Ship

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Ships make up the backbone of a player's armada. They are the basic unit of the game and can perform a variety of tasks, ranging from combat to resource management and outpost construction. Ships may be constructed on outposts and Supercarriers, and can be queued up to be built over long periods of time. As players build up their outposts and research new technologies, different types of ships will become available to them.

Contents

Costs

All ships have ore, crystal, production, and fuel costs. Ore and crystal are resources that must be consumed in order for a player to build a ship. These resources can come from a players stores or from income in the current tick. A ship's production cost indicates how much effort is required to build it. Each outpost has a limited production rate, and is only able to complete a certain amount of construction each turn. The number of ships that can be produced each tick is equal to the production cost(s) / production rate. A ship can be built over the course of several ticks when a player doesn't have enough resources or production capacity to complete production in a single tick.

Additionally, each ship has a fuel requirement that represents the fuel upkeep for that ship. In order to construct a ship, a player must have enough fuel to support it. When a fuel supply falls below the fuel threshold that is required by a player's fleets, no additional ships may be constructed until enough fuel is available for the existing fleet and the new ships. Existing ships are not affected by a fuel shortfall.

Attributes

A ship's attributes determine its defensive and auxiliary capabilities.

Size

The size of a ship currently has no game mechanical use.

Speed

A ship's speed indicates how many systems the ship is able to travel through each tick. A fleet will always use the lowest speed of any of its ships when moving. Also, a ship's speed only indicates the speed at which it travels through systems that have already been captured. All of a ship's movement is consumed while capturing systems.

Hit Points

A ship's hit points indicate how much damage a ship can take before it is destroyed. Ships retain damage from round to round in combat, and are fully repaired after leaving combat.

Weapons

The following is the list of weapon types

Armor

Armor reduces the amount of damage received from enemy weapons. The amount of damage reduction is affected by the penetration of the firing weapon. When a defending ship's armor is greater then the penetration of the attacking ship's weapon, the defender is protected from some of the damage. The exact amount of damage reduction can be calculated as follows:

Weapon Damage x ( 1 - ( Armor - Penetration ) x .015 ) 

Maneuver

Maneuver increase the chance of ignoring damage from an enemy ship's attack. The chance of dodging an attack is reduced by the accuracy of the firing weapon. When a defending ship's maneuver is greater then the accuracy of the attacking ship's weapon, the defender has a chance to avoid the attack. The exact chance of avoiding an attack can be calculated as follows:

( Maneuver - Accuracy) x .015

Net worth

A ship's net worth is a number representing it's point value and approximate strength.

Requirements

All ships have both a technology and a tier requirement that must be met before they can be built.

The technology requirements represent scientific milestones that a player must achieve before they are capable of producing the chassis, weapons, engines, or other critical components of any craft. Occasionally, a ship can be produced with an inferior selection or quantity of weapons, in order to allow a player to begin construction of these ships before achieving the certain weapon technology milestones. Once a player has reached these milestones all affected ships will be outfitted with the most current weapons.

The tier requirement of a ship indicates the actual production difficulty for that craft. Higher tier ships may only be constructed at more specialized production facilities.

Lists of Ships

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