Iron Coalition/Stats: Difference between revisions

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m (fixing footnotes)
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|Research costs || 100%
|Research costs || 100%
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:::{{Footnote|1}} 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}} Note 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.}}





Revision as of 01:26, 23 June 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 may lead them into danger).
  • Miners can unload at techbases (however faction does not have refineries available at all).
  • Nearly 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).
  • 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 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 Light Class already researched.
  • All stations can rescue eject pods.