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Systems are individual parts of a ship which function based on whether or not it is powered, to what degree it is powered and whether a member of crew is manning a system.
+
Systems serve as individual components of a ship which provide certain functions depending on their state of power, crew presence and upgrade level.
  
Crew members who man a station will also gain experience in that station of up to two levels. Individual systems level at different rates based on current actions. For example, a crew member who is manning the [[#Piloting|piloting]] subsystem will level up when dodging an asteroid or enemy weapons fire.
+
Some systems can be manned by the [[crew]] to provide set bonuses, while others require crew attendance to function at all. The bonuses gained from manning can improve over time when the crew member gains experience.
 
 
==Systems==
 
 
 
===Shields===
 
Powers your shields. Every shield layer can block one incoming shot and needs two powered bars. Upgrading increases layer count. Enemy ships have been known to have up to five layers of shields. The maximum shield layers a player's ship can attain is four.
 
 
 
<hr style="width: 75px"/>
 
Purchase price: 150 scrap
 
  
 +
== ==
 +
=== Shields ===
 +
<div style="float: right;">
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 +
! colspan="2" style="text-align: right;" | Purchase price
 +
| {{Scrap|125}}
 
|-
 
|-
 
! Upgrade level !! Level Bonus !! Level Cost
 
! Upgrade level !! Level Bonus !! Level Cost
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|-
 
|-
 
| Level 8 || 4 Shield Bars || {{Scrap|100}}
 
| Level 8 || 4 Shield Bars || {{Scrap|100}}
|}
+
|}</div>Powers your shields. Every shield layer can block one incoming shot. Upgrading the system increases the layer count. Some enemy cruisers can have up to five layers, while player cruisers can reach the maximum of four.
  
<hr style="width: 75px"/>
+
It takes approximately 2 seconds to recharge one layer of shields. This can be improved further by the augmentation [[Shield Charge Boosters]] and manning the system with a crew member.  You can easily train the shield skill by sitting in an asteroid field and taking hits, as long as an enemy is present.
 
 
It takes approximately 2 seconds to recharge one level of shields. This recharge rate can be improved by manning this system, and the speedup improves as the crewmember gets more skilled:
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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| Level 1 (Green skillbar) || 20% faster recharge
 
| Level 1 (Green skillbar) || 20% faster recharge
 
|-
 
|-
| Level 2 (Golden skillbar) || 29% faster recharge
+
| Level 2 (Golden skillbar) || 30% faster recharge
 
|}
 
|}
 +
<br/><br/><br/><br/><br/>
  
===Engines===
+
=== Engines ===
Powers the FTL drive and allows the ship to dodge.
+
<div style="float:right">
 
+
{| class="wikitable"
Upgrading improves
+
|-
* dodge chance (A fully upgraded engine gives 35%, works against lasers, missiles, and bombs.)
+
! Upgrade level !! Level Bonus !! Level Cost
* the rate that your FTL drive charges (allows fleeing from fights after a few secs when maxed out)
+
|-
* time needed for FTL jumps (enemy fleet advances less when jumping - more time in sectors to find more scrap and improve ship).
+
| Level 1 || Dodge:  5; FTL: 1x    || -
* <span style="color: #0066FF">(Engines)</span> blue encounter options unlocked at level 3
+
|-
 
+
| Level 2 || Dodge: 10; FTL: 1.25x || {{Scrap|10}}
* dodge bonuses from engines (max 35%), engine manning crew (max 10%), piloting manning crew (max 10%), & cloaking (60%) all stack, making the maximum possible dodge bonus in-game an excessive 115%. Or 55% if you don't use cloaking.
+
|-
__________________________________________________________
+
| Level 3 || Dodge: 15; FTL: 1.5x  || {{Scrap|15}}
 
