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Strategic cruisers have four subsystem slots designed to create a single ship, each holding a part of the ship's basic layout and carrying its own set of bonuses. No strategic cruiser can be fielded if it lacks any of the four subsystem slots. Each race has developed their own set of subsystems for each ship, and these subsystems are not interchangeable between different races' strategic cruisers. Each subsystem has an associated skill, which when combined provide Strategic Cruisers with many more bonuses than any other ships. However, all this comes at a price: if a Strategic Cruiser is destroyed, its pilot will lose one level of a randomly chosen subsystem skill from it. | Strategic cruisers have four subsystem slots designed to create a single ship, each holding a part of the ship's basic layout and carrying its own set of bonuses. No strategic cruiser can be fielded if it lacks any of the four subsystem slots. Each race has developed their own set of subsystems for each ship, and these subsystems are not interchangeable between different races' strategic cruisers. Each subsystem has an associated skill, which when combined provide Strategic Cruisers with many more bonuses than any other ships. However, all this comes at a price: if a Strategic Cruiser is destroyed, its pilot will lose one level of a randomly chosen subsystem skill from it. | ||
To further improve their flexibility, strategic cruisers are also the only ships capable of having Rigs removed from them without destroying them, allowing a single strat cruiser hull to completely refit and change its role in a matter of seconds. To encourage on-the-fly reconfigurations (using a [[Mobile Depot]] for example), they also come with an extra cargo bay specially for storing subsystems. | To further improve their flexibility, strategic cruisers are also the only ships capable of having Rigs removed from them without destroying them, allowing a single strat cruiser hull to completely refit and change its role in a matter of seconds. To encourage on-the-fly reconfigurations (using a [[Mobile Depot]] for example), they also come with an extra cargo bay specially for storing subsystems. And to further encourage pushing the ships to their limits in the field, the main strategic cruiser skill itself does not provide direct combat bonuses, but in stead reduces the [[Overheating|Overheat]] damage sustained by the ship's modules, and increases the speed of using Nanite Repair Paste to repair overheat damage. | ||
It takes [[Tech_3_Production|a lot of effort]] to build a strategic cruiser, and they consequently cost a lot. Most primary components of Tech 3 production are found in [[Wormholes]], and some of the [[Gas_in_W-space#Fullerenes|rarer gases]] and components are not available outside of Dangerous or Deadly Unknown systems. | It takes [[Tech_3_Production|a lot of effort]] to build a strategic cruiser, and they consequently cost a lot. Most primary components of Tech 3 production are found in [[Wormholes]], and some of the [[Gas_in_W-space#Fullerenes|rarer gases]] and components are not available outside of Dangerous or Deadly Unknown systems. | ||