Iron Coalition/Stats: Difference between revisions

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(→‎Faction unique traits: Techbases are not more expensive to build...)
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<noinclude>{{Note|This page has been split off from the main [[Iron Coalition]] article because it is also used in the [[ACS - Faction: Iron Coalition]] article}}</noinclude>
{|cellpadding=8 cellspacing=0 align="center" style="text-align:center" border=1
{|cellpadding=8 cellspacing=0 align="center" style="text-align:center" border=1
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|colspan=2|'''Economy
|colspan=2|'''Economy
|-
|-
|Ship hull{{Ref|1}} || {{g|95%}}
|Ship hull{{Ref|1}} || {{g|100%}}
|Top speed || 100%
|Top speed || 100%
|EW range || 100%
|EW range || 100%
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|Torque || 100%
|Torque || 100%
|Missile tracking ||100%
|Missile tracking ||100%
|Miner capacity || {{r|75%}}
|Miner capacity || 75%
|-
|-
|Station shield|| {{g|115%}}
|Station shield|| {{g|115%}}
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==Faction unique traits==
==Faction unique traits==


:* [[Outpost]]s and [[teleport]]s are given heavy armour class (ungalvable).
:* [[Outpost]]s and [[teleport]]s are given heavy base armor class (ungalvable).
:* More ammo and fuel capacity.
:* More ammo and fuel capacity.
:* Rescue probe available for [[scout]]s ($250 each).
:* Rescue probe available for [[scout]]s ($250 each).
:* [[Miner]]s can ripcord (which may lead them into danger).
:* [[Miner]]s can ripcord (which may lead them into danger).
:* Miners can unload at [[techbase]]s (however faction does not have [[refinery|refineries]] available at all).
:* Miners can unload at [[techbase]]s (however faction does not have [[refinery|refineries]] available at all).
:* Nearly all ships that require money to purchase ([[bomber]]s, [[capital ship]]s, etc) are reduced in cost by 20%.
:* Ships that require money to purchase ([[bomber]]s, [[capital ship]]s, etc) are reduced in cost by 20%.
:* Slow construction times for constructors (2 min for OP/TP, 4 min for tech).
:* Slow preparation times for constructors (2 min for OP/TP, 4 min for tech).
:* Standard small class ships ([[fighter]]s, [[interceptor]]s, and [[stealth fighter]]s) comes preresearched, so they're available as soon as the techbase is built and/or upgraded.
:* Standard small class ships ([[fighter]]s, [[interceptor]]s, and [[stealth fighter]]s) comes preresearched, so they're available as soon as the techbase is built and/or upgraded.
:* Cost of techbases upgrades are more expensive and need a minute longer to finish.
:* Cost of techbases upgrades are more expensive and need a minute longer to finish.

Latest revision as of 01:21, 20 January 2020


Info.png
Note This page has been split off from the main Iron Coalition article because it is also used in the ACS - Faction: Iron Coalition article
Health Ships Weapons Economy
Ship hull[1] 100% Top speed 100% EW range 100% Starting money 87.5%
Ship shield 100% Acceleration 100% PW range 100% Payday $525
Ship shield repair 100% Turn rate 100% PW damage 110% Mining speed 85%
Station hull 115% Torque 100% Missile tracking 100% Miner capacity 75%
Station shield 115% Sensors 100% Missile damage 110% He3 yield 100%
Station hull repair 100% Signature[2] 85% Energy 120% Research time 2 minutes
Station shield repair 100% Ripcording[3] 100% Research costs 100%
1  ·   Standard ship hull is 90%.
2  ·   Note that ship signature is divided by this number, so a higher number is better.
3  ·   Note that ripcord time is divided by this number, so a higher number is better.


Faction unique traits

  • Outposts and teleports are given heavy base armor class (ungalvable).
  • More ammo and fuel capacity.
  • Rescue probe available for scouts ($250 each).
  • Miners can ripcord (which may lead them into danger).
  • Miners can unload at techbases (however faction does not have refineries available at all).
  • Ships that require money to purchase (bombers, capital ships, etc) are reduced in cost by 20%.
  • Slow preparation times for constructors (2 min for OP/TP, 4 min for tech).
  • Standard small class ships (fighters, interceptors, and stealth fighters) comes preresearched, so they're available as soon as the techbase is built and/or upgraded.
  • Cost of techbases upgrades are more expensive and need a minute longer to finish.
  • Can build a shipyard without the prerequisite techbase.
    • If a techbase is already built then the shipyard starts with Light Class already researched.
  • All stations can rescue eject pods.