Hull

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[edit] Overview

  • A hull is the basic component that makes up a ship.
    It defines the Ship Devices that are built in as well as the Ship Parts that it can be outfitted with.
  • Each race has a certain list of hulls that are native to their race and can be built if the other requirements (metals, money, hull tech level) are met.

[edit] Hull Attributes

Sample Hull
Sample Hull
Image:Sample Hull.jpg
Prerequisites
Tech Level  ?
Cost  ? MC
Duranium -
Tritanium -
Molybdenum -
Personnel
Crew Size  ?
Guests -
Cargo
Max. Cargo -
Max. Fuel -
Max. Ord -
Max. Repair -
Cargo (Extended)
Pod Bays -
Fighter Bays -
Tractor Beam -
Ship Parts
Large Weapons -
Small Weapons -
Super Weapon -
Point Defense -
Generators -
Armor Limit -
Shield Limit -
Warp Movement
Engines -
Warp Drag Factor  ?
Hyperjump
Class -
Range -
Scanning
Scan Range  ?
Warp Signature  ?
Cloak (Fuel) -
Dry Dock
Size -
Space Combat
Attack Bonus  ?
Evasive Bonus  ?
Power Bank -
Damage Modifiers
Hull Mass  ?
Parts  ?
Control System  ?
Engines  ?
Hyper Drive  ?
Life Support  ?
Soft Spot  ?


[edit] Personnel / Cargo

Min. Max. Comment
Crew Size 1 159,000 Number of Crew that can work in the ship
Guest Size 0 10,000,000 Number of guests (colonists, troops, high guard rangers) that can be put in the ship
Fuel Tank 10 29,000
Max. Cargo 0 1,200,000
Max. Ordnance 0 1,000,000
Max. Repair Units 0 85,000
Pod Bays 0 20 Can dock pods to extend their cargo capacity.
Fighter Bays 0 20 Allow to take fighter wings with the ship.
Fighter Bay Size 1 1,000 The number of fighters each fighter bay can hold

[edit] Ship Parts

Min. Max. Comment
Point Defense Mounts 0 10 Mounts hold one point defense weapon each
Small Weapon Mounts 0 30 Mounts hold one small weapon each
Large Weapon Mounts 0 20 Mounts hold one large weapon that is the same size as the mount or smaller
Large Weapon Mount size 30 2000 The maximum size of large weapon that will fit in the large weapon mount
Super Weapon - 1 Some hulls can mount a super weapon.
Engines 0 30 Subspace engines
Generators 0 5 Power generators that supply power to the weapons
Power Bank 10 10,000 Standby weapons power
Armor Limit 0 20,000 The limit on the amount of armor reinforcement
Shield Limit 0 3,000 The highest shield power this ship can have

[edit] Movement / Detection

Min. Max. Comment
Mass 1 10,000 Basic Mass of the hull
Max. Speed 0 400 Every hull has a maximum speed, the ship can not travel faster than that speed even if outfitted with engines that could fly faster.
Warp Drag Factor 0 10,000 Hull designs have various subspace drag resistance ratings. Ships that have a lower warp drag factor burn less fuel
Max. Hyperjump - 900 Every hull has a maximum jump range. The ship can not jump any farther than this distance even if it is fitted with a hyperjump engine that has a greater jump range.
Scan Range 5 1,000 The scan range is the maximum range that the ship can normally detect a ship or other object. This range can be extended by the Tachnor Sensor Array exotic techs.
Warp Signature 0 10,000 Ships have a warp signature rating that determines how easy it is for sensors to detect the ship (lower -> harder to detect).
Cloak Fuel Burn - 1,000 The fuel used to cloak the ship (if it has a cloak device).
Tractor Beam - 200,000 Max. mass this ship can tow
Dry Dock Size -  ? Some ships have a dry dock that can built ships with a max. hull mass of the dry dock size.

[edit] Combat Factors

Min. Max. Comment
Attack Modifier 0 300 The ability to bring weapons to bare on the enemy target
Evasive Modifier 0 100 The ability to dodge enemy weapons fire
Damage Mod Parts 0 1,000 Lower number makes ship weapons, shield generators and hull harder to damage
Damage Mod System / Controls 0 1,000 Lower number makes control systems harder to damage
Damage Mod Engines 0 1,000 Lower number makes subspace engines harder to damage
Damage Mod Life Support 0 1,000 Lower number makes life support harder to damage
Damage Mod Hyperdrive 0 1,000 Lower number makes hyperdrive engine harder to damage
Soft spot ( Critical Hit ) 1 100 When a ship takes an internal hit there is a chance that the ship will take a critical hit and explode. This number can range from 0% to 100%. A 0% soft spot means that the ship will never explode from a critical hit and will only explode when the hull reaches 100% damage.

[edit] Ship Devices

Many hulls have special devices doing all kind of things.

  • As there are about 100 different ship devices, they have their own category.

[edit] Alien Hulls

In general it is also possible to build ship hulls from other races (=alien hulls), if you get hold of the hull plan of the ship. However a ship being alien to the owning race does not function completely normal. This applies to ships that have been built using alien hull plans as well as to captured ships.

[edit] Problems with Alien Hulls

  • They are weaker in combat. 40% of weapons fail on alien hulls in your fleet.
  • Alien hulls gets a x 0.6 factor on attack and evasive (after Ramming bonus)
  • Exotic Techs do not function on alien hulls.
  • They are 30% slower in combat.
  • Their vulnerability to damage to certain systems is doubled: life support, control systems, and weapons. Their soft spot is doubled.
  • Their power capacity for weapons is reduced by 30%.
  • Their shield strength is 30% lower.
  • Boarding Laser doesn't function.
  • Target Enhancer doesn't function.
  • They are slower to repair. They can repair hull damage at a maximum rate of 5% per turn.
  • Their scanners aren't as effective, the scan power is divided by 2, also no ET scan bonus is possible.
  • Alien Hulls make extra noise, x 2 + 100 Sensor Profile, increasing your chance to be scanned by enemy.
    • Note: The client doesn't show that increase. So when trying to fully cloak an alien hull, the game client shows 0 Sensor Profile, but you have at least 100. (Note: That´s not true anymore. I've an alien Deth Specula that make 800 of sensor noise with Cloak On, no waypoint, Speed 0, no transfers, in the middle of the space (without reduction from the planet). The same situation over a planet makes 320 of sensor noise. - Gandalf).

[edit] Racial Specials

  • Privateers are the only race not affected by the HConfig switch Alien hull fight poorly
  • Birdmen are able to eliminate the sensor noise produced by alien hulls
  • Privateers have an advanced boarding laser that it is even more devastating if used against alien hulls.
  • Solorians have some special rules regarding alien hulls (see here for details).
  • Robots have some special rules regarding alien hulls (see here for details).
  • Crystals have some special rules regarding alien hulls (see here for details).

[edit] See Also

[edit] Research

  • Boarding Lasers in alien hulls seem to function for some race. We have a report of a Borg T-Rex working.
As I recall races that have native access to boarding lasers can use them on alien ships, too.' Jochen 23:19, 22 June 2006 (CEST)
  • Maybe races immune to alien hull limitation can use Alien hull boarding laser.
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