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{{Academy index}}
{{Academy index}}
::''Abbreviation: Belts
__NOTOC__
__NOTOC__
{{center|[[Image:Belterscommercial.jpg]]}}
{| align{{=}}"center" style{{=}}"text-align:center"|
{| style="width=59%; max-width: 50em; background: #C0C1C0; border: 1px solid #444044; text-align: center; margin-bottom: 13px"
|colspan=3 align="center" style="color: #fff; background: black; border: 1px solid black; border-left-color: black; border-top-color:black; padding: 0.2em 0.5em" | '''BELTERS'''
|-
|colspan=3 align="center" | [[Image:Belterscommercial.jpg]]
|-
| style="width: 50%"|'''[[Belters/About|About]]'''
| '''[[Belter storyline|Storyline]]'''
|'''[[http://www.freeallegiance.org/FAW/index.php/Phantom_Core| Pcore005]]'''
|-
|style="color: #fff; background: black; border: 1px solid black; border-left-color: black; border-top-color:black; padding: 0.2em 0.5em" | [[File:Belterslogo.jpg]]
|colspan=2 align="left" style="color: #fff; background: black; border: 1px solid black; border-left-color: black; border-top-color:black; padding: 0.2em 0.5em" | ''The Belters - a loose collection of independent traders, prospectors, pirates, and privateers - share a common belief: that freedom from tyranny is the right of all humanity. Belters are a rough-hewn, unruly bunch of borderline anarchists. Led by unlikely hero Orion Sholes, the Belters pilot an odd mix of captured and jury-rigged equipment: the "Junkyard Armada."''
|-
|'''Starting Ships:'''
|'''[[Scout]]'''
|'''[[Fighter]]'''
|-
|style="background: #708090; border: 1px solid #708090; border-left-color:#708090; border-top-color:#708090; padding: 0.2em 0.5em" |'''Short Name'''
|style="background: #708090; border: 1px solid #708090; border-left-color:#708090; border-top-color:#708090; padding: 0.2em 0.5em" | '''Nick Name'''
|style="background: #708090; border: 1px solid #708090; border-left-color:#708090; border-top-color:#708090; padding: 0.2em 0.5em" | '''Abbreviation'''
|-
|align="center" style="background: #949494; border: 1px solid #949494; border-left-color:#949494; border-top-color:#949494; padding: 0.2em 0.5em" |Belters
|align="center" style="background: #949494; border: 1px solid #949494; border-left-color:#949494; border-top-color:#949494; padding: 0.2em 0.5em" |Bricks
|align="center" style="background: #949494; border: 1px solid #949494; border-left-color:#949494; border-top-color:#949494; padding: 0.2em 0.5em" |Belts
|-
|colspan=3 align="center" style="background: #708090; border: 1px solid #708090; border-left-color:#708090; border-top-color:#708090; padding: 0.2em 0.5em" | '''''Do You Want To Know More?'''''
|-
|align="center" style="background: #949494; border: 1px solid #949494; border-left-color:#949494; border-top-color:#949494; padding: 0.2em 0.5em" | [[Belters|Basics]]
|align="center" style="background: #949494; border: 1px solid #949494; border-left-color:#949494; border-top-color:#949494; padding: 0.2em 0.5em" | [[AFS Belters|Flying]]
|align="center" style="background: #949494; border: 1px solid #949494; border-left-color:#949494; border-top-color:#949494; padding: 0.2em 0.5em" | [[ACS Belters|Commanding]]
|-
|align="center" style="background: #949494; border: 1px solid #949494; border-left-color:#949494; border-top-color:#949494; padding: 0.2em 0.5em" | {{y|▲}}{{y|▲}}{{y|▲}}▲▲
|align="center" style="background: #949494; border: 1px solid #949494; border-left-color:#949494; border-top-color:#949494; padding: 0.2em 0.5em" | {{r|▲}}{{r|▲}}▲▲▲
|align="center" style="background: #949494; border: 1px solid #949494; border-left-color:#949494; border-top-color:#949494; padding: 0.2em 0.5em" | {{y|▲}}{{y|▲}}{{y|▲}}▲▲
|}
|}
 
==Overview==


The junkyard dogs of allegiance, Belters are strong, dangerous, and use almost anything they can find.


