Iron Coalition/Stats: Difference between revisions

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(→‎Faction unique traits: With techbase you get LtClass for free.)
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:* Cost of techbases and techbase upgrades are more expensive.
:* Cost of techbases and techbase upgrades are more expensive.
:* Can build a [[shipyard]] without the prerequisite techbase.
:* Can build a [[shipyard]] without the prerequisite techbase.
:* If a techbase is already built then the shipyard starts with the first upgrade already researched{{verify}}.
:* If a techbase is already built then the shipyard starts with the first upgrade already researched.
:* Iron Coalition [[teleport receiver]]s can rescue [[eject pod]]s.
:* Iron Coalition [[teleport receiver]]s can rescue [[eject pod]]s.

Revision as of 15:59, 30 April 2009

Health Ships Weapons Economy
Ship hull[1] 95% 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 armour class (ungalvable).
  • More ammo and fuel capacity.
  • Rescue probe available for scouts ($250 each).
  • Miners can ripcord (which can lead them into danger).
  • Miners can unload at tech bases (however faction does not have refineries available at all).
  • All ships that require money to purchase (bombers, capital ships, etc) are reduced in cost by 20%.
  • Slow construction times (2 min for OP/TP, 4 min for tech).
  • 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 and techbase upgrades are more expensive.
  • Can build a shipyard without the prerequisite techbase.
  • If a techbase is already built then the shipyard starts with the first upgrade already researched.
  • Iron Coalition teleport receivers can rescue eject pods.