User Tools

Site Tools


canon:components:components_list

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
canon:components:components_list [2022/01/25 15:29] hemacastcanon:components:components_list [2022/01/25 16:09] (current) – [Current In Game Components List] hemacast
Line 1: Line 1:
-====== Current In Game Components List ======+====== In-Game Components ======
  
 //For making or editing your own components see [[modding:components|Components (Modding)]]// //For making or editing your own components see [[modding:components|Components (Modding)]]//
Line 6: Line 6:
  
 ==== Power ==== ==== Power ====
-  * Power Generator – Reactors. Makes the energy that gets used by other systems. +  * [[canon:components:Power#Power Generators|Power Generator]] - Reactors. Makes the energy that gets used by other systems. 
-  * Power Storage – Batteries. Can run some components if the Ion Reactor is off.+  * [[canon:components:Power#Batteries|Power Storage]] – Batteries. Can run some components if the Ion Reactor is off.
  
 ==== Movement ==== ==== Movement ====
-  * FTL – Faster Than Light drive. +  * [[canon:components:movement#FTL|FTL]] – Faster Than Light drive. 
-  * Propulsion – Main Engines. Moves the vessel forward +  * [[canon:components:movement#Propulsion|Propulsion]] – Main Engines. Moves the vessel forward 
-  * Maneuvering – Maneuvering Thrusters. Turn!+  * [[canon:components:movement#Maneuvering|Maneuvering]] – Maneuvering Thrusters. Turn!
  
 ==== Weapons ==== ==== Weapons ====
-  * Weapon Systems – Needed for Tactical Interface. Powers the weapons. +  * [[canon:components:weapons#Weapon Systems|Weapon Systems]] – Needed for Tactical Interface. Powers the weapons. 
-  * Cannons – Variety of Ion, Pulse, APG, GPG. Guns Guns Guns +  * [[canon:components:weapons#Cannons|Cannons]] – Variety of Ion, Pulse, APG, GPG. Guns Guns Guns 
-  * Missile Systems – Missile Tubes, Missile Bays. Do you want to fire all of your missiles at once? Or one at a time? +  * [[canon:components:weapons#Missile Systems|Missile Systems]] – Missile Tubes, Missile Bays. Do you want to fire all of your missiles at once? Or one at a time? 
-  * Shields – Rechargeable damage reduction. Don't forget to turn them on.+  * [[canon:components:weapons#Shields|Shields]] – Rechargeable damage reduction. Don't forget to turn them on.
  
 ==== Other ==== ==== Other ====
-  * Sensors – Scanning and Communications. Different distances for different power. +  * [[canon:components:other#Sensors|Sensors]] – Scanning and Communications. Different distances for different power. 
-  * Life Support – Keeping people alive. +  * [[canon:components:other#Life Support|Life Support]] – Keeping people alive. 
-  * Cloaking – shhhh . . . . . It's a secret+  * [[canon:components:other#Cloaking|Cloaking]] – shhhh . . . . . It's a secret 
 + 
 +===== Component Information ===== 
 + 
 +Name – Name of the Component 
 + 
 +Type – The type of component (what it's supposed to do) 
 + 
 +Function – How it uses energy (Generate, Store, or Consume) 
 + 
 +[[canon:companies:companies_list|Company]] – The company that makes the component. 
 + 
 +Hard Points – How many hard points the component takes up. 
 + 
 +==== Component Stats ==== 
 +  * Integrity – Hit points. 
 +  * Minimum – Minimum integrity required to use the component. Below this, the component turns off. 
 +  * Tolerance – Unsure. 
 + 
 +==== Power Consumption ==== 
 +  * Level – Amount of power that gets stored in a component 
 +    * Optimal – The standard amount of power stored in a component. 
 +    * Maximum – Unsure of difference from Optimal. 
 +  * Charge – Speed at which the Level gets charged. 
 +  * Bleed – Speed at with the Level discharges. 
 + 
 +==== Weapons ==== 
 +  * Class – Projectile or Missile 
 +  * Recycle – How long it takes to fire 
 +  * Energy – How much energy it consumes when it fires/charges 
 +  * Speed – Speed of the projectile, in Meters/second 
 +  * Range – Range of the projectile, in Meters 
 +  * Damage Type – Type of Damage (Piercing, Electrical, Explosive, Radiation, etc) 
 +  * Damage – Hull or Shield Damage
canon/components/components_list.1643124584.txt.gz · Last modified: 2022/01/25 15:29 by hemacast