Difference between revisions of "Modules"

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(Fitting Modules)
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[[Category:Guides]][[Category:Combat]]
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#REDIRECT [[Module]]
 
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==What are Modules and what do they do?==
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Modules are temporary [[Ship|ship]] modifications that provide bonuses to various [[Ship|ship]] functions. There are three kinds of modules: high, medium, and low. Each kind of module corresponds to a slot type on a [[Ship|ship]] hull, and may only be placed in the matching slot.
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==Fitting Modules==
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To fit a module onto a [[Ship|ship]], the [[Ship|ship]] must have sufficient CPU (measured in Tf), sufficient powergrid (measured in MW) and an open module slot of the correct type.
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[[CPU]] and [[Powergrid|powergrid]] are measures of how many modules have been fitted to your [[Ship|ship]]. The total [[CPU]] (or [[Powergrid|powergrid]]) need of all modules fitted to your [[Ship|ship]] must be less than or equal to the CPU (or powergrid) provided by your [[Ship|ship]]. Skills, modules, [[Rigs|rigs]], and [[Implants|implants]] can affect the amount of CPU (or powergrid) provided by your [[Ship|ship]]. More expensive and larger [[Ships|ships]] frequently have more CPU (or powergrid). More expensive named, faction, [[Deadspace|deadspace]], or officer items sometimes use less CPU (or powergrid).
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An error message will be displayed if you attempt to fit a module that uses more CPU (or powergrid) than your [[Ship|ship]] currently has available.
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You can remove fitted modules at any space station.
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==The effects of Modules==
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Modules may affect your [[Ship|ship]] or targeted [[Ships|ships]]. Either type of module may require capacitor use upon activation. Certain modules also have negative effects, such as increasing signature radius, reducing speed, or reducing total capacitor.
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==Where to get Modules==
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Modules can be bought on the player market, and can be manufactured from blueprints.
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Latest revision as of 11:51, 13 October 2009

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