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Ships: Items

[ Ships: Hull Upgrade | Ships: Races | Ships: Items | Ships: Cargo ]

A large number of equipable items will be available in the external test, but certainly not all of them. You can view an item description by right-clicking the item.


Item Information
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Quality
Items have a quality rating and this will effect both the efficiency and value of that item. If items are damaged in combat, the quality of that item may decrease permanently.

Some items are special in that there are limitations on what you can do with them. These include Unique, No-Drop, and No-Rent items.

  • Unique items - you are allowed to have more than one Unique item at a time, but you can not have two of the same unique item at one time. Unique items are marked as such in their description.
  • No-Drop items - These are items that you can't sell or give away. If you want to get rid of a No-Drop item, it must be destroyed by dropping it in space. Your newbie items are examples of No-Drop items.
  • No-Rent items - These are one-time items that will disappear after you log out of your current gaming session.

There are 9 item classes in the external test:

Laser (Beam) Weapons
Lasers are generally the least energy-efficient weapon, but can deal the most damage the quickest, and have a non-exhaustible ammunition source. All beam weapons are short range (0-2000). Additionally, laser damage trails off over distance, doing only half damage at maximum range.

The key factors in choosing a laser are: firing speed, shot damage, energy cost, and firing range.

Value: The credit value of the item.
Reload Time: The amount of time that the weapon requires to become ready after firing.
Damage: The amount of damage delivered by the weapon or ammunition.
Energy Activation: The amount of energy consumed when activating the equipment.
Structure: The amount of damage that the item can sustain before being destroyed.
Range: The maximum range that the weapon or ammunition can fire.
Race: The race that produced this item.

Projectile Launchers
Projectile weapons, such as cannons, are able to deal fast, constant damage from medium range with good energy efficiency. However, stocks of ammunition must be bought constantly or the weapon is useless, and this ammunition is not cheap. All projectile weapons are medium range (2000-4000).

The key factors in choosing a projectile are: firing speed, rounds fired, shot damage, energy cost, firing range, and ammo availability and cost.

Launcher
Value: The credit value of the item.
Structure: The amount of damage that the item can sustain before being destroyed.
Rounds Fired: The number of units of ammunition fired each time the weapon is activated.
Ammo Uses: The type of ammunition that the missile or projectile weapon will need to operate.
Weapon Type: The type of damage produced by the weapon.
Reload Time: The amount of time that the weapon requires to become ready after firing.
Energy Activation: The amount of energy consumed when activating the equipment.

Ammo
Value: The credit value of the item.
Class: The ammo class, missile or projectile.
Damage: The amount of damage delivered by the weapon or ammunition.
Max Stack: The maximum number of items of this type that can be stacked in a single cargo space.
Type: The type of the ammunition stack, for comparison with a missile launcher or projectile weapon's 'ammo uses'.
Range: The maximum range that the weapon or ammunition can fire.
Maneuverability: How agile the missile is, directly affects the missile's chance to hit a target.


Missile Information
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Missile Launchers
Missile launchers are self-navigating, slow firing damage dealers. They have excellent energy efficiency, do not rely on player skill to fire, and do constant damage over range. The big downside is that the ammunition is extremely expensive. All missile weapons are long range (4000-6000).

Key factors in choosing a missile launcher: firing speed, missiles fired, shot damage, energy cost, firing range, and ammo cost, availability, and maneuverability.

Launcher
Value: The credit value of the item.
Structure: The amount of damage that the item can sustain before being destroyed.
Rounds Fired: The number of units of ammunition fired each time the weapon is activated.
Ammo Uses: The type of ammunition that the missile or projectile weapon will need to operate.
Weapon Type: The type of damage produced by the weapon.
Reload Time: The amount of time that the weapon requires to become ready after firing.
Energy Activation: The amount of energy consumed when activating the equipment.

Ammo
Value: The credit value of the item.
Class: The ammo class, missile or projectile.
Damage: The amount of damage delivered by the weapon or ammunition.
Max Stack: The maximum number of items of this type that can be stacked in a single cargo space.
Type: The type of the ammunition stack, for comparison with a missile launcher or projectile weapon's 'ammo uses'.
Range: The maximum range that the weapon or ammunition can fire.
Maneuverability: How agile the missile is, directly affects the missile's chance to hit a target.

Shields
Shields are what protect a ship from damage. Each shield protects against all damage types, but some are specialized at protecting against specific types of damage.

Key factors in choosing a shield: shield capacity, shield regeneration rate, and shield type.

Value: The credit value of the item.
Reuse Delay: The amount of time that the system takes to become ready after activation.
Recharge Rate: The rate at which damage is recovered.
Structure: The amount of damage that the item can sustain before being destroyed.
Capacity: The maximum damage absorption capacity of the shield.

Reactors
Reactors provide the energy used to fire weapons, use systems, and activate skills.

Key factors in choosing a reactor: reactor energy pool, and energy regeneration rate.

Value: The credit value of the item.
Reuse Delay: The amount of time that the system takes to become ready after activation.
Power Capacity: The maximum number of units of energy that the reactor can store.
Structure: The amount of damage that the item can sustain before being destroyed.
Race: The race that produced this item.
Recharge Rate: The rate that energy is recovered.

Engines
Engines propel a ship through space. The top speed for a ship is determined by both how much thrust the engine provides and how heavy the ship is.

Key factors in choosing an engine: combat thrust, warp speed, and warp energy cost.

Value: The credit value of the item.
Thrust: The amount of thrust generated by the engine. Used to determine the maximum speed that can be obtained.
Warp Charge Time: The amount of time it will take to enter warp when activated.
Reverse Speed: The maximum combat speed that can be obtained when traveling in reverse when the engine is equipped.
Structure: The amount of damage that the item can sustain before being destroyed.
Warp Speed: The speed traveled when warping with the engine equipped.
Max Speed: The maximum forward combat speed that can be obtained when the engine is equipped.

Devices
Devices are generic mounts on a ship, which can be utilized by a wide variety of equipment, from scan range boosters, to targeting enhancers, to skill boost modules. You can find these items listed in the "Equipable" category in the Commodities Exchange.

Key factors in choosing a device: system effect and energy cost.

Value: The credit value of the item.
Reuse Delay: The amount of time that the device takes to become ready after activation.
Structure: The amount of damage that the item can sustain before being destroyed.

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