Iron Coalition/Stats: Difference between revisions
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==Faction unique traits== | ==Faction unique traits== | ||
:* [[Outpost]]s and [[teleport]]s are given heavy | :* [[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). | ||
:* | :* Ships that require money to purchase ([[bomber]]s, [[capital ship]]s, etc) are reduced in cost by 20%. | ||
:* Slow preparation 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. | ||
Revision as of 09:52, 13 August 2009
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] | 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 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.