Use the computer in any Shipyard to buy upgrades for your ship. Most of these improve Space Combat.
Weapons[]
Depending on the ship, weapons can be fore, aft, port and/or starboard. Weapons are your ship's main line of defense against the ne'er do wells of ASCII Sector. To find your best pick check out the comparison table.
Item | Price | Energy (GJ) | Penetration (cm) | Delay (ms) | Range (m) |
---|---|---|---|---|---|
Laser | 1,000 | 2.0 | 2.0 | 300 | 2,400 |
Mass Driver | 1,500 | 2.5 | 2.6 | 350 | 1,850 |
Meson Blaster | 2,500 | 4.0 | 3.2 | 400 | 2,200 |
Neutron Gun | 5,000 | 8.0 | 6.2 | 650 | 1,650 |
Particle Cannon | 10,000 | 5.5 | 4.3 | 500 | 1,700 |
Ionic Pulse Cannon | 20,000 | 7.5 | 5.4 | 600 | 2,050 |
Tachyon Cannon | 40,000 | 8.0 | 5.0 | 400 | 2,100 |
Plasma Gun | 80,000 | 14.0 | 7.2 | 720 | 1,600 |
Fusion Cannon | 100,000 | 16.0 | 6.6 | 500 | 2,300 |
Gun Enhancers[]
Gun Boosts increase the distance projectiles are fired, expanding the weapon range. Gun Coolers shorten the cool down time between shots, increasing the fire rate.
Item | Price | Effect |
---|---|---|
Gun Boost Mk 1 | 20,000 | +30% |
Gun Boost Mk 2 | 40,000 | +60% |
Gun Boost Mk 3 | 75,000 | +100% |
Gun Cooler Mk 1 | 30,000 | +20% |
Gun Cooler Mk 2 | 50,000 | +30% |
Gun Cooler Mk 3 | 90,000 | +40% |
Launchers and Missiles[]
Missiles and Torpedoes can compliment your main weapon or can be used to disable ships for boarding (takes several hits). Torpedoes are more powerful, but also a lot slower and meant for attacking capital ships. You need to buy a launcher first, which can then hold 10 Missiles or Torpedoes.
Item | Price | Penetration |
---|---|---|
Missile Launcher | 10,000 | |
Dumb Fire Missile | 20 | 13.0 cm |
Heat Seeking Missile | 35 | 16.0 cm |
Friend or Foe Missile | 100 | 17.0 cm |
Disabler Missile | 350 | disable, 2.0 cm |
Torpedo Launcher | 2,000 | |
Proton Torpedo | 15 | 20.0 cm |
EMP Torpedo | 600 | disable, 3.5 cm |
Turrets[]
Turrets can be added to certain ships for (automatic) defense of the rear or sides of the ship. Some ships can install a rear turret, some can even add port and starboard turrets.
Item | Price | Description |
---|---|---|
Turret | 10,000 | adds additional rack for a weapon |
Turret AI Controller | 5,000 | automatic aiming and shooting |
Turret Energy Capacitor | 10,000 | separate power source for turret |
Engine Upgrades[]
Engines power the shields and Afterburner of your ship. They also determine the number of times you can fire your ship's weapons in a row before the engine has to recharge. It is possible to sell even Engine Upgrade 1, but be warned, with a 'level 0' engine you'll run out of juice after just a few laser shots and using the afterburner will quickly start drawing power from the shields instead.
Item | Price | Capacity |
---|---|---|
Engine Upgrade 1 | 10,000 | 30 GJ |
Engine Upgrade 2 | 30,000 | 40 GJ |
Engine Upgrade 3 | 60,000 | 55 GJ |
Engine Upgrade 4 | 100,000 | 75 GJ |
Engine Upgrade 5 | 150,000 | 95 GJ |
Engine Upgrade 6 | 225,000 | 115 GJ |
Engine Upgrade 7 | 350,000 | 140 GJ |
Engine Upgrade 8 | 500,000 | 165 GJ |
Engine Upgrade 9 | 700,000 | 190 GJ |
Engine Upgrade 10 | 1,000,000 | 220 GJ |
Shield Generators[]
Shields add extra 'armor' to your ship. They are recharged over time; continually maintaining the shields draws lots of power from the engine. You can lower them to ½ or even 0 to supply your guns better, but you should know what you are doing. Rushing through an asteroid field with afterburner and guns blazing saves time, but you had better checked your radar for hostiles.
Item | Price | Armor |
---|---|---|
Shield Generator 1 | 10,000 | ship's default |
Shield Generator 2 | 30,000 | +10 cm |
Shield Generator 3 | 50,000 | +20 cm |
Shield Generator 4 | 100,000 | +30 cm |
Shield Generator 5 | 150,000 | +40 cm |
Shield Generator 6 | 250,000 | +50 cm |
Armor[]
Armor is what protects your ship if the shields fail. Without shields or armor you go boom at the slightest hit. Don't forget to have your armor repaired if it absorbed damage. Front, rear, port and starboard plating is bought seperately. If pressed for money it is wise to upgrade the front armor first.
Item | Price | Armor |
---|---|---|
Plasteel Armor | 1,000 | base protection |
Tungsten Armor | 1,500 | 2x protection |
Isometal Armor | 4,000 | 3x protection |
ECMs[]
ECMs or Electronic Counter Measures help prevent enemy missiles or torpedoes from hitting your ship. Each has a specific chance each second to break a missile lock.
Item | Price | Chance |
---|---|---|
ECM Mk 1 | 5,000 | 25%/s |
ECM Mk 2 | 15,000 | 50%/s |
ECM Mk 3 | 30,000 | 75%/s |
Radars[]
Radar Systems are used to identify/target ships and characters/cargo floating in space. The higher end Radar Systems will identify hostility towards you and even identify faction standing.
Item | Price | Color Code | Range | ID Rate |
---|---|---|---|---|
Iris Mk 1 | 10,000 | none | 15 km | 15%/s |
Iris Mk 2 | 30,000 | none | 25 km | 30%/s |
Iris Mk 3 | 60,000 | none | 50 km | 55%/s |
Hunter AW 6 | 30,000 | Friend/Foe | 15 km | 15%/s |
Hunter AW 9i | 50,000 | Friend/Foe | 25 km | 30%/s |
Hunter AW Infinity | 80,000 | Friend/Foe | 50 km | 55%/s |
B&S Tripwire | 40,000 | Faction | 15 km | 30%/s |
B&S E.Y.E. | 70,000 | Faction | 25 km | 55%/s |
B&S Omni | 100,000 | Faction | 50 km | 80%/s |
Miscellaneous[]
All the other things you can purchase for your ship fall here.
Item | Price | Description |
---|---|---|
Afterburner | 3,000 | boosts ship speed by using engine power |
Cargo Expansion | 5,000 | increases cargo space by 50% |
Cargo Scoop | 20,000 | allows you to scoop up cargo and ejected pilots |
Hidden Compartment | 2,000 | illegally shields 1 cargo space from contraband scans |
Jump Drive | 10,000 | required to use jump gates |
Repair Droid | 30,000 | repairs components while in flight, except armor, guns, launchers |
Repair NanoBots | 50 | repair 4 cm of armor or 2% of a gun/launcher, take up 0.1 cargo space |