+
|-
This system can be manned by a crewmember for an ADDITIONAL bonus as follows:
+
| Level 4 || Dodge: 20; FTL: 1.75x || {{Scrap|30}}
 +
|-
 +
| Level 5 || Dodge: 25; FTL: 2x    || {{Scrap|40}}
 +
|-
 +
| Level 6 || Dodge: 28; FTL: 2.25x || {{Scrap|60}}
 +
|-
 +
| Level 7 || Dodge: 31; FTL: 2.5x  || {{Scrap|80}}
 +
|-
 +
| Level 8 || Dodge: 35; FTL: 2.75x || {{Scrap|120}}
 +
|}</div>Powers the FTL drive and allows the ship to dodge. Upgrading improves dodge chance and the rate that your FTL drive charges. The FTL recharge rate can be further improved by the augmentation [[FTL Recharge Booster]] and the chance of dodging can be raised by manning the system. A higher upgrade level can provide blue options in certain events.
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
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| Level 2 (Golden skillbar) || Evasion +10%
 
| Level 2 (Golden skillbar) || Evasion +10%
 
|}
 
|}
 +
<br/><br/><br/><br/><br/>
  
===Oxygen===
+
=== Oxygen ===
Refills the oxygen in the ship. Upgrading increases the rate of refill.
+
<div style="float:right">
 
 
<hr style="width: 75px"/>
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 85: Line 90:
 
|-
 
|-
 
| Level 3 || 6x refill rate || {{Scrap|50}}
 
| Level 3 || 6x refill rate || {{Scrap|50}}
|}
+
|}</div>Refills the oxygen in the ship. Upgrading increases the rate of refill.
 
+
<br/><br/><br/><br/><br/><br/>
===Weapon Control===
 
Powers all of the ship's weapons. Upgrading lets you power more weapons.
 
  
 +
=== Weapon Control ===
 +
<div style="float:right">
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 +
! style="text-align: right;" | Purchase price
 +
| {{Scrap|20}}
 
|-
 
|-
 
! Upgrade level !! Level Cost
 
! Upgrade level !! Level Cost
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|-
 
|-
 
| Level 8 || {{Scrap|100}}
 
| Level 8 || {{Scrap|100}}
|}
+
|}</div>Powers all of the ship's [[weapons]]. Upgrading lets you power more weapons.
 
 
__________________________________________________________
 
  
This system can be manned by a crewmember for a bonus as follows:
+
This system can be manned by a crew member to increase the recharge rate. The augmentation [[Weapon Pre-igniter]] charges the weapons right after an FTL jump. The recharge rate can be further improved by the augmentation [[Automated Re-Loader]].
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
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| Level 0 (Clear skillbar) || 10% faster charge
 
| Level 0 (Clear skillbar) || 10% faster charge
 
|-
 
|-
| Level 1 (Green skillbar) || 14% faster charge
+
| Level 1 (Green skillbar) || 15% faster charge
 
|-
 
|-
| Level 2 (Golden skillbar) || 19% faster charge
+
| Level 2 (Golden skillbar) || 20% faster charge
 
|}
 
|}
 +
<br/><br/><br/><br/><br/><br/>
 +
 +
=== Drone Control ===
 +
<div style="float:right">
 +
{| class="wikitable"
 +
|-
 +
! style="text-align: right;" | Purchase price
 +
| {{Scrap|80}}
 +
|-
 +
! Upgrade level !! Level Cost
 +
|-
 +
| Level 1 || -
 +
|-
 +
| Level 2 || {{Scrap|10}}
 +
|-
 +
| Level 3 || {{Scrap|20}}
 +
|-
 +
| Level 4 || {{Scrap|30}}
 +
|-
 +
| Level 5 || {{Scrap|45}}
 +
|-
 +
| Level 6 || {{Scrap|60}}
 +
|-
 +
| Level 7 || {{Scrap|80}}
 +
|-
 +
| Level 8 || {{Scrap|100}}
 +
|}</div>Powers all of the ship's [[drones]]. Drones are automated robots that perform tasks like attacking enemy ships or repairing systems.
  
===Drone Control===
+
It uses a [[Drone parts|drone part]] every time a new drone is activated. Those can be regained to an extent with the use of the augmentation [[Drone Recovery Arm]].
Powers all of the ship's drones. Drones are automated robots that perform tasks like attacking enemy ships or repairing systems.
+
<br/><br/><br/><br/><br/><br/>
  
Purchase price: 80 scrap
+
=== Artillery Beam ===
 +
<div style="float:right">
 +
{| class="wikitable"
 +
<!-- |-
 +
! colspan="2" style="text-align: right;" | Purchase price
 +
| {{Scrap|150}} It's defined but not actually used -->
 +
|-
 +
! Upgrade level !! Level Bonus !! Level Cost
 +
|-
 +
| Level 1 || Cooldown: 50 sec || -
 +
|-
 +
| Level 2 || Cooldown: 40 sec || {{Scrap|30}}
 +
|-
 +
| Level 3 || Cooldown: 30 sec || {{Scrap|50}}
 +
|-
 +
| Level 4 || Cooldown: 20 sec || {{Scrap|80}}
 +
|}</div>Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown. Exclusive to the Federation Cruiser and its B layout.
 +
<br/><br/><br/><br/><br/><br/><br/><br/>
  
