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en:games:star_trek_armada_1:sub-systems [2023-03-31-10-19] – [Sensors] 7saturnen:games:star_trek_armada_1:sub-systems [2023-03-31-10-19] (current) – [Weapons] 7saturn
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 Important: Sensors alone may not be sufficient so see everything of importance. The [[Detector Mechanics]] may make a unit invisible to ordinary sensors. Without the [[Tachyon Detection Grid]] cloaked units will not be visible, regardless of sensor range. Important: Sensors alone may not be sufficient so see everything of importance. The [[Detector Mechanics]] may make a unit invisible to ordinary sensors. Without the [[Tachyon Detection Grid]] cloaked units will not be visible, regardless of sensor range.
 ===== Shield Generators ===== ===== Shield Generators =====
-Basically, all units have two kinds of hit points (health). Some damage that can be absorbed by hardpoints, such as the here described sub-systems, which kind of make up the unit's substance. And on the other hand, there is the (usually) much bigger amount of protecting hit points, in form of the shields. Every stock unit has shields, being provided and replenished by the shield generator. If the shield generators fail, the unit loses the protection of the shields, meaning all damage inflicted will be applied directly onto the ship until shields are restored. [[map_objects#cerulean_nebula|Cerulean Nebulae]] and [[map_objects#mutara_nebula|Mutara Nebulae]] as well as the [[Shield Disruptor]] deactivate the shield generators.+{{:en:games:star_trek_armada_1:shield_generator_indicator.png?nolink |}}Basically, all units have two kinds of hit points (health). Some damage that can be absorbed by hardpoints, such as the here described sub-systems, which kind of make up the unit's substance. And on the other hand, there is the (usually) much bigger amount of protecting hit points, in form of the shields. Every stock unit has shields, being provided and replenished by the shield generator. If the shield generators fail, the unit loses the protection of the shields, meaning all damage inflicted will be applied directly onto the ship until shields are restored. [[map_objects#cerulean_nebula|Cerulean Nebulae]] and [[map_objects#mutara_nebula|Mutara Nebulae]] as well as the [[Shield Disruptor]] deactivate the shield generators.
  
 In order to have shields, usually (but not always) you need the shield generator. Units without shield generator may technically start out with some shield energy, but it will not be replenished. If the shield generator gets damaged, the shields will be gone in an instant (not restored to their original value upon repair completion), leaving the unit vulnerable for a longer period of time. If the shield generator gets only deactivated, the shields will be dropped for the moment, but the shield energy will be restored, once the shield generator is returning to normal operations. In order to have shields, usually (but not always) you need the shield generator. Units without shield generator may technically start out with some shield energy, but it will not be replenished. If the shield generator gets damaged, the shields will be gone in an instant (not restored to their original value upon repair completion), leaving the unit vulnerable for a longer period of time. If the shield generator gets only deactivated, the shields will be dropped for the moment, but the shield energy will be restored, once the shield generator is returning to normal operations.
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 {{ :en:games:star_trek_armada_1:shields_down.webp |}} {{ :en:games:star_trek_armada_1:shields_down.webp |}}
 ===== Weapons ===== ===== Weapons =====
-The weapons sub-system decides whether a unit does have any kind of working weapons. A unit without working weapons system does not have special weapons capabilities, nor does it have working ordinary weapons. Only exception seems to be the passive ability of the [[Tachyon Detection Grid]] of the [[Sensor Stations]]. These stations do not have a weapons system, but the Tachyon Detection Grid is still working (once researched).+{{:en:games:star_trek_armada_1:weapons_indicator.png?nolink |}}The weapons sub-system decides whether a unit does have any kind of working weapons. A unit without working weapons system does not have special weapons capabilities, nor does it have working ordinary weapons. Only exception seems to be the passive ability of the [[Tachyon Detection Grid]] of the [[Sensor Stations]]. These stations do not have a weapons system, but the Tachyon Detection Grid is still working (once researched).
  
 Weapons can be deactivated by [[Special Weapons]] as well as [[map_objects#cerulean_nebula|Cerulean Nebulae]]. Weapons can be deactivated by [[Special Weapons]] as well as [[map_objects#cerulean_nebula|Cerulean Nebulae]].
  
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en/games/star_trek_armada_1/sub-systems.1680257949.txt.gz · Last modified: 2023-03-31-10-19 by 7saturn

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