addition to further enhancements to their weapons. A defining trait of Generation 7, the hulls now include a standard fixed damage reduction to all damage types received from either ships or turrets, often both, called "Assault Deflection" and "Siege Deflection". Usually in the hundreds of points, it is far greater than the bonus received from Forsaken plate armors, thus adding a previously space/weight prohibitive attribute without restricting armor choices. As a result, these hulls are capable of receiving damage which would otherwise annihilate a Gen. 4 fleet in mere seconds. Some hulls have been adapted to carry special Heavy Weapons which are only capable of being fit to heavy weapon slots.

    Examples include the Rhino, Neptune, Heavy Cruiser, Draconian Carrier, and Punisher.
    Updated!  Excellent feedback.
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