===Medbay===
+
=== Medbay ===
Heals all crew-members within the Medbay room. Upgrading increases healing speed. Side note: Base medbay heals exactly at the rate that crew loses health when suffocating so crew is safe in medbay with completely vented ship.
+
<div style="float:right">
 +
{| class="wikitable"
 +
|-
 +
! colspan="2" style="text-align: right;" | Purchase price
 +
| {{Scrap|60}}
 +
|-
 +
! Upgrade level !! Level Bonus !! Level Cost
 +
|-
 +
| Level 1 || Healing Boost: 1x || -
 +
|-
 +
| Level 2 || Healing Boost: 1.5x || {{Scrap|35}}
 +
|-
 +
| Level 3 || Healing Boost: 3x || {{Scrap|45}}
 +
|}</div>Heals all crew-members within the Medbay room. Upgrading increases healing speed.
  
A level 2 medbay provides <span style="color: #0066FF">(Improved Medbay)</span> blue options in certain situations.
+
This includes crew members who are simply walking through the medbay. Thus it is possible to heal more crew members at once than there are slots in the medbay by ordering crew to walk back and forth within the medbay.
  
A level 3 medbay provides <span style="color: #0066FF;">(Advanced Medbay)</span> blue options in certain situations.
+
The base medbay heals at the same speed the crew loses health when suffocating.
  
(naming consistency is questionable, sometimes <span style="color: #0066FF;">(Medbay)</span> is the term used.)
+
A level 2 medbay provides <span style="color: #0066FF">(Improved Medbay)</span> blue options and a level 3 medbay provides <span style="color: #0066FF;">(Advanced Medbay)</span> blue options in certain situations. Sometimes, however, only the term <span style="color: #0066FF;">(Medbay)</span> is used.
  
<hr style="width: 75px"/>
+
''A medbay will heal your crew as they fight boarders!'' This is a very powerful advantage, and a level 3 medbay allows a single crewmember to eliminate an entire invasion force. Boarders can be funneled to the medbay by venting other areas, since they will flee rooms with no oxygen.
Purchase price: 60 scrap
+
<br/><br/><br/><br/><br/><br/>
  
 +
=== Cloaking ===
 +
<div style="float:right">
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 +
! colspan="2" style="text-align: right;" | Purchase price
 +
| {{Scrap|150}}
 
|-
 
|-
 
! Upgrade level !! Level Bonus !! Level Cost
 
! Upgrade level !! Level Bonus !! Level Cost
 
|-
 
|-
| Level 1 || Healing Boost: 1x || -
+
| Level 1 || Cloak Time: 5  sec || -
 
|-
 
|-
| Level 2 || Healing Boost: 1.5x || {{Scrap|35}}
+
| Level 2 || Cloak Time: 10 sec || {{Scrap|30}}
 
|-
 
|-
| Level 3 || Healing Boost: 3x || {{Scrap|60}}
+
| Level 3 || Cloak Time: 15 sec || {{Scrap|50}}
|}
+
|}</div>Cloaks the ship, adding 60 to your evasion and preventing the enemy ship from locking on with their weapons.
 
 
===Cloaking===
 
Cloaks the ship, adding 60 to your evasion and preventing the enemy ship from locking on with their weapons.
 
* dodge bonuses from engines (max 35%), engine manning crew (max 10%), piloting manning crew (max 10%), & cloaking (60%) all stack, making the maximum possible dodge bonus in-game an excessive 115%. Or 55% if you don't use cloaking.
 