{{Colored notice box|#FFD005|'''The Belters - a loose collection of independent traders, prospectors, pirates, and privateers - share a common belief: that freedom from tyranny is the right of all humanity. Belters are a rough-hewn, unruly bunch of borderline anarchists. Led by unlikely hero Orion Sholes, the Belters pilot an odd mix of captured and jury-rigged equipment: the "Junkyard Armada."}}
You just never can tell what you're going to find when you encounter a Belter ship, with the vast customization that their pilots have access to, you could find yourself up against the deadliest ship in the game or you might just end up encountering a [[Bomber]] designed to deliver pizza, you just never know.


Belter pilots are always hunting for random technology since they can use almost anything, for that reason alone if you encounter a Belter ship you need to watch them closely, they may just decide to attack you in order to destroy your ship and salvage any [[Cadet I/Floating technology|floating technology]] for parts.


The Belters' junkyard orientations give them most of their unique qualities. At the technological level the Belters have the ability to use technology in ways that other factions cannot; namely, without requiring a technological base. This means that any Mk-II and Mk-III technology picked up in space or previously researched can be used by Belters pilots at any time regardless of whether the corresponding techbase is available. If an [[Iron Coalition]] were to stumble upon SRM Anti-Base 2 he would pick it up and return it to base as would any good pilot. However his team requires a [[Supremacy Center]] to make use of the technology and the IC team will be stuck with SRM AB1 until one was built. The Belters, however, can replicate the missiles right away and for the rest of the game.
==Perks==


Only Mk-III level ships (those that require an advanced station to research in the first place) require that they possess a technological station (however Mk-II ships remain available). As such, adversaries of the Belters are particularly careful about not letting technology into their enemy's hands regardless of the Belters' chosen technological pathway, because chances are it'll be used against them.
The Belters' junkyard orientations give them most of their unique qualities. Their biggest strategic advantage is their ability to use (almost) any technology without the corresponding technology base. This makes it very important for their pilots to scavenge as much technology as possible after a battle, because as soon as it's secured then everyone on the team can use it. As opposed to, for instance, an [[Iron Coalition]] pilot who secures Mini Gun 2, his team must wait until an [[Expansion complex]] is built before their Mini Gun 1’s are upgraded.  


This is compensated for by the Belters' slow research time (240 seconds) and by the high cost of researching weapons and equipment. For example, technological research priced at 5000$ for the Coalition is priced at 6250$ for the Belters. This impairs the Belters financially and temporally. Conversely, researching their ships costs less and thus many commanders concentrate on researching ships and rely on their pilots to scavenge the weapons to equip them with.
Another aspect of their junkyard technology is the ability to continue using ships after losing the corresponding technology base. Once researched, [[Fighter|enhanced fighters]], [[Stealth fighter|stealth fighters]], and [[Interceptor|interceptors]] will remain available for the rest of the game. The advanced versions of ships ''do require'' the appropriate technology base to remain playable. This makes a Belter team incredibly resilient - after losing a technology base they can still fly Mk-II ships and use Mk-II ''and'' Mk-III weapons!


The low prices are also a characteristic of their technological stations. Where others like [[GigaCorp]] can spread quickly with cheap, weak minor stations, the Belters can spread quickly with cheap yet solid technological stations. Coupled with their ability to maintain technology from lost technological stations and incredible versatility in ship loadout, Belter pilots generally have a very large array of choice for their ships and equipment.
Their final major unique quality is their ability to mix-and-match weapons on their ships. Normally fighters can only mount fighter weapons, and interceptors can only mount interceptor weapons. With Belters, almost anything goes. In fact, (nearly) all of their small ships can mount the [[nanite repair system]] (nans), making them incredibly useful in nearly every situation when they bring it along (and they should).


The Belters are extremely flexible in terms of equipment, missiles and weaponry. All small class ships (and some medium class) can mount weapons & equipment that are normally only available to a single small class ships. Of these the most useful is the ability to equip [[nanite repair system]]s on nearly every small class ship, and boosters available on nearly every ship. This leads to strategies like [[heavy interceptor]] nanites and boosting stealth bombers, which are particularly deadly.
==Nerfs==


