help shipstats
Autoblasters: A rapid-fire weapon which shoots four times every time you fire them. Range: 1000 Damage: Low Accuracy: Good up close against any target, poor at long range Recharge Time: 6.6 seconds * Lasers: A general-purpose weapon which can do moderate damage against both small and large targets. Range: 1000 Damage: Moderate Accuracy: Moderate vs. fighters, excellent vs. larger targets Recharge Time: 20 seconds * Ion Cannons: Does substantial damage to shields and can disable systems once shields are down. Range: 1000 Damage: High (shields only) Accuracy: Moderate vs. fighters, excellent vs. larger targets Recharge Time: 60 seconds * Turbolasers: A high-powered, long-range energy weapon which excels against capital ships. Range: 2000 Damage: High Accuracy: Good vs. capital ships, very poor vs. smaller targets Recharge Time: 60 seconds * * For all above weapon types, the number installed increases your possible fire rate. Since it takes 60 seconds for each turbolaser to recharge, with four installed you could fire them four times every minute. Recharge happens gradually, so in that case you gain one turbolaser shot roughly every 15 seconds, regardless of whether you fired them at that pace or all in one burst. Missiles: Fastest projectile, deals minor damage to shields / hull. Torpedos: Moderately fast projectile, deals moderate damage to shields/hull. Rockets: Slowest projectile, deals major damage to shields/hull. Pulses: A fast projectile which deals major damage to shields. Chaff: Shields the ship from projectiles, lasts for 20 seconds once launched. * Adding/removing above components from your ship will modify the maximum number of these consumable items your ship can launch with. Using them in combat will deplete them until you have a chance to land and reload, or in the case of capital ships, wait in orbit of a friendly planet. Missile Tubes: Determines how many projectiles can be fired before you must wait for the missile tubes to be prepared for another volley. This takes roughly 20 seconds once you've used the last tube. Tractorbeams: Can halt or capture ships into a bay. The # installed determines range, 300 per installed. See HELP TRACTORBEAM for more information on usage. Hull: Structural health of a ship. The ship blows up when it reaches 0. Shields: Determines the maximum level of shields for a ship. Shields protect the ship from damage to hull and must be brought to 0 before hull damage occurs. Can be recharged, see HELP RECHARGE. Energy: Energy used to enable all ship functions: defensive, offensive, and passive. For example, hyperspace travel, weapons systems, and shield recharging all uses fuel. Speed: How fast a ship can potentially move in sector space. Hyperspeed: Determines how far a ship can travel in hyperspace and how quickly. Maneuver: How quickly the ship can complete maneuvers (landing, turning, launching) and how effective it will be at dodging enemy fire when piloted by a character with the SHIPDODGE skill. Sensor Array: Determines range for STATUS command, increases chance to hit with weapons at longer range, and enables lifeform detection with 50 installed. Shield Boosters: Reduces incoming damage by 0.1 per shot for each installed. Communications Array: Determines range of JAM, FAKESIGNAL, and REMOTEBAY. Determines power of jam. If disabled, prevents talk, clan, and hail communication lines. See Also: All referenced skills