Difference between revisions of "Ship Masterpage"

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Revision as of 22:57, 5 November 2019

Page for all information on ships


Ships


Ships are primarily used for transporting Captain Steele and their crew.

Aside from transportation, there are a few extra things Steele can do while inside their ship:

  • Safely sleep
  • Masturbate
  • Shower to remove status effects including
    • All types of cumflation
    • Cum covered
    • Mare musk
    • Pussy plugged
    • Sweaty

Ships are also used in ship combat against other ships.

List of Ships


Acquirable Ships


Ambox important.png Ambox important.png
Stats below are as purchased/obtained if all player stats are at 0
Armor Stats
Name Shields Shield Def Armor Armor Def Max Energy Power
Generation
Agility Sensors Systems Thrust Accuracy Evasion Module/
Crew
Capacity
Weapon
Capacity
Fixed
equipment
Storage
space
Misc Base Price
Casstech Z14 3000 20 2015 30 200 25 20 14 25 33 21.5 36.5 4 2 Machine Gun 10 Preinstalled: Laser Cannon 27200
Ova'LEK 3500 30 2515 20 350 15 40 40 30 32 55 56 6 4 (none) 20 44999
Colt XLR 1000 10 5015 40 250 32 25 30 15 40 32.5 45 6 3 Machine Gun 30 51299
Spearhead SS 3000 20 1515 15 250 20 35 25 35 35 42.5 52.5 6 4 Laser Cannon
EM Cannon
20 58999
Moondast Gruss 0 0 7015 50 300 38 10 20 20 45 30 32.5 4 3 Coil Cannon
Repair Module
5 50000
MS-XI 5000 30 2015 20 300 50 26 45 40 25 75 38.5 9 4 Missile Turret
Shield Booster
30 249999
Clydesdale K7 3000 20 2515 10 200 25 10 35 20 40 30 22.5 14 2 EM Turret 50 Bonus crew capacity + 2 299999
Sledgehammer 4000 30 4015 50 300 50 45 20 45 45 32.5 62.5 7 4 Thermal Cannon
Shield Disruptor

25 (Wardrobe)
25 (Equipment)
10 (Consumables)
10 (Valuables)
10 (Toys)

399999
Sidewinder 6000 30 6015 45 400 85 30 65 55 120 92.5 90 10 3 Heavy Armor 30 1499967
Blade 3500 60 3500 60 350 75 70 25 50 45 62.5 92.5 8 4 Laser Cannon
Missile Turret
40 800855

Enemy Ships


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Stats below are as during combat thus as affected by upgrades


Armor Stats
Name Shields Shield Def Armor Armor Def Max Energy Power
Generation
Agility Sensors Systems Thrust Accuracy* Evasion* Modules
Installed
Modified Z7 500 20 3515 20 150 30 40 20 15 40 12.5 55 Machine Gun
Thermal Cannon
Repair Module
Dr. Teyaal’s MS-XI 6000 50 2015 10 400 50 26 100 70 25 125 33 Thermal Cannon
Laser Cannon
Coil Cannon
Shield Upgrade
Tuned Emitters
Shield Vampire
Capacitor Bank
Shield Disruptor
Star Viper Spearhead SS 2000 20 4515 55 250 50 35 25 35 35 42.5 52.5 Sensor Suite
Stealth Field Generator
Heavy Armor
Heavy Armor
Cyberdale K7 2000 10 2590 5 300 45 5 55 75 60 ? ? EM Turret
Coil Cannon
Holographic Mirror System
Shield Vampire
Gabass Gruss - - 8060 75 300 30 5 10 40 55 ? ? Coil Cannon
Repair Module
Capacitor Vampire
Redundant Plating
Heavy Armor
Guardian of Flame 6500 20 1500 25 250 75 60 40 30 60 ? ? Missile Bay
Missile Bay
Disintegration Cannon

* Accuracy and evasion stats have to be calculated manually and may be wrong

Ship Stats


List of stats and their purposes

Explanation


Shields
  • First layer of health a ship has. Can be regenerated in combat with certain ship gadgets and will fully regenerate after leaving combat.
Shield Def
  • Reduces the damage taken to the ship's shield health per an attack. Making it more effective against double shot and full auto Ship weapons.
Armor
  • The second and final layer of health a ship has. Can be regenerated in combat with certain ship gadgets, or slowly outside of combat by a dockmaster NPC such as Vahn or Shekka if she is a crew member. Requires a ship to be in port for repairs.
Armor Def
  • Reduces the damage taken to the ship's armor health per an attack. Making it more effective against double shot and full auto Ship weapons.
Ship Energy Store
  • The maximum amount of energy a ship can store at any one time. Ship energy is used to fire weapons and use certain ship gadgets. You will always begin combat with full ship energy.
Ship Energy Generation
  • The amount of energy a ship will generate each combat turn. Using the Recharge! ability will double the ship's energy generation for that round, but prevent the use of other equipment.
Agility
  • The primary stat used to calculate ship evasion. Is twice as effective at increasing evasion.
Sensors
  • The primary stat used to calculate ship accuracy. Is twice as effective at increasing accuracy.
Systems
  • Secondary stat used to calculate ship accuracy. Is additionally used offensively and defensively for "system checks" in combat.
Thrust
  • Secondary stat used to calculate ship evasion. Is additionally used in combat to determine escape chance when using Escape!.
Accuracy
  • Determines the chance to hit with the ship's weapons when using Battle! during combat.
Evasion
  • Determines the chance a ship has to completely avoid damage from an attack. Can be boosted during a combat round when using Evade! at the cost of preventing ship equipment use for that combat round.
Module/Crew Capacity
  • The amount of space a ship has to install ship equipment. Empty modules can instead be used to increase crew capacity.
Weapon Capacity
  • The number of hardpoints a ship has to install ship weapons. Unless otherwise noted, ship weapons also require a module.
Fixed Equipment
Storage space
  • Determines total space per item type (Wardrobe, Equipment, Consumables, Valuables, and Toys) in Storage that a ship can hold.
Bonus crew capacity
  • Additional crew capacity that is not affected by Module/Crew Capacity.

Calculated Values


Below is a list of how to calculate certain ship variables (prior to ship ownership and item bonuses)
Evasion

  • Ship thrust/2 + Ship agility

Accuracy

  • Ship systems/2 + Ship sensors

Ship Stat Bonuses


Ships owned by Captain Steele receive a bonus to certain stats based on Steele's own stats
Evasion

Accuracy

Armor

Shields

Weapon Damage (hidden)

* Highest achievable bonus is calculated at level 10, without the Perfect Simulant status effect as it requires the use of certain Fated Names or save editing to acquire.

Ship upgrades

Ship upgrades are all the items that when installed change the ship's stats. In exchange for a Crew/Module slot

Acquirable Ship upgrades


Ship upgrade stats
Name Stat Changes Additional Resistances Flags Base Price
Advanced Quarters

Bonus crew capacity +1

Ship Equipment 10000
Auxiliary Thrusters

Thrust +25

Ship Equipment 6000
Hardened System

System +25

Ship Equipment 6000
Heavy Armor

Armor Defense +25

Ship Equipment 6000
Power Core Tuner

Evasion -2
Power Generation +15

Ship Equipment 7500
Redundant Plating

Armor +1000

Ship Equipment 6000
Sensor Suite

Sensors +25

Ship Equipment 6000
Shield Upgrade

Shields +1000

Ship Equipment 6000
Thrust Vectoring System

Agility +20

Ship Equipment 6000
Tuned Emitters

Shield Def +20

Ship Equipment 6000

Ship Gadgets

Ship Gadgets are items that when installed give the ship a special ability.

Acquirable Ship Gadgets

Ship upgrade stats
Name Energy Use Flags Special effect Misc Base Price
Capacitor Bank 0 Ship Equipment
  • 1x/fight
  • fully restore your Ship's energy
1500
Capacitor Vampire 5 Ship Equipment
  • 1x/fight
  • drain up to 1000 energy from your opponent and add it to you own
    • Must pass a systems check* to be effective
10000
Holographic Mirror System 0 Ship Equipment
  • 1x/fight
  • 1 Hologram per 25 Systems, maximum 3
    • Holograms are destroyed by any hit, but inherit your Evasion
10000
Repair Module 0 Ship Equipment
  • 1x/fight
  • restore 3400-3599 armor points
3000
Shield Booster 50 Ship Equipment
  • 1x/fight
  • restore 3900-4099 shield points
3000
Shield Disruptor 50 Ship Equipment
  • 1x/fight
  • drain up to half of the enemy's shield
    • Must pass a systems check* to be effective
Systems +5 3000
Shield Vampire 75 Ship Equipment
  • 1x/fight
  • attempt to steal up to 2500 of the enemy's shield points and add them to your own
    • Must pass a systems check* to be effective
10000

* systems check ((Your systems/2 +(1 to 20)) must be greater than or equal to (Target systems/2 + 10))


Ship weapons


Ship weapons are all the items that can be equipped as a ship weapon.

