Outfitting: Difference between revisions

m alphabetic order
Updated Hardpoints sub-section / stub with link to main article.
 
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*'''Absolute''' - Ignores all shield and armour resistances.
*'''Absolute''' - Ignores all shield and armour resistances.


A subset of weapons are mining tools, which are designed specifically for [[Miner|mining]] activities. They can technically still be used as weapons, but are extremely ineffective in combat.
A subset of weapons are [[:Category:Weapons#Mining Tools|mining tools]], which are designed specifically for [[Miner|mining]] activities. They can technically still be used as weapons, but are extremely ineffective in combat.


==Equipment==
==Equipment==
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==Ship Module Slots==
==Ship Module Slots==
===Hardpoints===
===Hardpoints===
[[File:ED-Shop-Hardpoint-Outfitting-Weapons.png|thumb|250px|Shop categories for outfitting]]
{{Main|Hardpoint}}[[File:ED-Shop-Hardpoint-Outfitting-Weapons.png|thumb|250px|Shop categories for outfitting]]
Hardpoints are mechanized mounts where [[:Category:Weapons|weapons]] can be installed and then deployed from or retracted within a ship's hull. There are four classes of hardpoints: Small, Medium, Large, and Huge. Each class of hardpoint denotes the maximum class of weapon that can be installed there.
Hardpoints are mechanized mounts where [[:Category:Weapons|weapons]] can be installed on a ship's hull. There are four classes of hardpoints that denote the maximum class of weapon that can be installed there. On some ships some hardpoints are reserved for only specific types of weapons.
{| class="article-table" style="text-align: center;" border="1"
!Hardpoint Size
!Max Weapon Class
|-
|Small
|1
|-
|Medium
|2
|-
|Large
|3
|-
|Huge
|4
|}
 
===Utility Mounts===
===Utility Mounts===
Utility Mounts are slots on the exterior of a ship where specialised Utility modules can be installed. Unlike Hardpoints, they cannot be retracted, but this does not interfere with other ship functions. Ships have between 2 and 8 Utility Mounts. All available Utility modules are listed below:
Utility Mounts are slots on the exterior of a ship where specialised Utility modules can be installed. Unlike Hardpoints, they cannot be retracted, but this does not interfere with other ship functions. Ships have between 2 and 8 Utility Mounts. All available Utility modules are listed below:


{| class="article-table sortable" border="1" style="text-align: center;"
{| class="article-table sortable" border="1"
!Module
!Module
!Description
!Description
!Credits
|-
|-
|[[AX Xeno Scanner]]
|[[AX Xeno Scanner]]
|Scan and identify [[Thargoid Interceptor|Thargoid Interceptors]] and [[Thargoid Scout|Scouts]] and [[Thargoid Hunter|Hunters]]
|Scan and identify [[Thargoid Interceptor|Thargoid Interceptors]] and [[Thargoid Scout|Scouts]] and [[Thargoid Hunter|Hunters]]
|
|-
|[[Caustic Sink Launcher]]
|Temporarily protect a ship's hull from caustic damage.
|-
|-
|[[Chaff Launcher]]
|[[Chaff Launcher]]
|Defend against gimballed and turreted weapons.
|Defend against gimballed and turreted weapons.
|
|-
|-
|[[Electronic Countermeasure]]
|[[Electronic Countermeasure]]
|Defend against hostile munitions with tracking capabilities  
|Defend against hostile munitions with tracking capabilities  
|
|-
|-
|[[Frame Shift Wake Scanner]]
|[[Frame Shift Wake Scanner]]
|Scan [[Frame Shift Drive Wake|Frame Shift Drive Wakes]] and reveal the destination system of a ship
|Scan [[Frame Shift Drive Wake|Frame Shift Drive Wakes]] and reveal the destination system of a ship
|
|-
|-
|[[Heatsink Launcher]]
|[[Heatsink Launcher]]
|Temporarily reduce a ship's [[heat]] levels.  
|Temporarily reduce a ship's [[heat]] levels.  
|
|-
|-
|[[Kill Warrant Scanner]]
|[[Kill Warrant Scanner]]
|Scan [[ships]] for any active bounties acquired in other jurisdictions.
|Scan [[ships]] for any active bounties acquired in other jurisdictions.
|
|-
|-
|[[Manifest Scanner]]
|[[Manifest Scanner]]
|Scan other [[ships]] and identify any and all [[Commodities]] they are carrying
|Scan other [[ships]] and identify any and all [[Commodities]] they are carrying
|
|-
|-
|[[Point Defence Turret]]
|[[Point Defence Turret]]
|Defend against hostile [[Missile Rack|missiles]], [[Torpedo Pylon|torpedoes]], [[Mine Launcher|mines]], and [[Limpet Controller/Hatch Breaker|Hatch Breaker limpets]].
|Defend against hostile [[Missile Rack|missiles]], [[Torpedo Pylon|torpedoes]], [[Mine Launcher|mines]], and [[Limpet Controller/Hatch Breaker|Hatch Breaker limpets]].
|
|-
|-
|[[Pulse Wave Analyser]]
|[[Pulse Wave Analyser]]
|Emits an energy pulse that briefly highlights any asteroids with lucrative deposits
|Emits an energy pulse that briefly highlights any asteroids with lucrative deposits
|
|-
|[[Pulse Wave Xeno Scanner]]
|Identify points of interest on a [[Thargoid Titan]].
|-
|-
|[[Shield Booster]]
|[[Shield Booster]]
|Increases shield strength by a given percentage of the base shield  
|Increases shield strength by a given percentage of the base shield  
|
|-
|-
|[[Shutdown Field Neutraliser]]
|[[Shutdown Field Neutraliser]]
|Protects human ships from the temporary incapacitation by [[Thargoid Interceptor]] shutdown fields
|Protects human ships from the temporary incapacitation by [[Thargoid Interceptor]] shutdown fields
|
|-
|[[Thargoid Pulse Neutraliser]]
|Required to enter a [[Thargoid Maelstrom]].
|}
|}


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Stored modules can be transferred from one station with Outfitting to another for a fee. The fee and the transfer time vary depending on the distance between the two stations.
Stored modules can be transferred from one station with Outfitting to another for a fee. The fee and the transfer time vary depending on the distance between the two stations.


== Module Malfunctions ==
== Module Malfunction ==
{{Expand|expansion=More detailed information on effects of malfunctions and 0% health for more types of modules|date=2022-10-22}}
{{Expand|expansion=More detailed information on effects of malfunctions and 0% health for more types of modules|date=2022-10-22}}
When modules take significant damage, they may begin to randomly malfunction during use, with the nature of these malfunctions depending on the type of module. Additionally, modules that reach 0% health are typically disabled.
When a module takes significant damage, it may begin to randomly malfunction while in use. The nature of these malfunctions depend on the module type. Additionally, modules that reach 0% health are typically disabled.


{| class="article-table sortable" border="1" style="text-align: center;"
{| class="article-table sortable" border="1"
|+
|+
!Module type
!Module type