Ship system
Ship Systems are activatable abilities found on all ships and certain fighters.
The default keybind for using a ship system in-battle is F.
Ship systems can range from being mildly and/or situationally useful, to being (one of) the defining characteristic of the hull class, e.g. Scarab, Afflictor & Invictus.
See Category:Ship systems to view a list of all available ship systems.
Properties
Each ship typically only possess 1 ship system, though certain ships possess 2 ship systems, with only fighters not possessing a ship system. A second ship system will typically be assigned to the Right-Click in place of the Shield (e.g. Phase Cloak).
Ship systems, besides doing different things, also have other behaviours & properties.
Table of Ship System Properties | |
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Property | Notes |
Charges | Multiple uses of the ship system can be stored, and be used in short succession. |
Regeneration Rate | Some ship systems with charges can regenerate the charges for further later uses. |
Range | The range of the ship system (if any). |
Cooldown | The cooldown period for a ship system until it can be used again. |
Duration | The duration that the ship system is active (if any). |
Charge-Up Duration | The period between the initial ship system activation command and the actual activation of the ship system. |
Charge-Down Duration | The period after the active duration of the ship system, distinct from the cooldown period. |
Flux Generation | Certain ship systems will also generate a certain % of flux based on the base flux capacity of the ship upon activation. |
Systems Expertise
Within the Combat skill tree is the capstone skill Systems Expertise, which is a skill that primarily addresses certain properties of ship systems, increasing the frequency of its usage & effectiveness.
System Expertise provides the following bonuses in regards to ship systems:
- If a ship system has charges: +1 charge
- If a ship system regenerates charges: +50% regeneration rate
- If a ship system has range: +50% range
- If a ship system has a cool down: -33% cooldown
Notes
- Some ship systems, like the Flare Launcher, activate built-in, hidden weapons that otherwise cannot be used normally (e.g. the Flare Launcher system works by firing all hidden flare weapons, with the number of those weapons varying across ship hulls).
- Ship systems that deal direct damage (e.g. EMP Emitter, Mine Strike, or Termination Sequence) are always affected by target-dependent damage bonuses like Target Analysis or Wolfpack Tactics. Depending on the ship system, other damage bonuses, like those from Tactical Drills, Ballistic Mastery, or Energy Weapon Mastery, may not apply.
List of ship systems
Ship systems | |
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Defensive | |
Fighter | |
Movement | |
Offensive | |
Special | |
Unused/Removed |
Hidden ship systems | |
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