Upgrades: Difference between revisions
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Revision as of 19:06, 27 March 2009
Upgrades
Some general information
- Upgrades become available based on the number of personal ships you own.
- The general rule is that with every six (6) ships you buy, an upgrade "unlocks" - it can take a while however to get the upgrade offer and it might be necessary to have some buy/sell activity to trigger the upgrade
- Each upgrade improves the fleet efficiency by 50 credits/ship (as far as we know now)
- The initial cost is the cost of the upgrade at the minimum number of ships (see below).
- If you choose to purchase the upgrade later its cost will be: number of personal ships x multiplier, so the initial costs are only when you buy the upgrade at the minimal required amount of personal ships
Overview of upgrades
The following upgrades are available:
No. Ships | Upgrade | Initial Cost | Multiplier | Eff. bonus (total) |
---|---|---|---|---|
3 | Repair Bot | 300 | 100 | 1,050 |
9 | Cargo Pods | 28,800 | 3,200 | 1,100 |
15 | Recalibrate Engines | 108,000 | 7,200 | 1,150 |
21 | Scanner Upgrade | 268,800 | 12,800 | 1,200 |
27 | VR Rigs | 540,000 | 20,000 | 1,250 |
33 | Plasma cooled refrigeration system | 957,000 | 29,000 | 1,300 |
39 | Merchant grade navigation system | 1,528,800 | 39,200 | 1,350 |
45 | Install an Ops module | 2,304,000 | 51,200 | 1,400 |
51 | Engine upgrade | 3,304,800 | 64,800 | 1,450 |
57 | Cloaking device | 4,560,000 | 80,000 | 1,500 |
63 | Second engine upgrade | 6,098,400 | 96,800 | 1,550 |
69 | Low-power thrusters | 7,948,800 | 115,200 | 1,600 |
75 | SUV's | 10,140,000 | 135,200 | 1,650 |
81 | Hire task master/fleet manager | 12,700,800 | 156,800 | 1,700 |
87 | Automated inventory module | 15,660,000 | 180.000 | 1,750 |
93 | Modern repair bots | 19,046,400 | 204,800 | 1,800 |
99 | Armor plating | 22,888,800 | 231,200 | 1,850 |
105 | Light-weight armor plating | 27,216,000 | 259,200 | 1,900 |
111 | Navigational maps | 32,056,800 | 288,800 | 1,950 |
117 | Course-plotting system | 37,440,000 | 320,000 | 2,000 |
123 | Experimental fleet of many tiny ships | 42,394,400 | 352,800 | 2,050 |
129 | Gravity well sling shot | ? | 355,000 | 2,100 |
135 (129) | Replace the rest of your fleet with smaller, nimble ships | 49,948,800 | 387,200 | 2,150 |
140 (137, 135??) | Shrink ray (Molecular Compression Tech) | 59,248,000 (57,978,400?) | 390,000 (423,200?) | 2,200 |
143 | Superconductor magnet sweep | 65,894,400 | 460,800 | 2,250 |
150 | Newer cloaking technology | 75,000,000 | 500,000 | 2,300 |
158 | Modern scanning system | ? | 540,800 | 2,350 |
? | Soleinium metal armor | ? | 583,200 | 2,400 |
? | Soleinium Circuits | ? | 583,200? | 2,450 |
? | Engines converted to run on soleinium | ? | 720,000 | 2,500 |
Remarks
- From amount of ships needed 123, there is no cross-reference yet, so the amount of ships needed and price can be other than mentioned (up to 123 ships, the list is 100% accurate)
(The accuracy may not be 100%, some players have mentioned getting these upgrades in a different order than it is listed, one example is getting the upgrade to sling-shot before upgrading the rest of the fleet to tiny ships. There may be 2 separate lists of upgrades, similar to TE where you could upgrade land separate from upgrades in living conditions. Just an idea... )
- The fleet efficiency can be improved further by:
- Buying colonies (each colony gives 100 credits/ship extra to a maximum of 300 credits/ship)
- Alliances: when on Broker level or higher, one can form alliances and create space ports, at four (4) space ports the fleet efficiency improves with 100 credits/ship
- Permanent raise of efficiency by the Mysterious Vessel: each raise is 100 credits/ship, not known how many times this is possible (based on regular TE it can be maximized by 200 credits/ship)