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Basic Starships Components

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Modified: 2008/05/27 16:25 by LOGANS - Categorized as: Combat Space
Guide version 3069

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Components are the individual parts that allow your ship to function. Every starship requires 3 components: Chassis, Reactor, and Engine. With these components, your ship is a viable inter-planetary transport, and nothing more. The rest of the available components turns your ship from a transport to a starfighter. This lesson will focus on the individual components.

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1. Structural components

Chasis Blueprint

Chasis Blueprint


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1.1. Chassis

Frame of a ship. The important characteristic of the chassis is the available mass. This number tells you what the total mass allowed on that ship will be. With the exception of your starter ships, the mass varies from chassis to chassis . The higher the mass, the better the chassis.

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1.2. Cargo Hold

The hold is for the collection of asteroid resources. You will be unable to conduct space mining until you are in Blue Group. The items of consideration for this part include mass and total capacity. Energy consumption is not a consideration.

Space Ship Droid Interface

Space Ship Droid Interface

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1.3. Droid Interface

The droid interface is a required item if you are using an astromech or flight computer.

It is not recommended that you utilize this at low level skills, however, the important stats for this part include mass, reactor drain, and droid speed. As you earn the ability to use higher level droids and programs, you will be educated on effective use of these droids. Feel free to not equip this part to save on mass and reactor consumption.

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1.4. Droid/Flight Computer

Droid Flight Astromech

Droid Flight Astromech


A special droid is required to serve this function. You are also required to have a droid interface installed. Adding a droid will not affect energy consumption nor mass. Droid usage will be instructed in the next articles.

Your can read an advanced post for sellecting droids in Droid purchase guide

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2. Energy and Propulsion components

Figther reactor

Figther reactor

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2.1. Reactor

The reactor is the power source for your ship. You want to obtain a reactor that can generate enough power to operate all components loaded onto your ship. The higher the energy generation is, the better the reactor is. The best reactors are with a high energy output, but a low mass. At this point, start adding up your mass consumption to ensure you don’t exceed the Chassis capability.
Engine

Engine


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2.2. Engine

The engine is the source of propulsion for your ship. Each crafted and looted engine is quantified by several factors… mass, reactor drain, yaw speed, pitch speed, roll speed, and finally top speed. As your progress in your training, you will gain an appreciation in maneuverability (higher yaw, pitch, and roll speeds) over top speed. This is merely a personal preference.

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2.3. Booster

Shields are a blanket of energy that repels the attacks of hostile ships. Your shield is quantified by its mass x, energy drain, shield hitpoints (front and rear), and recharge rate. Personal preference can be exercised on the use of shields with a higher hitpoint value verses a higher recharge rate

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3. Defensive components

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3.1. Shields

Standar shields

Standar shields


Shields are a blanket of energy that repels the attacks of hostile ships. Your shield is quantified by its mass, energy drain, shield hitpoints (front and rear), and recharge rate. Personal preference can be exercised on the use of shields with a higher hitpoint value verses a higher recharge rate.

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3.2. Armor

Armor is the layer of mass protecting the Chassis and components. You want to maximize the hitpoints of the armor while maintaining a low mass. Mass and hitpoints are the most important values here.

Some pilots prefer armor with higher hitpoints on the rear of the ship verses the front, depending on their flight style. If you are attacked and take more hits from the back side, you may want to consider a higher hitpoint valued armor on the rear of your ship. As you progress, you may decide to rely more on shields than armor. As a master pilot, my personal preference is low level armor operating with my high level shields, but the final armor configuration depends on your mass availability at all.

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3.3. Countermeasures



This part is used to launch materials to confuse missiles fired at you. Like ordnance, you must purchase like packs of materials to load into the same type of launcher.

Considerations include mass and energy drain. It is personal preference to equip this part. In my 3 years of flying, I have never utilized the countermeasures. Feel free to not equip this part.

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4. Armoury components

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4.1. Capacitor

The capacitor stores excess energy for your weapons. This energy is what is shot from your weapons. Important factors in a capacitor are mass, reactor drain, max charge storage, and recharge rate. It is personal preference to utilize a capacitor with a higher recharge rate or higher total charge storage capacity.

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4.2. Weapons

The weapon is your offensive tool against the Empire. The primary consderations for this part include mxxx, reactor drain, damage capability, energy per shot (pulled from capacitor), and rate of fire. Personal preference will again play on your component selection. I prefer lower energy per shot, faster rate of fire, and less damage to the high damage, slow firing weapons. Your style of combat will determine which type of weapon will serve you the best.

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4.3. Ordnance

Missile Pack

Missile Pack


Ordnance is another offensive weapon. Unlike your energy cannons, this fires a limited number of projectiles (concussion missiles, proton missiles, space bombs, etc.).

The ammo packs for each type of launcher must match in type (Proton IV Launchers only fire Proton IV missiles). Ammo packs must be loaded into the magazine of the launcher from the manage window prior to flight. If any unused rounds are in the magazine when you reload, those missiles will be lost.

Important considerations for this part include mass and energy drain. Damage will be noted on the weapon packs, sold separately. The Z-95 is not suited for Ordnance. You may ignore this part until you obtain the Y-Wing.

The Starship from schematics guide will be on starship management at the starship terminal, from purchasing a new chassis, to installing components.

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