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Advancements

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Advancements Empty Advancements

Post by Universe Overwatch 16.10.11 3:14

Advancements 8-0

Advancements are skills that can be researched and added to your repertoire to both improve your fleet and infrastructure efficiency and uncover new blueprints.



Navigation & Leadership


Stealth Technology
7 days

The ability to operate the stealth equipment on black operations-class ships. This knowledge is necessary for survival in deep space and makes possible the strategic venue of guerrilla warfare.

*Permits the operation of the Digital Mask Generator



FTL Drive Economization
14 days

Greatly improves the warp drive compression process to reduce emergency FTL activation strain, as well as somewhat reducing the chance of damage to shipboard systems when conducting an emergency warp. This rig will be installed on all warp-capable craft (excluding super capital ships) when available.

50% reduction to emergency warp activation reactor strain



Capital Ship Operation
21 days

Skill at commanding large warships and industrial craft in space. This leadership knowledge is essential for all aspects of capital ship management.



Jump Drive Operation
21 days

Skill at operating super capital point-to-point jumpdrives. This knowledge is also necessary for the operation jump bridge stimulators and stargates.

*Permits the operation of the Point-to-Point Jump Drive and Jump Locus Coordinator



Advanced FTL Drive Operation
30 days
Requires Capital Ship Operation


Skill at operating high-speed slipstream warp drives. This knowledge is necessary for the operation of super capital trans-sector propulsion systems and is a critical component in the operation of stargates.

*Permits the operation of the Hyperluminal Bridge Generator



Carrier Management
30 days
Requires Skirmish Warfare


Leadership skill at commanding carrier-class ships with large complements of fighter craft, including the special operations frigate.



Command Ship Operation
60 days
Requires Capital Ship Operation
Requires Carrier Management


Leadership skill at operating all aspects of an alliance command ship.




Science & Industry


Advanced Harvesting
14 days

Knowledge of the composition of minerals and specialization at operating harvester-class spacecraft.

20% increase to mineral and energy yield for harvester-class vessels.



Advanced Metallurgy
21 days
Requires Advanced Harvesting


Greater knowledge of the composition of minerals and specialization at operating harvester-class spacecraft; also essential for the operation of large industrial ships and low-grade factories.

30% increase to mineral and energy yield for harvester-class vessels.



Terrestrial Interfacing
21 days

Knowledge at operating and facilitating an orbital supply dock, as well as the logistical network between such station and planetary infrastructure below; essential for conducting any form of industry or warfare on the surface of a local celestial body.



Energy-Matter Sciences
30 days
Requires Advanced Metallurgy


Exceptional knowledge of the composition of minerals and the workings of electricity and thermodynamics; essential for the effective operation of mining stations, all types of factories, solar power plants, remote powergrids, and stargates, and useful in understanding the fundamentals of high-energy siege counter-warfare defensive equipment.

50% increase to mineral and energy yield for harvester-class vessels.
300% increase to mineral and energy yield for Mining Stations and Solar Power Plants



Field Construction
30 days
Requires Advanced Metallurgy


The ability to operate large, automated industrial equipment as used aboard smelter-class super capitals and shipyards. Comprehensive knowledge of constructing infrastructure and spacecraft is essential in the assembly process.

400% increase to unassisted infrastructure assembly speed



Upcycling
30 days
Requires Energy-Matter Sciences


Comprehensive knowledge of mineral decomposition and atomic structure; essential for the efficient reprocessing of stations and spacecraft by reducing the waste factor of this procedure.

100% reduction to reprocessing ore waste
50% reduction to reprocessing silicon waste



Core Nividium Excavation
30 days
Requires Energy-Matter Sciences


Modified mining equipment heads and reactor enhancements to compensate for the enormous strain placed on excavation machinery while harvesting nividium in its asteroid form; this technology is a critical component to any deep space mining venture.

90% reduction to equipment strain when harvesting nividium in space




Combat


Skirmish Warfare
14 days

The strategic ability to outmaneuver enemy ships in combat as well as board large targets effectively. This knowledge is essential for the operation of black operations-class vessels and will greatly enhance the efficiency of ship-to-ship boarding.

*Permits the operation of the Accelerated Boarding Module



Precision Tracking
21 days
Requires Skirmish Warfare


Improved software integrated into all ships' weapon guidance subsystems, thus improving turreted accuracy in combat. This upgrade can only be installed on non-super capital warships, and is also not compatible with the fixed weapon platforms of drones.

+20% tracking accuracy to all turreted weapons



Electronic Warfare
21 days

The ability to utilize ECM in combat as used on special operations corvettes. This knowledge also greatly contributes to the effectiveness of the special operations cruiser's gravity manipulator.

*Permits the operation of Electronic Countermeasures



Event Horizon Manipulation
21 days
Requires Electronic Warfare


The ability to utilize event horizon manipulation equipment in combat as used on special operations cruisers.

*Permits the operation of the Event Horizon Manipulation Generator



Advanced Armaments
30 days

The ability to utilize heavy weaponry in combat as used on destroyer and battleship-sized warships.



