Difference between revisions of "Ship configuration (weapons & modules)"
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<tr><td style="color:#FF9900; border:1px solid #af5858;">Spy Bug</td><td style="color:#FF9900; border:1px solid #af5858;">Can only be used/created if the Sensor module is selected. Makes surrounding areas of the commander's map visible to player and teammates.</td><td style="color:#FF9900; border:1px solid #af5858;">None, only if destroyed</td><td style="color:#FF9900; border:1px solid #af5858;">50%</td><td style="color:#FF9900; border:1px solid #af5858;">50-70%(?)</td></tr> | <tr><td style="color:#FF9900; border:1px solid #af5858;">Spy Bug</td><td style="color:#FF9900; border:1px solid #af5858;">Can only be used/created if the Sensor module is selected. Makes surrounding areas of the commander's map visible to player and teammates.</td><td style="color:#FF9900; border:1px solid #af5858;">None, only if destroyed</td><td style="color:#FF9900; border:1px solid #af5858;">50%</td><td style="color:#FF9900; border:1px solid #af5858;">50-70%(?)</td></tr> | ||
</table> | </table> | ||
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+ | ===Online Help=== | ||
+ | * Bitfighter [http://www.research-service.com/custom-essay-writing.html custom essays] |
Revision as of 15:04, 8 October 2009
Each ship can be configured with 2 modules and 3 weapons. The loadout select menuallows the player to choose a new ship loadout configuration. This configuration will not become available until the player flies over a loadout zone.
Modules
Modules are special powers that can be activated by pressing the appropriate module activation key. The modules are:
- Boost: Lets the ship travel faster
- Shield: Creates a shield around the ship that reflects shots
- Repair: Repairs self, teammates, and other team objects that are damaged
- Sensor: Lets the player see further, makes enemy mines more visible, and lets player see projectiles on the commander's map. Players with this module can build spy bugs.
- Cloak: Turns the ship invisible
Weapons
- Phaser: Simple shoot-em-up weapon. Uses little energy, does little damage.
- Bouncer: This weapon is like the phaser, but takes up more energy, but bounces off walls.
- Triple: Takes up lots of your energy, and fires 3 shots at a time.
- Burster: Unlike other weapons, you can hit it, and gives an area of effect.
- Mine: Explodes when a weapon/ship hits it. (after the creator of the mine has left the mine's range)**
- Spy Bug: Spy bugs are only available if you have chosen the sensor module.
Weapon | Description | Destruction | Energy Used | Min Energy |
Phaser | Simple, rapid fire, straight shot weapon | 21% | 1%(?) | None |
Bouncer | Like the phaser, except more energy usage, and it bounces off walls. Powerful, but potentially dangerous to the shooter. | 15% | 5- 10%(?) | None |
Triple | Similar to phaser, but fires a fan of three projectiles at about a 5-10 degree span | 14% (per projectile) | 10- 20%(?) | None |
Burst | Grenade-like projectile that automatically detonates in 3 seconds, causing area damage effects. Bounces off of walls and other items. | Up to 50% (depends on distance) | 50%(?) | 50-70%(?) |
Mine | A simple stationary weapon, becomes active when the creator leaves its range. Detonates when it comes in contact with a ship or projectile. Easy to see for the creator and teammates, hard to see for anyone else (small and 25% visible). | Up to 50% (depends on distance) | 50% | 75% |
Spy Bug | Can only be used/created if the Sensor module is selected. Makes surrounding areas of the commander's map visible to player and teammates. | None, only if destroyed | 50% | 50-70%(?) |
Online Help
- Bitfighter custom essays