Each non-standard weapon requires a Mod/Crew Capacity slot to install

Weapons with the turret flag require a crew member capable of piloting them

List of crew members capable of piloting turrets

Flags


Double Shot
  • Weapon fires twice per a combat round
Full Auto
  • Weapon fires four times per a combat round
Crewed Turret

Non-turret weapons


Weapons that do not require a crew member capable of piloting turrets to function

List of non turret weapons weapons

Ranged Weapon Stats
Name Physical Damage Detailed Damage Defense Energy Use Accuracy Evasion Damage Flags Special Flags Misc Base Price
Coil Cannon 500 500 Kinetic -10 70 0 0 Bullet
Energy Weaponry
Energy Weapon
Ship Equipment
4500
EM Cannon 150 150 Electric 0 46 0 0 Bullet
Energy Weaponry
Energy Weapon
Double Shot
Ship Equipment
1800
Laser Cannon 350 350 Burning 0 60 0 0 Laser
Energy Weaponry
Energy Weapon
Ship Equipment
2200
Machine Gun 100 100 Kinetic 0 25 -5 0 Bullet Full-Auto Fire
Ship Equipment
1300
Missile Bay 90 45 Kinetic
45 Burning
0 30 10 0 (none) Full-Auto Fire
Ship Equipment
1300
Thermal Cannon 365 365 Burning 0 45 -10 -5 Energy Weaponry Energy Weapon
Ship Equipment
2000

Turret weapons


Weapons that require a crew member capable of piloting turrets to function

List of turret weapons weapons

Ranged Weapon Stats
Name Physical Damage Detailed Damage Defense Energy Use Accuracy Evasion Damage Flags Special Flags Misc Base Price
EM Turret 150 150 Electric 0 92 0 0 Bullet
Energy Weaponry
Crewed Turret
Full-Auto Fire
Energy Weapon
Ship Equipment
4500
Laser Turret 350 350 Burning 0 120 0 0 Laser
Energy Weaponry
Crewed Turret
Double Shot
Energy Weapon
Ship Equipment
2750
Machine Gun Turret 190 190 Kinetic 0 50 -5 0 Bullet Crewed Turret
Full-Auto Fire
Ship Equipment
1625
Missile Turret 180 90 Kinetic
90 Burning
0 60 10 0 (none) Crewed Turret
Full-Auto Fire
Ship Equipment
1625

All Ship weapons


Below is a list of all weapons for comparison purposes

List of all ship weapon

Ranged Weapon Stats
Name Physical Damage Detailed Damage Defense Energy Use Accuracy Evasion Damage Flags Special Flags Misc Base Price
Coil Cannon 500 500 Kinetic -10 70 0 0 Bullet
Energy Weaponry
Energy Weapon
Ship Equipment
4500
EM Cannon 150 150 Electric 0 46 0 0 Bullet
Energy Weaponry
Energy Weapon
Double Shot
Ship Equipment
1800
EM Turret 150 150 Electric 0 92 0 0 Bullet
Energy Weaponry
Crewed Turret
Full-Auto Fire
Energy Weapon
Ship Equipment
4500
Laser Cannon 350 350 Burning 0 60 0 0 Laser
Energy Weaponry
Energy Weapon
Ship Equipment
2200
Laser Turret 350 350 Burning 0 120 0 0 Laser
Energy Weaponry
Crewed Turret
Double Shot
Energy Weapon
Ship Equipment
2750
Machine Gun 100 100 Kinetic 0 25 -5 0 Bullet Full-Auto Fire
Ship Equipment
1300
Machine Gun Turret 190 190 Kinetic 0 50 -5 0 Bullet Crewed Turret
Full-Auto Fire
Ship Equipment
1625
Missile Bay 90 45 Kinetic
45 Burning
0 30 10 0 (none) Full-Auto Fire
Ship Equipment
1300
Missile Turret 180 90 Kinetic
90 Burning
0 60 10 0 (none) Crewed Turret
Full-Auto Fire
Ship Equipment
1625
Thermal Cannon 365 365 Burning 0 45 -10 -5 Energy Weaponry Energy Weapon
Ship Equipment
2000

Ship Installables


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Ship installables are ship items in name only

A list of all items and key items that do not give any benefits to the Ship itself or ship combat but, once "installed" on the ship do one or more of the following

  • Has special functions with varying benefits
  • Allow access to additional content with certain characters

Items


Key Items


  • Taur-centric Ship Equipment
    • Can be used to recruitment Amber