The Belters are the least sophisticated faction. They are utilitarian. As such, they have never bothered to enable their small-class ships to mount any kind of shielding and are completely devoid of small shield technology. Although this leaves the small ships with a lower signature, it also makes them slightly less durable. On the other hand the ships are given strong, dense hulls; and they can rely on most teammates carrying a spare nan. However this extra armor means the ships are particularly bulky, being a collection of ship parts fused together, and they maneuver particularly poorly, having a hard time accelerating. These drawbacks are the main reason why pilots don't enjoy flying them.
The cost of technology is a large nerf and combined with the slower than usual research time of 4 minutes can make it difficult to keep up on the tech edge.  It is extremely important to obtain [[Cadet I/Floating technology|floating technology]] whenever posssible. Since their tech bases are incredibly cheap to produce, a Belter team can quickly spread across the map with solid stations which when coupled with their ability to maintain technology from lost tech stations and incredible versatility in ship load-out, all technology should be acquired when looking to the future.


After finding rescue probe technology in Coalition space, they attempted to replicate the technology. They succeeded and pilots in [[eject pod]]s can indeed use those probes to be quickly sent back to the nearest station. However Belter scientists did not succeed in creating specificity in the probe and thus belter rescue probes work for every other faction. This means Belter pilots are instructed to be particularly careful in laying them around, hiding them to be sure that the enemy cannot take advantage of them. The religious beliefs of the Belters led them to name this technology a "sanctuary".
Their approach to building ships is simple; weld some metal together and use extra duct tape. Their poorly engineered ships are clunky craft that are easy to hit. They've never completely mastered shield technology and all small class ships lack shields, to partially offset this they've welded extra armour plates on ships gaining additional hull points. They have managed to attach [[Other_equipment|light boosters]] to nearly every small and medium class ship, however belter ships handle like a sluggish brick because of all the extra mass in the armour. ''This all makes the belters an unpopular choice for many new players''.  


Belter [[Miner|miners]] are vulnerable, they are slow to mine so they are often found by the enemy and they are slow moving making them easy prey.  Heightened miner defence is required and good deprobing so they can get their job done, once they offload the bonus to he3 yield allows them much more money than other miners.  Because of their vulnerabilities Belter economies are considered poor, however proper operation of miners and making sure that they mine efficiently using refineries can turn their economy into a windfall.


{{center|{{title|Belters}}''Information taken from CC_03.<br>
==Special==
[[File:Belterslogo.jpg]]
After finding rescue probe technology in [[Iron Coalition|Coalition]] space, Belters replicated the technology. pilots in [[Eject pod|eject pods]] can indeed use those probes to be quickly sent back to the nearest station. However Belter scientists were unable in creating specificity in the probe and thus belter rescue probes work for every other faction as well. Pilots are instructed to be particularly careful in their placement, <u>hiding them to be sure that the enemy cannot see them,</u> and then use them. The religious beliefs of the Belters led them to name this technology a "sanctuary".


'''Starting ship(s)'''<br>[[Scout]]<br>[[Fighter]]}}
* An exception to Belters tech scrounging is [[Dispenser_items#Probes|Teleport Probe 2 (TP2)]], to access that technology they must have a [[Supremacy Center]].


==Faction statistics==
==Faction statistics==
Line 59: Line 99:
|Sensors || 100%
|Sensors || 100%
|Missile damage|| 100%
|Missile damage|| 100%
|He3 yield || {{g|125%}}
|He3 yield || {{g|110%}}
|-
|-
|Station hull repair || 100%
|Station hull repair || 100%
Line 71: Line 111:
|Research costs || {{r|125%}}
|Research costs || {{r|125%}}
|}
|}
:::{{Footnote||Standard ship hull is 90%.}}
:::{{Footnote|1|Standard ship hull is 90%.}}
:::{{Footnote|2|Note that ship signature is ''divided'' by this number, so a higher number is better.}}
:::{{Footnote|2|Note that ship signature is ''divided'' by this number, so a higher number is better.}}
:::{{Footnote|3|ote that ripcord time is ''divided'' by this number, so a higher number is better.}}
:::{{Footnote|3|Note that ripcord time is ''divided'' by this number, so a higher number is better.}}


