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Support Modules on different hull sizes

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7 years ago
Apr 14, 2018, 8:16:31 AM

Good morning everyone,


I'm trying to get a grasp on how exactly support modules work on different hull sizes. Currently playing my first game with Vaulters and just to compare I tried to configure two stripped down hulls:


1. Small Size: I will equip Hyperium Engine, which will cost me 1 Hyperium and grant the ship 2% Evasion and 4 movement points.

2. Medium Size: I can equip the same Hyperium Engine, which of course will cost me 2 Hyperium, since modules on medium sized hulls will count as being 2 modules for all purposes. Now the ship still only receives 2% Evasion and 4 movement points. 


I find this behavior somewhat erratic. Is only the cost doubled? Weapons surely have more damage output on bigger hulls per slot (not counting heavy mounts). Even more strangely certain support modules actually do seems to take the 2xmodule in effect. 


Is this intended behaviour?

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7 years ago
Apr 14, 2018, 8:29:34 AM

To add on this: it does seem intentional, but I don't see the reasoning behind all this. Everything movement based, be it engines or fleet accelerators, does not multiply (except the cost, duh). Repair modules have the health bonus multiplied but not their repair percentage. Modules like receive dust or science for destroyed CP most certainly have everything multiplied. 


This doesn't really make any sense. I now have to check each module over and over to see what hull size gets the most out of the cost, since cost is doubled in any case.

Updated 7 years ago.
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7 years ago
Apr 20, 2018, 11:28:48 PM

Costs do increase for larger ships. I think it makes sense for engines. A larger ship has more mass, and needs a bigger engine to move the same amount. Physics requires a higher cost for the same effect in many cases.


Larger ships still can typically go faster because you have more support modules that you can devote to engines. Weapons and armor I do believe increase, which is appropriate (though I don't think it's multiplied equal to the cost), not counting the hulls that have specific x2 and x4 slots that do multiply their effects across the board, as compared to other similar slots (I think only weapons have this?) 


Manpower modules might be the only support modules I can think of that might not get a boost on larger ships, but seems like they should. Although I haven't paid that close of attention to them.

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7 years ago
Apr 23, 2018, 6:53:15 AM

Blightcrawler is correct. Bigger ships need bigger engines to get the same speed. 


Haven't used manpower moduls yet but they should definitely scale otherwise they would be more efficient on small ships.

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7 years ago
May 15, 2018, 9:51:05 PM

I'm pretty sure manpower modules are static, since they list a definite value on researching them.  Most support modules don't, so they're probably affected by ship size.


Shame that flotilla shields are static...

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