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

From Bitfighter
(Weapons)
(Weapons)
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* '''Mine:''' Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)
 
* '''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.
 
* '''Spy Bug:''' Spy bugs are only available if you have chosen the sensor module.
(minor edit by LetsPlayMBP)
 
  
  
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<tr><td style="color:#FF9900; border:1px solid #af5858;">Spy Bug</td><td style="color:#FF9900; border:1px solid #af5858;">Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.</td><td style="color:#FF9900; border:1px solid #af5858;">None</td><td style="color:#FF9900; border:1px solid #af5858;">50%</td><td style="color:#FF9900; border:1px solid #af5858;">50-70%(?)</td></tr>
 
<tr><td style="color:#FF9900; border:1px solid #af5858;">Spy Bug</td><td style="color:#FF9900; border:1px solid #af5858;">Can only be used/created if the Sensor module is selected.  Makes surrounding areas of the commander's map visible to player and teammates.</td><td style="color:#FF9900; border:1px solid #af5858;">None</td><td style="color:#FF9900; border:1px solid #af5858;">50%</td><td style="color:#FF9900; border:1px solid #af5858;">50-70%(?)</td></tr>
 
 
</table>
 
</table>
(chart by Flynn)
 

Revision as of 18:32, 28 July 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: 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 weapon21%1%(?)None
BouncerLike the phaser, except more energy usage, and it bounces off walls. Powerful, but potentially dangerous to the shooter.15%5- 10%(?)None
TripleSimilar to phaser, but fires a fan of three projectiles at about a 5-10 degree span14% (per projectile)10- 20%(?)None
BurstGrenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items.Up to 50% (depends on distance)50%(?)50-70%(?)
MineA simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% seen).Up to 50% (depends on distance)50%75%
Spy BugCan only be used/created if the Sensor module is selected. Makes surrounding areas of the commander's map visible to player and teammates.None50%50-70%(?)