==Faction unique traits==
==Faction unique traits==
:* Salvagers:
:** Can use most tech that is researched or salvaged, whether or not the corresponding techbase is alive.
:** Can replicate other factions unique technology, such as [[technoflux|Technoflux's]] particle-energy weapons.
:** Belter ships can carry a variety of weapons and equipment normally available to only other ships.
:** [[Scout]]s, [[stealth fighter]]s, [[stealth bomber]]s, [[fighter bomber]]s carry booster. [[Bomber]]s can mount light booster.
:* Workers, not thinkers:
:** 4 minute research time.
:** New ship equipment is expensive to research.
:** New ship designs are cheap to research.
:** All Bases are cheaper to construct (-20%).
:* Unsophisticated engineering:
:** No small shield available.
:** Extra hitpoints for most ships (in addition to the faction-wide buffs listed above).
:** Heavier, boxier ships.
:** Once researched, can use Mk II ships whether or not the corresponding techbase is alive.
:* Unique ship the [[omni fighter]] is available.
:** A fighter class ship capable of mounting <u>any</u> equipment available to <u>any</u> small ship.
=====Latest faction changes from Pcore005=====
All belters ships are now 50% heavier than those of other factions, while player ships have only 33% more thrust. (drones get 50% so they dont align for years when docking).
All belter small and medium ships have boosters and some fuel. Ships that wouldve had boosters anyway have more fuel, to compensate for the worse accel. For figs that is roughly 1/5th more fuel. Ints get only 1/15th more fuel.
Fuel values for scouts and sfs reduced to 4/5/7 for basic/enh/adv tech level.
All belter small craft can mount both boosters and afterburners.


:* Bases are cheaper to construct (-20%).
All belter medium craft can mount the new belters-only medium booster. Everything but gunships has very low fuel, only allowing for short bursts of better acceleration, but no significant maximum speed increase.  
:* Cheaper research for ship types.
:* Belter ships can carry a variety of weapons and equipment normally available to only a single type of ship. For example the belter [[interceptor]] can mount dumbfire [[missiles]].
:* [[Scout]]s, [[stealth fighter]]s, [[stealth bomber]]s, [[fighter bomber]]s carry booster. [[Bomber]]s can mount light booster.
:* Can use all tech researched/secured, whether or not the corresponding techbase is alive.
:* Once researched, can use Mk II ships whether or not the corresponding techbase is alive.
:* Any faction can mount (most) unique weapons that they scavenge from dead enemies, however the belters go one step further and replicate this technology. Thus belter pilots can choose to mount it on their ships before they launch. For instance they can use [[technoflux|Technoflux's]] Particle Energy miniguns, or [[Ga'Taraan Federation|Ga'Taraan Federation's]] EW pulse lasers.
:* Lower cost capital ship research cost.
:* Most Belter ships have approximately twice the mass, turn torques, and hitpoints of other factions equivalents (that is in ''addition'' to the percentages listed in the stats table above).
:* Lack of shields on all small class ships scare off new players, but all ships without shields have an extra hull bonus. (Extra hitpoints: Scout 200; Adv/HvyScout and all Figthers 300; Stealth Fighter/Bomber 150; Adv Stealth Fighter 200)
:* [[Omni fighter]]s available. A fighter class ship capable of mounting any equipment available from any small ship.


==Ideal settings==
Gunships have some more fuel giving them some additional mobility.


:* Like [[Bios]], Belt's can survive on low amounts of money quite easily. Ideal settings are Med/Med, plentiful can be helpful for techbase spam as long as your not against Giga.
Medium booster research requires light booster 1 and a starbase.


==Faction strategies==
Belters now keep their researched mk2 ships, even if the techbase is destroyed.


:* Heavy Bombers - The Belter heavy bomber is the tank among bombers, also with the Sup hull (GA) upgrades and AC 2/3, these bombers can take on heavy interceptors. One of the key items for Belter bombing is Nan 2, it is absolutely crucial. With Belters, always encourage your team to pick up all floating tech. The Belter bomber can load light booster, which when it is being properly rammed, can get up to speeds of 170 MPS. These bombers are fun and fairly cost effective.
Omni figs now can mount hvy cloak and have slightly better base acceleration.
:* [[Missile frigate]] (MF) rush - Purchase a tech base for 8K, then immediately get a [[Shipyard]] (SY). One relatively cheap medium class payment away and you have a missile frigate that can use nerve gas to capture a base.
:* [[HTT]] rush- With good Belter settings, and a proper econ, you can get HTTs by the 15 minute mark. The Belter Int is not the best dogfighter due to it's large mass, but the hvy int does load Nan making it an excellent rammer. Belter HTTs can go over 200 MPS with proper ramming. The key to getting the HTT so quickly to partial invest TT, Adv EXP, Int and Sig 1 GA all at the same time. Belters have a 240 second research time, so it doesn't need to finish research off immediately start with cheaper tech first, and put little increments into expensive tech. Belters is sort of like Giga, in that once you have your Adv EXP, you should be getting enormous amounts of cash due to the yield. Due to this fact and the defensive fact of your Ints, EXP is a great tech to up first with Belters.
:* Multi-Teching - Belters Tech bases are so incredibly cheap that with a good Belter commander, the only time he loses is when there are no tech rocks left on the map. The cheap tech bases makes going dual or Omni tech very easy, even if you don't plan on getting anything from the base aside from the GA's, it is almost still worth it. The key that will make or break Belters, is the amount of tech your team picks up. If items like DF2, Nan2, Boost2, Mini2 and Gatt2 are brought in, you will save a lot of time and money. Belters should never have to buy Mark II tech.


