-
-- Trading Ships etc...
Trading Ships etc...
Trading ships are designed to transport cargo from place to place with efficiency. While some have decent defense capabilities, most are truly sitting ducks when it comes to combat. Protect them well.
Merchant Cruiser
The Merchant Cruiser is the standard fare for earning a living in the universe. These craft are moderately fast, well-armored, and carry hard points for many different accessories. Many cartels use the Merchant Cruiser as their ship of trade. The Merchant is the craft by which combat specs are rated and standardized.
Ship Cost = 50000
Max Fighters = 5000
Fighter Bay = Standard (800 Fighters/Attack)
Max Shields = 800
Off/Def combat ratios = 1.0:1.0
Initial Holds = 50
Maximum Holds = 150
Intiative = 10
Evade = 40
Turns per Warp = 3
Items it can carry
Outposts = 10
Atomic Detonators = 10
Genesis Torpedoes = 5
Mines = 3
Mine Disruptors = 5
Purchasable Upgrades
Differential Scanner
Planet Scanner
Psychic Probe
Colonial Transport
The Colonial Transport is a massive structure that can only barely be called a ship. This huge craft is ideal for moving large amounts of products or colonists from one place to another. Though it has a standard drive, this ship’s speed is reduced by the massive storage space involved. Additionally, the combat computers are limited on this craft due to the excessive need of proper navigational systems. The Colonial is not outfitted for carrying or deploying mines. Because of its size, the Colonial is particularly weak when defending against fighters.
Ship Cost = 95000
Max Fighters = 500
Fighter Bay = Civilian (300Fighters/Attack)
Max Shields = 1400
Off/Def combat ratios = 0.6:0.6
Initial Holds = 150
Maximum Holds = 750
Intiative = 2
Evade = 20
Turns per Warp = 9
Items it can carry
Atomic Detonators = 5
Genesis Torpedoes = 5
Purchasable Upgrades
Planet Scanner
CargoTran
This large trading vessel was constructed to rival the massive Taurean Mule as the most efficient means to make lots of Credits in a very short amount of time. In order to compete, its creators chose to sacrifice a bit of cargo space in order to make the ship slightly faster and at least twice more defensible than its competitor, which makes the CargoTran a better choice when trading in zones filled with mines and aggressive alien ships.
Ship Cost = 80000
Max Fighters = 1000
Fighter Bay = Civilian (300 Fighters/Attack)
Max Shields = 2000
Off/Def combat ratios = 0.8:0.8
Initial Holds = 100
Maximum Holds = 350
Intiative = 7
Evade = 25
Turns per Warp = 5
Items it can carry
Genesis Torpedoes = 2
Mine Disruptors = 2
Purchasable Upgrades
Differential Scanner
Planet Scanner
Psychic Probe
Taurean Mule - Premium Only
"Big, slow and ugly...", seem to be the words most often overheard when someone is describing the Taurean Mule. Designed in direct competition with the CargoTran, the Mule possesses a higher cargo capacity, but it is more vulnerable to piracy and attack than it's competitor. However, this is still a good ship for traders who have staked out "safe" trade lanes and do not have to worry about enemy attacks.
Ship Cost = 110000
Max Fighters = 800
Fighter Bay = Civilian (300 Fighters/Attack)
Max Shields = 1750
Off/Def combat ratios = 0.5:0.5
Initial Holds = 100
Maximum Holds = 450
Intiative = 4
Evade = 25
Turns per Warp = 6
Items it can carry
Genesis Torpedoes = 1
Purchasable Upgrades
Differential Scanner
Planet Scanner
Psychic Probe
T'Khasi Orion - Premium Only
The T'Khasi Orion is the perfect ship for traders who want the speed and cargo capacity of the Merchant Freighter but need a bit more firepower and the ability to bypass tactical defenses with cargo. Offering substantially higher combat odds and fighter capacity, the T'Khasi Orion is an excellent intermediate ship. The Orion is also great for exploration while trading.
Ship Cost = 60000
Max Fighters = 2000
Fighter Bay = Civilian (300 Fighters/Attack)
Max Shields = 2000
Off/Def combat ratios = 1.1:1.1
Initial Holds = 60
Maximum Holds = 180
Intiative = 11
Evade = 40
Turns per Warp = 3
Items it can carry
Outposts = 3
Atomic Detonators = 3
Mines = 1
Mine Disruptors = 1
Genesis Torpedoes = 1
Cloaking Devices = 5
Purchasable Upgrades
Differential Scanner
Planet Scanner
Psychic Probe
Merchant Freighter - Premium Only
The Freighter is a ship designed to ferry decent amounts of cargo across great distances at speeds that compare to some of the faster combat ships. It doesn't have as good a shield generator as the CargoTran but at least an equivalent defense computer, allowing it to avoid catastrophe most times it would encounter a Jinbadi Trader or some mines along the way. Great if good trade ports have a good distance between them.
Ship Cost = 55000
Max Fighters = 800
Fighter Bay = Civilian (300 Fighters/Attack)
Max Shields = 1500
Off/Def combat ratios = 0.8:0.8
Initial Holds = 50
Maximum Holds = 210
Intiative = 9
Evade = 45
Turns per Warp = 3
Items it can carry
Genesis Torpedoes = 2
Mine Disruptors = 3
Purchasable Upgrades
Differential Scanner
Planet Scanner
Psychic probe
Escape Pod
Each ship has one of these devices installed, just in case something happens. In the vastness of space, you never know what you will encounter. Since these aren't really ships, but in fact second chance devices, they cannot be purchased by themselves at StarDock. Escape Pods are meant to escape certain death and should be used to get you to a safe port.
Ship Cost = 20000
Max Fighters = 0
Fighter Bay = None
Max Shields = 30
Off/Def combat ratios = 0.6:0.6
Initial Holds = 10
Maximum Holds = 10
Intiative = 6
Evade = 60
Turns per Warp = 6
Items and upgrades
Differential Scanner
Last edited by Lehmund; 05-13-2012 at 09:04 PM.
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules