Ship configuration (weapons & modules)
From Bitfighter
Revision as of 18:56, 3 June 2009 by 71.222.38.127 (Talk)
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 Fire: 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.
<tr><td colspan=4>==Weapons==</td></tr>