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Sky Lab Information

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Sky Lab Information Empty Sky Lab Information

Post  digitalcreation Sat Jul 10, 2010 1:02 pm

Skylab
From the Skylab, you can control and administer all installations and modules.

These include:


* Basic module
* Solar module
* Storage module
* Three ore collectors for Prometium, Endurium and Terbium
* Two class 1 refineries for the creation of Prometid and Duranium
* One class 2 refinery for the creation of Promerium
* One class 3 refinery for the extraction of Seprom
* Xeno module
* Transport module



For more information, click on the individual installations/modules. A module menu will open, and you'll be able to monitor the upgrade/refining progress and activate/deactivate the module. Please note: The basic module can't be deactivated! There are more modules in the Skylab. Some will need to be built before you can use them.

Building and upgrading modules/installations
When you enter the Skylab for the first time, you'll find four modules that you can use right away: the storage module, transport module, basic module and solar module.

These will all start off at level 1, but they can be upgraded to level 20. The higher their level, the more they will produce, but the price of each upgrade in credits or Uridium will increase as the level does, as will their consumption of Prometium, Endurium, Terbium.

The modules
The original modules (basic module, solar module, transport module and storage module) are your Skylab's foundation - you won't get far without them. Make sure to keep them well supplied and in good repair.

The foundation can only get you so far: To really put the Skylab's possibilities to use, you'll need to build the facilities described below. But first, the info on the original modules:

Basic module
Your entire Skylab depends on the basic module. It is only possible to upgrade the other modules once the basic module has been upgraded - your basic module's level is the maximum level of all other installations.

That means, for example, that you can't upgrade your solar module to level 13 when you have a level 12 basic module.

Solar module
The solar module supplies all other installations with the electricity they need to function. The higher your solar module's level is, the more electricity it will produce.

If you build a new installation/module and you aren't producing enough electricity to supply it, this structure will not become functional until your solar module has been upgraded and is producing enough electricity to meet the new demand.

Of course, you can deactivate an installation, and then the energy which was previously being used by the deactivated installation can be used to supply the new one. But you should avoid doing this whenever possible.

Transport module
From the transport module, you can send the transporter to ferry raw materials/resources between your ship and storage module. This is explained in greater detail below.

Storage module
Your storage module stores every resource you produce in a separate area. They can then be used for further upgrades or transformed into other valuable resources.

Upgrading your storage module increases your total storage capacity, allowing you to store more resources. The storage module has separate storage space for every ore, and can be accessed from afar thanks to the transporter. (For more information on the transporter function, please keep reading.)
Production

Collectors
Once you've built collectors, they'll provide you with raw materials. Their production will increase with every upgrade.

But remember: The deeper the collectors bore, the more electricity they will need to function. Be sure to check your electricity production (see solar module) before deciding to upgrade your collectors.

While they are being built/upgrading, your collectors won't produce any resources. You can upgrade your collectors up to level 20.

Tip: If you're in a hurry, you can call in some interstellar specialists who will finish your upgrades immediately. Instant upgrades cost Uridium; the exact price increases depending on how much progress has already been made.

For example, if the acceleration costs 100 Uridium at the beginning of the upgrade, it will only cost 50 Uridium once the upgrade is half-completed. You can save Uridium by starting the upgrade yourself and calling in the specialists once part of the work has already been completed.

As stated in a previous paragraph, your collectors consume energy. They need electricity ALL the time, whether they are producing resources or being upgraded. The only way to stop their energy consumption is to deactivate them. Of course, once you've deactivated a collector, its resource production grinds to a halt. That's why you should always make sure you are producing sufficient electricity before you upgrade your collectors.

Refineries
Class 1 refineries are installations in which you can turn Prometium, Endurium and Terbium into Duranium and Prometid.

Once you've upgraded all your collectors to level 20, you can exchange raw materials and credits or Uridium to build level 1 refineries. It's possible for you to build class 1 refineries sooner, but it's not a good idea: A collector can provide you with raw materials without a refinery, but a refinery without raw materials is absolutely useless.

To produce 1 unit of Prometid, you need 20 units of Prometium and 10 units of Endurium. For 1 unit of Duranium, you need 10 units of Endurium and 20 of Terbium. Remember that Prometid and Duranium will only be produced if:


* the refineries are supplied with enough of the raw materials they require. If you run out of any of the necessary raw materials, your production will stop.
* you are producing enough energy to meet the demands of the refineries. (See "solar module" for more details.)
* you have enough storage capacity.



If any one of these requirements is not met, the refinery will be deactivated, and an error symbol will appear, warning you that you should take the measures necessary to fix the problem.

Once you've built your class 1 refineries, you can build a class 2 refinery, where Prometid and Duranium are combined with rare Xenomit to create valuable Promerium.

To create 1 unit of Promerium, you need:


* 10 units of Duranium
* 10 units of Prometid
* 1 unit of Xenomit



If you have no Xenomit but would like to produce Promerium anyway, you can use the Xeno module to produce a Xenomit replacement to be used in the creation of Promerium. But be careful: producing this replacement costs a great deal of energy!

The Xeno module is automatically available in the Skylab, and can be upgraded to level 20 like all Skylab installations.

The level of the Promerium refinery is defined by the Xeno module's maximum level. Once you've reached this limit, you'll need real Xenomit to continue upgrading. Be sure to upgrade your Xeno module and you'll spare yourself the need for real Xenomit.

Promerium can be processed to extract an even more valuable resource: Seprom

Seprom
This newly discovered resource is the most valuable to date! Seprom is a mineral that can be found in Promerium. Once extracted, it's molecular structure changes, and it becomes much more powerful.

It takes 10 units of Promerium to extract 1 unit of Seprom.


* If you update your lasers or rockets with Seprom, ten units will receive a 40% damage bonus. (1 Seprom = 10 rocket/laser rounds + 40% damages)
* If you equip your shield generators with Seprom, their resistance will increase by 60% for ten minutes.



Enough Seprom can be the decisive factor in a battle! You should always try to keep some in stock.

Transport module
From the transport module, you can send the transporter to ferry raw materials/resources between your ship and storage module.

You can deliver raw materials to the Skylab or deliver raw materials/resources to your ship. Deliveries take time to reach their destination, but Premium users get deliveries 50% faster, and you can always use Uridium to speed things up.

Please note: Only one transport can be underway at any one time.

The number of raw materials/resources you can transport to your ship depends on the space you have available in your cargo bay. Delivered resources/raw materials are automatically added to your cargo bay, which can sometimes lead to a temporarily greater cargo capacity.

For example, if your cargo bay is empty when you order a delivery, but is full when the transporter arrives, the delivered goods will be transferred to your ship regardless. You won't be able to collect any further raw materials until you have created space in your cargo bay.

When raw materials are transported to the Skylab, however, the storage capacity must be respected. If the new raw materials arrive and there is no room in the storage module, existing resources/raw materials will be removed to make place for the new ones. Raw materials in the storage module are automatically added to the appropriate storage area, where they are refined into valuable alloys.

Weapon upgrades
You can now upgrade your weapons directly on the client, without having to detour back to the hangar. A button in the client allows you to upgrade your weapon with the upgrade resource of your choice
digitalcreation
digitalcreation
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Join date : 2008-03-25

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