 
 
Purchase price: 150 scrap
 
  
===Crew Teleporter===
+
Shooting weapons while the cloak is active disrupts it, decreasing the time it will be active. This effect can be negated to a certain extent with the use of the augmentation [[Stealth Weapons]].
Allows you to send your crew-members to board enemy vessels.
+
<br/><br/><br/><br/><br/><br/><br/>
  
<hr style="width: 75px"/>
+
=== Crew Teleporter ===
Purchase Price: {{Scrap|75}}
+
<div style="float:right">
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 +
! colspan="2" style="text-align: right;" | Purchase price
 +
| {{Scrap|90}}
 
|-
 
|-
 
! Upgrade level !! Level Bonus !! Level Cost
 
! Upgrade level !! Level Bonus !! Level Cost
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|-
 
|-
 
| Level 3 || 10 sec cooldown || {{Scrap|60}}
 
| Level 3 || 10 sec cooldown || {{Scrap|60}}
 +
|}</div>Allows you to send your crew-members to board enemy vessels.
 +
 +
A Lvl 2 Teleporter will grant additional blue options in some situations.
 +
As a random fact you are able to teleport in mind controlled enemies for clearing the crew from a ship.
 +
<br/><br/><br/><br/><br/><br/><br/><br/>
 +
 +
=== Hacking ===
 +
<div style="float:right">
 +
{| class="wikitable"
 +
|-
 +
! colspan="2" style="text-align: right;" | Purchase price
 +
| {{Scrap|80}}
 +
|-
 +
! Upgrade level !! Level Bonus !! Level Cost
 +
|-
 +
| Level 1 || 4 sec disruption || -
 +
|-
 +
| Level 2 || 7 sec disruption || {{Scrap|35}}
 +
|-
 +
| Level 3 || 10 sec disruption || {{Scrap|60}}
 +
|}</div>Targets a single system, locking its doors and granting the ability to temporarily disable or disrupt it.  Requires drone part to launch.
 +
 +
{| class="wikitable sortable"
 +
|-
 +
! Targeted System !! Effects
 +
|-
 +
| Shields || Temporarily drain power from enemy shields.
 +
|-
 +
| Engines || Temporarily reduce the enemy's evasion to 0.
 +
|-
 +
| Medbay || Temporarily drains health from crew in Medbay.
 +
|-
 +
| Cloning Bay || Shuts down Cloning Bay.
 +
|-
 +
| Oxygen || Temporarily drain the enemy ship of oxygen.
 +
|-
 +
| Weapons || Temporarily drain charge from enemy weapons.
 +
|-
 +
| Drones || Stuns enemy drones.
 +
|-
 +
| Hacking || Shuts down enemy Hacking.
 +
|-
 +
| Mind Control || Free any currently controlled people and temporarily mind control an enemy unit.
 +
|-
 +
| Cloaking || Temporarily shut down the enemy's ability to cloak.
 +
|-
 +
| Teleporter || Enemy boarders are teleported back to their ship.
 +
|-
 +
| Piloting || Temporarily reduce the enemy ship's evasion to 0.
 +
|-
 +
| Sensors || Temporarily shut down enemy sensors
 +
|-
 +
| Doors || Temporarily lock down all enemy doors.
 +
|-
 +
| Battery Backup || Temporarily shut down Battery Backup and disable 2 power bars of enemy reactor.
 
|}
 
|}
  
==Subsystems==
+
=== Clone Bay ===
===Piloting===
+
<div style="float:right">
Allows the ship to make FTL jumps and dodge when piloted. Upgrading adds auto-pilot that allows some evasion even without a pilot.
+
{| class="wikitable"
 +
|-
 +
! colspan="2" style="text-align: right;" | Purchase price
 +
| {{Scrap|50}}
 +
|-
 +
! Upgrade level !! Level Bonus !! Level Cost
 +
|-
 +
| Level 1 || 12 sec clone + 8 hp / jump || -
 +
|-
 +
| Level 2 || 9 sec clone + 16 hp / jump || {{Scrap|35}}
 +
|-
 +
| Level 3 || 7 sec clone + 25 hp / jump || {{Scrap|45}}
 +
|}</div>Automatically clones dead crew with skill penalty (10-15%).  Taking advantage of micro-cloning, crew heals partially with every jump.  Jump heal is passive and requires no power. 
 +
 
 +
You can only have either the Medbay system or the Clone Bay on a ship. When you have one, the other will appear in stores.
 +
 
 +
Crew which are left on an enemy ship that jumps away are still lost.
  