==See also==
==See also==
*[[Belter storyline]]
*[[Belters - pictures]]
*[[Belters - pictures]]


[[Category:Factions]]
[[Category:Factions]] [[Category:Belters]]

Latest revision as of 01:10, 20 January 2020

ALLEGOPEDIA
About History
FACTIONS
Belters Bios
Dreghklar Ga'Taraan
GigaCorp Iron Coalition
Omicron Hive Rixian Unity
Technoflux Draconium
Phoenix Valkyrie
SHIPS
Buying Ships
Small Class
Eject Pod Interceptor
Fighter Scout
Stealth Fighter Other Small Ships
Medium Class
Bomber Fighter Bomber
Gunship Stealth Bomber
Troop Transport Other Medium Ships
Capital Class
Assault Ship Attack Carrier
Battlecruiser Battleship
Corvette Cruiser
Destroyer Devastator
Freighter Frigate
Other Capital Ships
Ship Equipment
Dispenser Items Missiles
Weapons Other Equipment
AI Drone Ships
Carrier Caltrop
Constructor Miner
Tower Other Drones
BASES
Buying Bases
Minor Bases
Outpost Refinery
Teleport Receiver Other Minor Bases
Special Bases
Garrison Shipyard
Technology Bases
Expansion Complex Supremacy Center
Tactical Laboratory Other Tech Bases
BELTERS
Belterscommercial.jpg
About Storyline [Pcore005]
Belterslogo.jpg The Belters - a loose collection of independent traders, prospectors, pirates, and privateers - share a common belief: that freedom from tyranny is the right of all humanity. Belters are a rough-hewn, unruly bunch of borderline anarchists. Led by unlikely hero Orion Sholes, the Belters pilot an odd mix of captured and jury-rigged equipment: the "Junkyard Armada."
Starting Ships: Scout Fighter
Short Name Nick Name Abbreviation
Belters Bricks Belts
Do You Want To Know More?
Basics Flying Commanding
▲▲ ▲▲▲ ▲▲

Overview

The junkyard dogs of allegiance, Belters are strong, dangerous, and use almost anything they can find.

You just never can tell what you're going to find when you encounter a Belter ship, with the vast customization that their pilots have access to, you could find yourself up against the deadliest ship in the game or you might just end up encountering a Bomber designed to deliver pizza, you just never know.

Belter pilots are always hunting for random technology since they can use almost anything, for that reason alone if you encounter a Belter ship you need to watch them closely, they may just decide to attack you in order to destroy your ship and salvage any floating technology for parts.

Perks

The Belters' junkyard orientations give them most of their unique qualities. Their biggest strategic advantage is their ability to use (almost) any technology without the corresponding technology base. This makes it very important for their pilots to scavenge as much technology as possible after a battle, because as soon as it's secured then everyone on the team can use it. As opposed to, for instance, an Iron Coalition pilot who secures Mini Gun 2, his team must wait until an Expansion complex is built before their Mini Gun 1’s are upgraded.

Another aspect of their junkyard technology is the ability to continue using ships after losing the corresponding technology base. Once researched, enhanced fighters, stealth fighters, and interceptors will remain available for the rest of the game. The advanced versions of ships do require the appropriate technology base to remain playable. This makes a Belter team incredibly resilient - after losing a technology base they can still fly Mk-II ships and use Mk-II and Mk-III weapons!

