Difference between revisions of "Ship configuration (weapons & modules)"

From Bitfighter
(Modules)
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* '''Shield:''' Creates a shield around the ship that reflects shots
 
* '''Shield:''' Creates a shield around the ship that reflects shots
 
* '''Repair:''' Repairs self, teammates, and other team objects that are damaged
 
* '''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'''.
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* '''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
 
* '''Cloak:''' Turns the ship invisible
  

Revision as of 21:08, 18 April 2008

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:
  • Bouncer:
  • Triple Fire:
  • Burster:
  • Mine:
  • Spy Bug: Spy bugs are only available if you have chosen the sensor module.