Level 2 piloting subsytem provides <span style="color: #0066FF">(Piloting)</span> blue options in certain situations.
+
All of your crew will respawn after death as long as your Clone Bay is operational. If you have the Backup DNA Bank augment, the system does not need to be operational to prevent crew from dying permanently.
 +
<br/><br/><br/><br/><br/>
  
<hr style="width: 75px"/>
+
=== Mind Control ===
 +
<div style="float:right">
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Upgrade level !! Level Description !! Level Cost
+
! colspan="2" style="text-align: right;" | Purchase price
 +
| {{Scrap|75}}
 +
|-
 +
! Upgrade level !! Level Bonus !! Level Cost
 +
|-
 +
| Level 1 || Mind control one person || -
 +
|-
 +
| Level 2 || Boosts health and damage || {{Scrap|30}}
 +
|-
 +
| Level 3 || Increases boost || {{Scrap|60}}
 +
|}</div>Targets a room, turning an enemy crew member into an ally for a few seconds. Can also be used to cancel out enemy mind control on a crewmember.
 +
 
 +
<br/><br/><br/><br/><br/><br/>
 +
 
 +
== Subsystems ==
 +
=== Piloting ===
 +
<div style="float:right">
 +
{| class="wikitable"
 +
|-
 +
! Upgrade level !! Level Bonus !! Level Cost
 
|-
 
|-
 
| Level 1 || Needs pilot to function || -
 
| Level 1 || Needs pilot to function || -
 
|-
 
|-
| Level 2 || Auto 1/4 evasion || {{Scrap|20}}
+
| Level 2 || Auto: 50% evasion || {{Scrap|20}}
 
|-
 
|-
| Level 3 || Auto 1/2 evasion || {{Scrap|50}}
+
| Level 3 || Auto: 80% evasion || {{Scrap|50}}
|}
+
|}</div>Allows the ship to make FTL jumps and dodge when piloted. Upgrading adds auto-pilot that allows some evasion even without a pilot.
 +
 
 +
Level 2 piloting provides <span style="color: #0066FF">(Piloting)</span> blue options in certain situations.
  
<hr style="width: 75px"/>
+
When on level 1, this subsystem has to be manned by a crew member to function, otherwise dodge chance drops to 0% (unless cloaking). Manning provides a bonus regardless of its necessity.
This subsystem can be manned by a crewmember for a bonus as follows:
 
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
Line 208: Line 366:
 
|}
 
|}
  
If left unmanned without autopilot, this subsystem will not function at all, dropping evasion to 0%.
+
=== Sensors ===
 
+
<div style="float:right">
===Sensors===
 
Reveals the interior of your ship and gives information about enemy ships.
 
 
 
Level 2 sensors provide <span style="color: #0066FF">(Improved Sensors)</span> blue options in certain situations.
 
 
 
Level 3 sensors provide <span style="color: #0066FF">(Advanced Sensors)</span> blue options in certain situations.
 
 
 
<hr style="width: 75px"/>
 
Purchase price: {{Scrap|40}}
 
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 +
!colspan=2| Purchase Price
 +
| {{Scrap|40}}
 
|-
 
|-
 
! Upgrade level !! Level Bonus !! Level Cost
 
! Upgrade level !! Level Bonus !! Level Cost
Line 227: Line 379:
 
| Level 2 || See enemy interior || {{Scrap|25}}
 
| Level 2 || See enemy interior || {{Scrap|25}}
 
|-
 
|-
| Level 3 || See enemy power use || {{Scrap|60}}
+
| Level 3 || See enemy weapon cooldowns || {{Scrap|40}}
|}
+
|-
 +
| Level 4 || See enemy power use || -
 +
|}</div>Reveals the interior of your ship and gives information about enemy ships.
 +
 
 +
Additional levels of Sensors provide certain blue options in events. Sensors can be manned which will provide a +1 level boost to the system. Level 4 can only be achieved by manning the system.
 +
<br/><br/><br/><br/><br/><br/><br/><br/>
  
===Door System===
+
=== Door System ===
Allows remote opening and closing of doors. Upgrading to Blast Doors impedes fire spread and intruder movement.
+
<div style="float:right">
 +
{| class="wikitable"
 +
|-
 +
!colspan=2| Purchase Price
 +
| {{Scrap|60}}
 +
|-
 +
! Upgrade level !! Level Bonus !! Level Cost
 +
|-
 +
| Level 1 || Normal Doors || -
 +
|-
 +
| Level 2 || Blast Doors || {{Scrap|35}}
 +
|-
 +
| Level 3 || Improved Blast Doors || {{Scrap|50}}
 +
|-
 +
| Level 4 || Super Blast Doors || -
 +
|}</div>Allows remote opening and closing of doors. Upgrading to Blast Doors impedes fire spread and intruder movement. Level 4 Blast Doors can only be achieved by manning the system.
 +
<br/><br/><br/><br/><br/><br/><br/><br/>
  
