Difference between revisions of "Jeff Bobbo/notes"

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(New page: {{shipbox |Class = Capital |Tech = 25 |Hull = 1000-1250 |Speed = 20-35 |Augs = 2 |Weaps = 3 |Visibility = 1000 |Size = 400 |Weight = 4,000,000 |Lresist = 50-65 |Eresist = 50-65 |Hresist = ...)
 
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Reward: Planck Warp Investigator, Planck Galatic Warp Device.
 
Reward: Planck Warp Investigator, Planck Galatic Warp Device.
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Diffuser Threshold:
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"For most diffusers, if you do 1 damage, you'll have a zero chance of blowing it, because you have to overcome soak in order for the diffuser to roll on if it gets blown or not. This is to prevent the case where you get shot by a flyswatter egg in sol and lose a diffuser."

Latest revision as of 09:20, 5 October 2010

Jeff Bobbo/notes
Hull Class [[{{{Imagepagename}}}|{{{imagesize}}}]]
Capital
Tech
25
Hull Space
1000-1250
Speed
20-35
Augmenter Slots 2 Weapon Slots 3
Size 400 Weight 4,000,000
Visibility 1000 Reflectivity {{{Reflectivity}}}
Resists
B E H P R S M T
 50-65  50-65  50-65  80  50-65  50-65  25  0-10
Soaks
B E H P R S M T
0 0 0 0 0 0 0 0
Inbuilt Elec Skill Needed Docking Speed
0 none 10
Built in Items
Advanced Capital Engine, EF <Ship name> Docking Bay
Mods
Energy +750% Shield +750% Critical Hit Resistance +40%
Source Price Item Size
Blueprint N/A 500,000
Capturable Radex-able
no no



  • Two Aura gen slots
  • Officer+
  • 1 in ship form per team


Advanced Capital Engine:

  • Tech: 20
  • Thrust: 35,000 (around that)
  • Turn: 10,000-11,000
  • Size: 50
  • Visibility: 350
  • Weight: 750,000
  • Cannot Unequip

EF <Shipname> Docking Bay:

  • Tech: 25
  • Size: 25
  • Allows teamed ships of lower tech to be docked. Max 3 (Slaves count as ships)
    • Weight of each ship is added to this ship lowering its agility.
  • Bay includes: Team item space (Like items tab on base (op+ to use), Ship management (for slaves)
  • Not unequipable


Blueprint;

Initial cost:

  • 1,000,000 Metals
  • 500,000 Credits
  • Earthforce <Something> (Tech T25 EF ship. Or Dread)
  • 1000 Promethium?
  • 5-10 Complicated Factory Parts

Periodic cost:

  • 200,000,000 Metals
  • 1,000,000 Credits
  • 3-5 Adamantium Sheets
  • 10,000 Promethium?
  • 1,000,000 Silicon
  • 1,000,000 Microchips
  • 1,000,000 Baobabs
  • 10,000 Personal Computers
  • 5,000 Peasents

Complicated Factory Parts given back at end.

BP Source: Emp drop and Bana UZ Boss drop.



Planck Galatic Warp Device

  • Tech 20 or 25
  • 10,000 Elect.
  • Max jump distance: 10
  • 60 Second setup
  • Stable for 300 seconds (5 mins)
  • 30 minute cooldown
    • Needs Warp Navigation 4
    • Wormholes only visable to team/squad
    • For out-wormhole spot. Each galaxy has a Central Drone which everything is based off. Using this the output spot could be in a 500 radius of this point. I believe some of the core programming for this is already in.
    • If trying to warp to somewhere requiring keys. They must have keys to acess, doesn't work for DG's just like AP

Obtained in Serpica as an extension to the PWI missions. Missions unlock when you have the PWI mission chain complete.

Mission 1:

Bring Max Planck your Planck Warp Investigator, some metals, some microchips and some promethium for him to do more research.

Mission 2:

Bring max...


Mission 5:

Bring Max Planck your PWI again. Along with an Adamantium sheet and some metals and other commodities.

Reward: Planck Warp Investigator, Planck Galatic Warp Device.




Diffuser Threshold:

"For most diffusers, if you do 1 damage, you'll have a zero chance of blowing it, because you have to overcome soak in order for the diffuser to roll on if it gets blown or not. This is to prevent the case where you get shot by a flyswatter egg in sol and lose a diffuser."