Difference between revisions of "Ship configuration (weapons & modules)"

From Bitfighter
(Weapons)
(Weapons)
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<tr><td style="border:1px solid #af5858;" colspan=4 width=13% width=10%>Spy Bot</td style="border:1px solid #af5858;"><td style="border:1px solid #af5858;" width=50% colspan=4>Can only be used/created if the sensor boots module is selected, when the action key for sensor boost is pressed, the projectile functions as an extension of the map. Short range, and stationary.</td style="border:1px solid #af5858;"><td style="border:1px solid #af5858;" colspan=4 width=13%>None</td style="border:1px solid #af5858;"><td style="border:1px solid #af5858;" colspan=4 width=13%>50%</td style="border:1px solid #af5858;"><td style="border:1px solid #af5858;" colspan=4 width=13% width=13% >50-70%(?)</td style="border:1px solid #af5858;"></tr>
 
<tr><td style="border:1px solid #af5858;" colspan=4 width=13% width=10%>Spy Bot</td style="border:1px solid #af5858;"><td style="border:1px solid #af5858;" width=50% colspan=4>Can only be used/created if the sensor boots module is selected, when the action key for sensor boost is pressed, the projectile functions as an extension of the map. Short range, and stationary.</td style="border:1px solid #af5858;"><td style="border:1px solid #af5858;" colspan=4 width=13%>None</td style="border:1px solid #af5858;"><td style="border:1px solid #af5858;" colspan=4 width=13%>50%</td style="border:1px solid #af5858;"><td style="border:1px solid #af5858;" colspan=4 width=13% width=13% >50-70%(?)</td style="border:1px solid #af5858;"></tr>
 
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(chart by Flynn)

Revision as of 03:16, 4 June 2009

Each ship can be configured with 2 modules and 3 weapons. The loadout select menuallows the player to choose a new ship loadout configuration. This configuration will not become available until the player flies over a loadout zone.

Modules

Modules are special powers that can be activated by pressing the appropriate module activation key. The modules are:

  • Boost: Lets the ship travel faster
  • Shield: Creates a shield around the ship that reflects shots
  • Repair: Repairs self, teammates, and other team objects that are damaged
  • Sensor: Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map. Players with this module can build spy bugs.
  • Cloak: Turns the ship invisible

Weapons

  • Phaser: Simple shoot-em-up weapon. Uses little energy, does little damage.
  • Bouncer: This weapon is like the phaser, but takes up more energy, but bounces off walls.
  • Triple Fire: Takes up lots of your energy, and fires 3 shots at a time.
  • Burster: Unlike other weapons, you can hit it, and gives an area of effect.
  • Mine: Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)
  • Spy Bug: Spy bugs are only available if you have chosen the sensor module.



WeaponDescriptionDestructionEnergy UsedMin Energy
PhaserSimple rapid fire, straight shot weapon5 - 10%1%(?)None
BouncerLike the phaser, except more energy usage, and it bounces5 - 10%5- 10%(?)None
TrippleExactly the same as a phaser, aside from the fact that is fires three at a time, and all three shots arch out at slightly different angles (about a 5-10 degree difference)5 - 10% (per projectile)10- 20%(?)None
BurstSimilar to a bounce, and a mine, explodes on contact with a ship, or a projectile (or it automatically detonates in 3 seconds). Also bounces off of walls, unlike most projectiles, it's speed rapidly decreases.50%50%(?)50-70%(?)
MineA simple stationary weapon. becomes active when the creator leaves its range. Detonates (only if active) when it comes in contact with a ship or projectile. Easy to see for the creator, hard to see for anyone else50%50%75%
Spy BotCan only be used/created if the sensor boots module is selected, when the action key for sensor boost is pressed, the projectile functions as an extension of the map. Short range, and stationary.None50%50-70%(?)

(chart by Flynn)