<hr style="width: 75px"/>
+
=== Backup Battery ===
Purchase price: {{Scrap|60}}
+
<div style="float:right">
 
{| class="wikitable"
 
{| class="wikitable"
 +
|-
 +
!colspan=2| Purchase Price
 +
| {{Scrap|35}}
 
|-
 
|-
 
! Upgrade level !! Level Bonus !! Level Cost
 
! Upgrade level !! Level Bonus !! Level Cost
 
|-
 
|-
| Level 1 || Normal doors || -
+
| Level 1 || 2 Power || -
 
|-
 
|-
| Level 2 || Blast doors || {{Scrap|20}}
+
| Level 2 || 4 Power || {{Scrap|50}}
 
|-
 
|-
| Level 3 || Improved blast doors || {{Scrap|50}}
+
|}</div>Provides 2 or 4 bonus reactor power for 30 seconds.  Cooldown is 60 seconds.  The Cooldown can be reduced by 50% with the Battery Charge Booster.
|}
+
<br/><br/><br/><br/><br/><br/><br/><br/>
 +
 
 +
== Reactor ==
 +
The reactor can provide a maximum of 25 power bars. The cost of first five is 30, the next 20, then 25, following with 30 and finally 35 for the last set.
 +
 
  
===Reactor===
 
The reactor can provide a maximum of 25 power bars. The cost of first five is 15, the next 20, then 25, following with 30 and finally 35 for the last set.
 
  
 +
<br/>
 
[[Category:Systems]]
 
[[Category:Systems]]

Latest revision as of 00:30, 3 March 2021

Systems serve as individual components of a ship which provide certain functions depending on their state of power, crew presence and upgrade level.

Some systems can be manned by the crew to provide set bonuses, while others require crew attendance to function at all. The bonuses gained from manning can improve over time when the crew member gains experience.

[edit]

Shields[edit]

Purchase price 125 Scrap
Upgrade level Level Bonus Level Cost
Level 1 - -
Level 2 1 Shield Bar 100 Scrap
Level 3 - 20 Scrap
Level 4 2 Shield Bars 30 Scrap
Level 5 - 40 Scrap
Level 6 3 Shield Bars 60 Scrap
Level 7 - 80 Scrap
Level 8 4 Shield Bars 100 Scrap

Powers your shields. Every shield layer can block one incoming shot. Upgrading the system increases the layer count. Some enemy cruisers can have up to five layers, while player cruisers can reach the maximum of four.

It takes approximately 2 seconds to recharge one layer of shields. This can be improved further by the augmentation Shield Charge Boosters and manning the system with a crew member. You can easily train the shield skill by sitting in an asteroid field and taking hits, as long as an enemy is present.

Skill level of crew member Manning bonus
Level 0 (Clear skillbar) 10% faster recharge
Level 1 (Green skillbar) 20% faster recharge
Level 2 (Golden skillbar) 30% faster recharge






Engines[edit]

Upgrade level Level Bonus Level Cost
Level 1 Dodge: 5; FTL: 1x -
Level 2 Dodge: 10; FTL: 1.25x 10 Scrap
Level 3 Dodge: 15; FTL: 1.5x 15 Scrap
Level 4 Dodge: 20; FTL: 1.75x 30 Scrap
Level 5 Dodge: 25; FTL: 2x 40 Scrap
Level 6 Dodge: 28; FTL: 2.25x 60 Scrap
Level 7 Dodge: 31; FTL: 2.5x 80 Scrap
Level 8 Dodge: 35; FTL: 2.75x 120 Scrap

Powers the FTL drive and allows the ship to dodge. Upgrading improves dodge chance and the rate that your FTL drive charges. The FTL recharge rate can be further improved by the augmentation FTL Recharge Booster and the chance of dodging can be raised by manning the system. A higher upgrade level can provide blue options in certain events.