Weapon Loading Upgrades
30 days
Requires Advanced Armaments


Enhanced ammunition refire rate for turreted weaponry, thus greatly improving the damage potential of projectile and energy-based armament. This upgrade can only be installed on non-super capital warships, and is also not compatible with fighters or industrial craft.

20% rate of fire for all turreted weapons



Fighter Maintenance
30 days
Requires Carrier Management


Training of engineering crews and the implementation of nanotechnology aboard fighter carriers to permit the passive, autonomous repair of docked ships even while the carrier is underway. These improvements are essential for fleets operating far from friendly service yards and would be otherwise unable to see through the maintenance of a fighter complement.

100,000 hourly mineral hull repair



Siege Warfare
45 days
Requires Advanced Armaments


The ability to operate devastating weaponry including torpedoes and siege artillery effectively in combat, as well as knowledge of siege strategy.

*Permits the operation of the Doomsday Superweapon




Armaments Engineering


Turret Engineering
7 days

Knowledge of turreted weapon design and construction; also very useful when rigging such armaments and overloading them in combat.



Basic Energy-Induction Technology
7 days
Requires Turret Engineering


Entry-level knowledge of the workings of energy-induction weapons, such as railguns and Gauss cannon, and their design specifications.

*Permits the manufacture of sub-capital energy-induction weapons



Advanced Energy-Induction Technology
14 days
Requires Basic Energy-Induction Technology


Detailed knowledge of the workings of energy-induction weapons, such as railguns and Gauss cannon, and their design specifications.

*Permits the manufacture of capital energy-induction weapons



Siege Energy-Induction Technology
30 days
Requires Advanced Energy-Induction Technology


Highly specialized knowledge of the workings of energy-induction weapons, such as railguns and Gauss cannon, and their design specifications.

*Permits the manufacture of supercapital energy-induction weapons



Basic Conventional Projectile Technology
7 days
Requires Turret Engineering


Entry-level knowledge of the workings of conventional projectile weapons, such as chainguns and artillery, and their design specifications.

*Permits the manufacture of sub-capital conventional projectile weapons



Advanced Conventional Projectile Technology
14 days
Requires Basic Conventional Projectile Technology


Detailed knowledge of the workings of conventional projectile weapons, such as chainguns and artillery, and their design specifications. Note that this advancement cannot be researched before a weapon of this class has been reverse engineered by the development team.

*Permits the manufacture of capital conventional projectile weapons



Basic Particle Beam Technology
7 days
Requires Turret Engineering


Entry-level knowledge of the workings of particle beam weapons, such as pulse emitters and particle accelerators, and their design specifications. Note that this advancement cannot be researched before a weapon of this class has been reverse engineered by the development team.

*Permits the manufacture of sub-capital particle beam weapons



Advanced Particle Beam Technology
14 days
Requires Basic Particle Beam Technology


Detailed knowledge of the workings of particle beam weapons, such as pulse emitters and particle accelerators, and their design specifications. Note that this advancement cannot be researched before a weapon of this class has been reverse engineered by the development team.

*Permits the manufacture of capital particle beam weapons



Siege Particle Beam Technology
30 days
Requires Advanced Particle Beam Technology


Highly specialized knowledge of the workings of particle beam weapons, such as pulse emitters and particle accelerators, and their design specifications. Note that this advancement cannot be researched before a weapon of this class has been reverse engineered by the development team.

*Permits the manufacture of supercapital particle beam weapons




Ship Modification


Jury Rigging
7 days

Knowledge of simple ship modification as performed on fighter drones; also useful when overloading basic onboard equipment.

*Permits the modification of light spacecraft

20% reduction to potential equipment damage when overloading the ship's reactor



Astronautic Dynamics
14 days
Requires Jury Rigging


Greater knowledge of ship modification as performed on sub-capital warships and utility craft; also highly useful when overloading more advanced onboard equipment.

*Permits the modification of sub-capital spacecraft

20% reduction to potential equipment damage when overloading the ship's reactor



Advanced Design Innovation
21 days
Requires Astronautic Dynamics


Exceptional knowledge of detailed ship modification as performed on capital spacecraft; also extremely useful when overloading sophisticated onboard equipment.

*Permits the modification of capital spacecraft

20% reduction to potential equipment damage when overloading the ship's reactor



Reactor Triage Diagnostics
30 days
Requires Advanced Design Innovation
Requires Energy-Matter Sciences


The ability to very effectively overload onboard equipment in combat, navigation, and industry to greatly improve a ship's survival and productivity in space without negative drawback. This knowledge is critical when attempting to gain the upper-hand in a seemingly stalemated engagement, as well as when applied in a host of other circumstances, and will greatly benefit all aspects of isolated operation.

30% reduction to potential equipment damage when overloading the ship's reactor


Universe Overwatch
Universe Overwatch
The voice in your head

Posts : 2220
Join date : 2011-09-20

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