Their final major unique quality is their ability to mix-and-match weapons on their ships. Normally fighters can only mount fighter weapons, and interceptors can only mount interceptor weapons. With Belters, almost anything goes. In fact, (nearly) all of their small ships can mount the nanite repair system (nans), making them incredibly useful in nearly every situation when they bring it along (and they should).

Nerfs

The cost of technology is a large nerf and combined with the slower than usual research time of 4 minutes can make it difficult to keep up on the tech edge. It is extremely important to obtain floating technology whenever posssible. Since their tech bases are incredibly cheap to produce, a Belter team can quickly spread across the map with solid stations which when coupled with their ability to maintain technology from lost tech stations and incredible versatility in ship load-out, all technology should be acquired when looking to the future.

Their approach to building ships is simple; weld some metal together and use extra duct tape. Their poorly engineered ships are clunky craft that are easy to hit. They've never completely mastered shield technology and all small class ships lack shields, to partially offset this they've welded extra armour plates on ships gaining additional hull points. They have managed to attach light boosters to nearly every small and medium class ship, however belter ships handle like a sluggish brick because of all the extra mass in the armour. This all makes the belters an unpopular choice for many new players.

Belter miners are vulnerable, they are slow to mine so they are often found by the enemy and they are slow moving making them easy prey. Heightened miner defence is required and good deprobing so they can get their job done, once they offload the bonus to he3 yield allows them much more money than other miners. Because of their vulnerabilities Belter economies are considered poor, however proper operation of miners and making sure that they mine efficiently using refineries can turn their economy into a windfall.

Special

After finding rescue probe technology in Coalition space, Belters replicated the technology. pilots in eject pods can indeed use those probes to be quickly sent back to the nearest station. However Belter scientists were unable in creating specificity in the probe and thus belter rescue probes work for every other faction as well. Pilots are instructed to be particularly careful in their placement, hiding them to be sure that the enemy cannot see them, and then use them. The religious beliefs of the Belters led them to name this technology a "sanctuary".

Faction statistics

Health Ships Weapons Economy
Ship hull[1] 105% Top speed 115% EW range 100% Starting money 100%
Ship shield 100% Acceleration 100% PW range 100% Payday $450
Ship shield repair 100% Turn rate 105% PW damage 100% Mining speed 60%
Station hull 100% Torque 110% Missile tracking 100% Miner capacity 80%
Station shield 100% Sensors 100% Missile damage 100% He3 yield 110%
Station hull repair 100% Signature[2] 100% Energy 100% Research time 4 minutes
Station shield repair 100% Ripcording[3] 100% Research costs 125%
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

  • Salvagers:
    • Can use most tech that is researched or salvaged, whether or not the corresponding techbase is alive.
    • Can replicate other factions unique technology, such as Technoflux's particle-energy weapons.
    • Belter ships can carry a variety of weapons and equipment normally available to only other ships.
    • Scouts, stealth fighters, stealth bombers, fighter bombers carry booster. Bombers can mount light booster.
  • Workers, not thinkers:
    • 4 minute research time.
    • New ship equipment is expensive to research.
    • New ship designs are cheap to research.
    • All Bases are cheaper to construct (-20%).
  • Unsophisticated engineering:
    • No small shield available.
    • Extra hitpoints for most ships (in addition to the faction-wide buffs listed above).
    • Heavier, boxier ships.
    • Once researched, can use Mk II ships whether or not the corresponding techbase is alive.
  • Unique ship the omni fighter is available.
    • A fighter class ship capable of mounting any equipment available to any small ship.
Latest faction changes from Pcore005

All belters ships are now 50% heavier than those of other factions, while player ships have only 33% more thrust. (drones get 50% so they dont align for years when docking).

All belter small and medium ships have boosters and some fuel. Ships that wouldve had boosters anyway have more fuel, to compensate for the worse accel. For figs that is roughly 1/5th more fuel. Ints get only 1/15th more fuel.

Fuel values for scouts and sfs reduced to 4/5/7 for basic/enh/adv tech level.

All belter small craft can mount both boosters and afterburners.

All belter medium craft can mount the new belters-only medium booster. Everything but gunships has very low fuel, only allowing for short bursts of better acceleration, but no significant maximum speed increase.

Gunships have some more fuel giving them some additional mobility.

Medium booster research requires light booster 1 and a starbase.

Belters now keep their researched mk2 ships, even if the techbase is destroyed.

Omni figs now can mount hvy cloak and have slightly better base acceleration.

See also