Outfitting: Difference between revisions
Added Module Storage! |
→Optional Internal Equipment: added MRP to list |
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* [[Cargo Rack]] | * [[Cargo Rack]] | ||
* [[Detailed Surface Scanner]] | * [[Detailed Surface Scanner]] | ||
* [[Discovery Scanner | * [[Discovery Scanner]]s | ||
* [[Frame Shift Drive Interdictor]] | * [[Frame Shift Drive Interdictor]] | ||
* [[Fuel Scoop]] | * [[Fuel Scoop]] | ||
* [[Fuel Tank]] | * [[Fuel Tank]] | ||
* [[Hull Reinforcement Package]] | * [[Hull Reinforcement Package]] | ||
* [[Limpet Controller | * [[Limpet Controller]]s | ||
* [[Module Reinforcement Package]] | |||
* [[Passenger Cabin]] | * [[Passenger Cabin]] | ||
* [[Planetary Vehicle Hangar]] | * [[Planetary Vehicle Hangar]] | ||
Revision as of 04:51, 11 January 2017
Outfitting is a service available at certain stations that allows players to customize their ship's weapons, equipment, and cosmetics.
- Main article: Weapons
Weapons can come in three orientations: Fixed, Gimbal, Turret. Each orientation has varying stats even though they are the same weapon type. Fixed weapons shoot directly at the player's center reticule, are not affected by chaff and generally will do more damage. Gimbal weapons can track targets, but doing so means they are affected by chaff. Turret weapons can track and attack any target that is in the weapon's line-of-sight, but are affected by chaff. Generally Turret weapons are expensive to purchase and have low damage.
There are also missiles which come in two variants: Dumbfire and Seeker. Dumbfire missile racks have more ammo and can output more damage-per-second, but the missiles only shoot straight ahead. Seeker missile racks have less ammo and less damage-per-second, but the missiles will track their target and are unaffected by chaff.
- Main article: Equipment
Generally most modules (not weapons) come in five variants per class and those variants are rated from E to A. "E" is the lowest rated variant, but also the cheapest. "A" is the highest rated variant, but is much more expensive than the other variants (sometimes costing millions of more credits). The variant rated "D" often weighs less than the norm while the variant rated "B" often weighs much more than the norm.
Some equipment (the combat oriented equipment primarily) only come in one class (the scanners) or one variant (the defensive utilities).
Weapon Hardpoints
There are currently four types of hardpoints: Small, Medium, Large, Huge. Each size of hardpoint denotes the maximum class of weapon that can be fitted to that hardpoint.
| Hardpoint
Size |
Max Weapon
Class |
|---|---|
| Small | 1 |
| Medium | 2 |
| Large | 3 |
| Huge | 4 |
For more information on what types of weapons are available and their stats please visit the Weapons page.
Utility Mounts
The amount of Utility mounts varies per ship and only certain modules (listed below) can be placed in a ship's Utility Mounts.
- Cargo Scanner
- Chaff Launcher
- Electronic Countermeasure
- Frame Shift Wake Scanner
- Heat Sink Launcher
- Kill Warrant Scanner
- Point Defence
- Shield Booster
Core Internal Equipment
Core Compartments
These modules are required on every ship and while they can be upgraded, they cannot be removed. No other module types can be fitted into these specific slots.
- (Module Name - Specific Slot)
- Bulkheads - Bulkheads
- Frame Shift Drive - Frame Shift Drive Housing
- Fuel Tank - Fuel Store
- Life Support - Environment Control
- Power Distributor - Power Coupling
- Power Plant - Reactor Bay
- Sensors - Sensor Suite
- Thrusters - Thruster Mounting
Military Compartments[1]
Military Compartments are Core Internal slots found only on certain ships. Only the following module types can be fitted into Military Compartments, or they may be left empty.
Only the following ship types have Military Compartments. The amount and size of Military Compartments varies per ship.
- Anaconda
- Eagle
- Federal Assault Ship
- Federal Corvette
- Federal Dropship
- Federal Gunship
- Imperial Cutter
- Imperial Eagle
- Viper Mk III
- Viper Mk IV
- Vulture
Optional Internal Equipment
The amount and size of Internal Compartments varies per ship and only certain modules (listed below) can be placed in a ship's Internal Compartments, or they may be left empty. Some module types can only be installed one per ship.
- Auto Field-Maintenance Unit
- Cargo Rack
- Detailed Surface Scanner
- Discovery Scanners
- Frame Shift Drive Interdictor
- Fuel Scoop
- Fuel Tank
- Hull Reinforcement Package
- Limpet Controllers
- Module Reinforcement Package
- Passenger Cabin
- Planetary Vehicle Hangar
- Refinery
- Shield Cell Bank
- Shield Generator
- Standard Docking Computer
Livery (Cosmetics)
- Main article: Livery
Cosmetics can be changed in the "Livery" section. Currently there are a variety of purchasable paint schemes, dashboard ornaments, external ship kits, and weapon colours in the official store. Decals are earned in-game.
Stored Modules
Any ship module can be removed and stored at the station for future use or swapping to another ship. Module storage is free and up to 60 modules may be stored (at all stations combined), including modules that have engineering upgrades. If a mandatory core module is removed for storage, it must be replaced with another module of that type.
Stored modules can be transferred from one station to another. There is a transfer cost and time delay, which varies based on the distance between stations.