Statistics Explanation

 Ship Statistics

  • Constitution: Refers to a ship or object’s physical integrity and, should it ever be depleted, the ship or object is considered destroyed. This slowly regenerates over time but can be accelerated through various upgrades and abilities. This should be considered a priority statistic as the lack of this will mean the instant destruction of any unit. 

  • Deflectors: Refers to the protective field of energy that protects various ships and objects which must first be depleted before that of Constitution. This rapidly regenerates but can be slowed or sped up through various upgrades or abilities. While not exactly a priority statistic, it is nonetheless extremely important as its loss can leave a unit or object vulnerable. 

  • Crew: Refers to the various personnel that operate a ship or station which, when depleted, prevents the ship from operating normally. Crew can be lost through various ways and can only be recovered by being brought to a friendly world or through specific ships, upgrades or abilities. Much like Constitution, Crew is a priority statistic and its loss can usually lead to the destruction of a unit. 

  • Fuel: Refers to the source of energy that ships and other objects rely on to power their engines, Dimensional Drives and various abilities. This regenerates at a regular rate but can be accelerated through various upgrades and abilities. While also not a priority statistics, since Fuel affects a ship’s capabilities and special tactics, they should not be allowed to be depleted for extended periods of time. 

  • Maneuverability: Refers to a ship’s ability to evade an incoming attack from an enemy’s Weapon System. 

  • Toughness: Refers to the amount of damage a ship’s armor or structure can negate.


Weapon Statistics


  • Ammunition: Refers to the amount of times a Weapon can fire before having to reload. While Ammunition is effectively infinite when in the vicinity of a friendly world, it is limited on Neutral or Unowned worlds and has a penalty on Worlds owned by the enemy. Once depleted, a Weapon must be reloaded before it can attack again.

  • Efficiency: Refers to how quickly a Weapon can be reloaded within a set amount of turns.

  • Attack: Refers to a Weapon System’s efficiency and accuracy in combat.

  • Damage: Refers to the amount of damage the weapon can inflict on a target.

  • Quickness: Refers to a Weapon’s firing rate or how many times it can fire in one turn.

  • Distance: Refers to the effective range of a Weapon.

  • Effect(s): Refers to any additional function or condition a Weapon might inflict. 


Device Statistics


  • Effect: This describes the effect or ability a Device provides.

  • Duration: Refers to how long an effect lasts, describing if it’s Instant, Continuous or if it only lasts for a set amount of Turns.

  • Cooldown: Refers to the delay before a Device can be used again. 

  • Cost: Refers to the requirement for activating the Device be it Fuel, Composition, Deflectors or even Crew.

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