Ship Classes
Each faction has access to a certain amount of ships per class, this goes for ships currently active in the world. Your quantum hangar can have spares for these classes and are not counted in the overall faction limits.
Just because you have access to a certain amount total ships, that doesn't mean you should have the full amount out in the world. During peacetime keep ships that aren't being used hangered up.
If docked try to keep them magplated at all times so they don't cause physics lag. Only have them connected via connector when transfers need to take place or they need to power something.
Ship Limits |
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1x Aircraft Carrier 1x Logistics Ship 2x Battleship 3x Cruiser 4x Destroyer 4x Frigates 3x Submarine 8x corvette Total ships = 26 |
Ship Classification | Block Count | Weapon Points | PMW Missile | Propellers Allowed | Notes |
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Corvette | 0-800 | 75 | N/A | 2 FWD - 1 P/Side - 1 Reverse | Entry level Vessels & and escort ships for larger warships. One Corvette can be Utilized as a LCU Or Hover Landing Craft (Restricted to Only AA category weapons when in an LCU Configuration.) |
Submarine | 2500 | 1 DD Class Turret | 10 Guided | 2 FWD - 1 P/Side(left/right) - 1 Reverse | Specialised underwater class, useful for intel and sneak attacks. Can make use of PMW Missiles. Only class that can operate ICBM and fixed torpedo tubes. |
Frigate | 801-1500 | 150 | 10 Guided | 3 FWD - 1 P/Side - 1 Reverse | Long range attack ships, can make use of PMW missiles & WC Torpedo Launchers (Limited to two) |
Destroyer | 1501-3000 | 300 | 20 Guided | 4 FWD - 1 P/Side - 2 Reverse | |
Cruiser | 3001-4500 | 450 | N/A | 6 FWD - 2 P/Side - 2 Reverse | These ships will act as your navy's muscles and tanks, can make use of PMW turrets. |
Battleship | 4501-6000 | 750 | N/A | 8 FWD - 2 P/Side - 4 Reverse | This class is locked to only Turret weapons and AA, can make use of pmw turrets. |
Logistics Ship | 3000 | 100 | N/A | 3 FWD - 1 P/Side - 2 Reverse | Smaller logistical ship, can act as resupply base for grids fielding PMW missiles. Can fit a logistics Core |
Aircraft Carrier | 5500 | 200 | N/A | 6 FWD - 2 P/Side - 2 Reverse | Your base away from home, can act as resupply base for grids fielding PMW missiles. Can fit a logistics Core |
Special Grids
Ship Classification | Block Count | Weapon Points | PMW Missile | Propellers Allowed | Notes |
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Heli Carrier | 6000 | 300 | N/A | 6 FWD - 2 P/Side - 2 Reverse | Special Capital Ship, limited to 1 per faction. Follows same rules as regular carrier but it can fit max 8 Helicarrier Thrusters to fly. It can fit the same amount of Air thrusters as water propellers for horizontal movement. |
Notes:
- Aircraft Carriers are classified as frigates for weapons, their main role and strength is defined by its aircraft. Aircraft Carriers & the Logistic Ship classes are the only authorized ships to carry welders for re-arming of aircraft and friendly ships.
- Submarines can fit up to 1 turret from either the DD class or AA Turret; their strength lies in the use of torpedoes and ballistic missiles. And the fact that they are underwater. Subs can either fit pmw or WC missile Launchers, A max of 4 WC launchers are allowed to be fitted.
- Cosmetics can exceed ship total max block count however only by max 10%
PMW Missiles / Torpedoes Guided PMW missiles cost 15 weapon points each, 10 Weapon points unguided, they have to consist of small grid blocks. And be built from the Missile block packs ONLY that are installed on the server. PMW missiles can only be reloaded at a base, Logistic ship, or aircraft carrier(Welders are not permitted on any other vessel, these are meant to reload pmws/ repair planes). For further details regarding pmw missiles go to PMW Missile Guide
Runway blocks are for runways only, using this as armor alternative will result in the deletion of the ship
For Large grid weapon points go to Large Grid Weapon Points