Mega Modules
Modules are the core building blocks of Mega Ships. Constructing Modules can be done via the Mega Ship and can be customized and placed on a Mega Ship for a variety of purposes. At launch, only two level of upgrades are available. More upgrades will become available over time. You may research Mega Modules in the Foundry prior to owning a Mega Hull however, these Modules cannot be used without a Mega Hull.
Mega Modules come in two parts:
Module Base
- Contains equipment slots for regular components and one fixed Core Component
- The Core Component cannot be changed or removed from the module.
- Modules can be upgraded like base buildings. Higher levels increase stats.
- Gains weight, health and regular Component Slots as it upgrades
Core Component
- Provides the primary weapon functionality of the Module itself (eg. Mega-Cannon)
- Comes with the Module and cannot be removed or replaced.
- Upgrades to higher levels - limited by level of Module Base
- You will need to upgrade your module before upgrading your Core Component.
- Gets more powerful as it upgrades
Module Types:
Bridge
A standard Bridge module is attached to the Hyperion upon construction. This is the default Bridge module. A Bridge module cannot be targeted by weapons until all other equipped modules are destroyed. If the Bridge module is destroyed, combat will end. More Bridges will become available later. It will become a key module for the added hiving feature in the future.
Engine
A standard Engine module is attached to the Hyperion upon initial release. The engine controls movement on the World Map. If the Engine is destroyed, then the equipped Mega Ship will not be able to move on the World Map until it is fully repaired. Future Engine Modules will increase the power of Mega Weapons and/or Modules.
Weapon
Each Weapon Mega Module comes with a permanent Mega Weapon Core Component. At launch, this will include the Culverin Cannon MK-1, Culverin Cannon MK-2, Titan Mortar MK-1, and Titan Mortar MK-2. Future Weapon Modules include Mega-Rockets, Mega-Missiles, Mega-Launchers, etc.
Defense
Provides Mega-Countermeasures against specific Mega-Weapons
Fleet Bay (Coming Soon)
Enables docking and repairing of regular Fleets
Drone Bay
Enables configuring and spawning of Drones
Artillery (Coming Soon)
Enables remote firing of artillery into nearby battles
Accessible via:
Mega Ship Module Inventory. Inventory is only accessible via the Mega Ship. You cannot access this inventory via your base.
Mega Module Actions
When clicking on a Mega Module, there are a number of options you may choose:
Building a Mega Module
Requirements:
Refined Materials(s)
Advanced Systems
Metal Alloy
Time cost: Varies
Placing a Mega Module on a Mega Ship
Swaps the current Module with an existing Module from inventory
Requirements:
A built Module
Time cost: None
Refitting a Mega Module
Requirements:
Titanium
Time cost: Varies
Upgrading a Mega Module
Requirements:
Advanced Systems
Metal Alloy
Time cost: Varies
Upgrading a Mega Weapon
Requirements:
Advanced Systems
Metal Alloy
Time cost: Varies
Module Rules
- A Mega Ship can simultaneously have one Mega Module or Core Component upgrading and one Mega Module Build or Component Refit in progress, so long as they are on different Mega-Modules.
- A destroyed Bridge causes all Mega Ship functions to stop. This includes moving on the world map, upgrades, swapping, moving modules, refitting, etc.. The Bridge must be fully repaired before functionality, upgrades, or builds restart. The Engine must be fully repaired in order to return map movement functionality.
- Partially damaged Modules continue to function however fully destroyed Modules cease working and must be fully repaired before they resume functioning. Damaged modules continue to function with the exception of the Bridge.
- Modules at full health may be removed from a Mega Ship and swapped with another Module in your Mega Ship inventory.
- IMPORTANT: A user can never fully 'empty' a mega slot. If there are three slots on a ship, once one slot has been used, one slot will always have to be filled in the future.
- Modules must also be at full health to be moved between slots on the Mega Ship. When a Module is moved to a slot that already has a Module in it the two Modules swap locations.
Rule Notes: - While a module is building, repairing, upgrading, being refit, or is destroyed, the module will not function in combat or provide benefits until the current action (building, upgrading, etc.) is completed.
- While a module is repairing, unlike a base, the module will still continue to build, refit, or upgrade in the background. In other words, it doesn’t stop doing an action while it is repairing.
- If the Bridge is destroyed, other modules will be unable to start repairing until the Bridge has finished repairing. Once the Bridge is repaired, all remaining modules will begin to repair simultaneously.