Skill level of crew member Manning bonus
Level 0 (Clear skillbar) Evasion +5%
Level 1 (Green skillbar) Evasion +7%
Level 2 (Golden skillbar) Evasion +10%






Oxygen[edit]

Upgrade level Level Bonus Level Cost
Level 1 Normal refill rate -
Level 2 3x refill rate 25 Scrap
Level 3 6x refill rate 50 Scrap

Refills the oxygen in the ship. Upgrading increases the rate of refill.







Weapon Control[edit]

Purchase price 20 Scrap
Upgrade level Level Cost
Level 1 -
Level 2 60 Scrap
Level 3 25 Scrap
Level 4 35 Scrap
Level 5 50 Scrap
Level 6 75 Scrap
Level 7 90 Scrap
Level 8 100 Scrap

Powers all of the ship's weapons. Upgrading lets you power more weapons.

This system can be manned by a crew member to increase the recharge rate. The augmentation Weapon Pre-igniter charges the weapons right after an FTL jump. The recharge rate can be further improved by the augmentation Automated Re-Loader.

Skill level of crew member Manning bonus
Level 0 (Clear skillbar) 10% faster charge
Level 1 (Green skillbar) 15% faster charge
Level 2 (Golden skillbar) 20% faster charge







Drone Control[edit]

Purchase price 80 Scrap
Upgrade level Level Cost
Level 1 -
Level 2 10 Scrap
Level 3 20 Scrap
Level 4 30 Scrap
Level 5 45 Scrap
Level 6 60 Scrap
Level 7 80 Scrap
Level 8 100 Scrap

Powers all of the ship's drones. Drones are automated robots that perform tasks like attacking enemy ships or repairing systems.

It uses a drone part every time a new drone is activated. Those can be regained to an extent with the use of the augmentation Drone Recovery Arm.





Artillery Beam[edit]

Upgrade level Level Bonus Level Cost
Level 1 Cooldown: 50 sec -
Level 2 Cooldown: 40 sec 30 Scrap
Level 3 Cooldown: 30 sec 50 Scrap
Level 4 Cooldown: 20 sec 80 Scrap

Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown. Exclusive to the Federation Cruiser and its B layout.









Medbay[edit]

Purchase price 60 Scrap
Upgrade level Level Bonus Level Cost
Level 1 Healing Boost: 1x -
Level 2 Healing Boost: 1.5x 35 Scrap
Level 3 Healing Boost: 3x 45 Scrap

Heals all crew-members within the Medbay room. Upgrading increases healing speed.

This includes crew members who are simply walking through the medbay. Thus it is possible to heal more crew members at once than there are slots in the medbay by ordering crew to walk back and forth within the medbay.

The base medbay heals at the same speed the crew loses health when suffocating.

A level 2 medbay provides (Improved Medbay) blue options and a level 3 medbay provides (Advanced Medbay) blue options in certain situations. Sometimes, however, only the term (Medbay) is used.

A medbay will heal your crew as they fight boarders! This is a very powerful advantage, and a level 3 medbay allows a single crewmember to eliminate an entire invasion force. Boarders can be funneled to the medbay by venting other areas, since they will flee rooms with no oxygen.





Cloaking[edit]

Purchase price 150 Scrap
Upgrade level Level Bonus Level Cost
Level 1 Cloak Time: 5 sec -
Level 2 Cloak Time: 10 sec 30 Scrap
Level 3 Cloak Time: 15 sec 50 Scrap

Cloaks the ship, adding 60 to your evasion and preventing the enemy ship from locking on with their weapons.

Shooting weapons while the cloak is active disrupts it, decreasing the time it will be active. This effect can be negated to a certain extent with the use of the augmentation Stealth Weapons.






Crew Teleporter[edit]

Purchase price 90 Scrap
Upgrade level Level Bonus Level Cost
Level 1 20 sec cooldown -
Level 2 15 sec cooldown 30 Scrap
Level 3 10 sec cooldown 60 Scrap

Allows you to send your crew-members to board enemy vessels.

A Lvl 2 Teleporter will grant additional blue options in some situations. As a random fact you are able to teleport in mind controlled enemies for clearing the crew from a ship.







Hacking[edit]

Purchase price 80 Scrap
Upgrade level Level Bonus Level Cost
Level 1 4 sec disruption -
Level 2 7 sec disruption 35 Scrap
Level 3 10 sec disruption 60 Scrap

Targets a single system, locking its doors and granting the ability to temporarily disable or disrupt it. Requires drone part to launch.

Targeted System Effects
Shields Temporarily drain power from enemy shields.
Engines Temporarily reduce the enemy's evasion to 0.
Medbay Temporarily drains health from crew in Medbay.
Cloning Bay Shuts down Cloning Bay.
Oxygen Temporarily drain the enemy ship of oxygen.
Weapons Temporarily drain charge from enemy weapons.
Drones Stuns enemy drones.
Hacking Shuts down enemy Hacking.
Mind Control Free any currently controlled people and temporarily mind control an enemy unit.
Cloaking Temporarily shut down the enemy's ability to cloak.
Teleporter Enemy boarders are teleported back to their ship.
Piloting Temporarily reduce the enemy ship's evasion to 0.
Sensors Temporarily shut down enemy sensors
Doors Temporarily lock down all enemy doors.
Battery Backup Temporarily shut down Battery Backup and disable 2 power bars of enemy reactor.

Clone Bay[edit]

Purchase price 50 Scrap
Upgrade level Level Bonus Level Cost
Level 1 12 sec clone + 8 hp / jump -
Level 2 9 sec clone + 16 hp / jump 35 Scrap
Level 3 7 sec clone + 25 hp / jump 45 Scrap

Automatically clones dead crew with skill penalty (10-15%). Taking advantage of micro-cloning, crew heals partially with every jump. Jump heal is passive and requires no power.

You can only have either the Medbay system or the Clone Bay on a ship. When you have one, the other will appear in stores.

Crew which are left on an enemy ship that jumps away are still lost.

All of your crew will respawn after death as long as your Clone Bay is operational. If you have the Backup DNA Bank augment, the system does not need to be operational to prevent crew from dying permanently.




Mind Control[edit]

Purchase price 75 Scrap
Upgrade level Level Bonus Level Cost
Level 1 Mind control one person -
Level 2 Boosts health and damage 30 Scrap
Level 3 Increases boost 60 Scrap

Targets a room, turning an enemy crew member into an ally for a few seconds. Can also be used to cancel out enemy mind control on a crewmember.







Subsystems[edit]

Piloting[edit]

Upgrade level Level Bonus Level Cost
Level 1 Needs pilot to function -
Level 2 Auto: 50% evasion 20 Scrap
Level 3 Auto: 80% evasion 50 Scrap

Allows the ship to make FTL jumps and dodge when piloted. Upgrading adds auto-pilot that allows some evasion even without a pilot.

Level 2 piloting provides (Piloting) blue options in certain situations.

When on level 1, this subsystem has to be manned by a crew member to function, otherwise dodge chance drops to 0% (unless cloaking). Manning provides a bonus regardless of its necessity.

Skill level of crew member Manning bonus
Level 0 (Clear skillbar) Evasion +5%
Level 1 (Green skillbar) Evasion +7%
Level 2 (Golden skillbar) Evasion +10%

Sensors[edit]

Purchase Price 40 Scrap
Upgrade level Level Bonus Level Cost
Level 1 See ship interior -
Level 2 See enemy interior 25 Scrap
Level 3 See enemy weapon cooldowns 40 Scrap
Level 4 See enemy power use -

Reveals the interior of your ship and gives information about enemy ships.

Additional levels of Sensors provide certain blue options in events. Sensors can be manned which will provide a +1 level boost to the system. Level 4 can only be achieved by manning the system.







Door System[edit]

Purchase Price 60 Scrap
Upgrade level Level Bonus Level Cost
Level 1 Normal Doors -
Level 2 Blast Doors 35 Scrap
Level 3 Improved Blast Doors 50 Scrap
Level 4 Super Blast Doors -

Allows remote opening and closing of doors. Upgrading to Blast Doors impedes fire spread and intruder movement. Level 4 Blast Doors can only be achieved by manning the system.









Backup Battery[edit]

Purchase Price 35 Scrap
Upgrade level Level Bonus Level Cost
Level 1 2 Power -
Level 2 4 Power 50 Scrap

Provides 2 or 4 bonus reactor power for 30 seconds. Cooldown is 60 seconds. The Cooldown can be reduced by 50% with the Battery Charge Booster.









Reactor[edit]

The reactor can provide a maximum of 25 power bars. The cost of first five is 30, the next 20, then 25, following with 30 and finally 35 for the last set.