Some equipment will scale with the ship type, like HP/Shield/Armor additions. Weapons will remain static. There will be other equipment as well, such as stealth / engine boosters / sensors / cargo, but I'm not there yet, and they'll have a limited effect on the battle itself. For instance, the primary effect of stealth will be that your enemy will find himself fighting ships he didn't previously account for. Note:
When adding equipment or upgrading the specs of a ship, I have to account for that ship individually. You only have two options from there: 1) You have to name that ship, which you may prefer to do anyway (but will become a pain
for you with larger numbers), or 2) You have to upgrade every existing and future ship of that class at the same time. This will make them appropriately more expensive in the future, of course. Then you just have to remember that all of Me2005's FAC's have two Rocket Pods and 75 HP instead of 60. (I won't have to remember that, because it'll be written down in the spreadsheet.
All equipment stacks. For chance-based equipment, stacked equipment will allow more rolls. You're at the mercy of Excel's random number algorithm, so overkill isn't a bad thing to ensure hits.
Damage-dealing equipment will not
trigger armor multiplying effects. If the number of hits exceeds the number of available targets, some targets will be hit more than once.
Numbers: escort / heavy / capital / supercapital. Hull Extension:
Add 50 / 75 / 100 / 150 HP to your ship at the outset of the battle. Not the same as an HP upgrade, which happens without using a slot.Repair Crew:
Add X (number or percentage) HP to your ship at the beginning of each round. Will need to balance this to make it worthwhile, but not overpowered. Right now I'm leaning toward 10% Max HP per RC per turn.Shield Battery:
Add 75 / 150 / 225 / 300 Shields at the outset of the battle. Larger numbers than HP, but no damage reduction.Shield Generator:
Add X Shield to your ship at the beginning of each round. Also needs balancing, but leaning toward 15% or 20% per generator per round.Drones:
Adds 5 / 10 / 15 / 20 drones at the outset of the battle. May need adjusted for balancing.Heavy Armor:
Adds 5 to the Armor roll each round. I thought about scaling this, but keeping it constant seems like a boon to smaller ships.Torpedo:
A 20% chance per Torpedo per round to deal 200 damage to a random enemy capital ship. Useless against non-capital ships. Stacks up to 5 hits per turn per ship.EMP:
A 20% chance per EMP per round to reduce the target's attack to 1 and cut their armor roll in half. Stacks up to 5 hits per turn per ship. Does not target drones.Boarding Party:
A 25% chance per BP at the end of each round to send a boarding party to a randomly targeted ship. If the targeted ship has no shields and between 0 and 50% HP, the targeted ship will be captured. Up to 5 hits per turn per ship. Does not target drones.Missile:
20% chance per Missile per round to inflict 25 damage on 2 to 5 targets. Stacks up to 20 hits per ship per round.Rail Gun:
A 20% chance per RG per round to inflict 100 damage on a single target. Stacks up to 5 hits per ship per round. Flak Battery:
A 50% chance per Battery per round to inflict 10 damage on 5 to 10 targets. Stacks up to 30 hits per ship. Ideal counter to drones, although larger ships will barely notice. Rocket Pods:
A 50% chance per Pod to inflict 20 damage on 5 to 10 targets. Stacks up to 30 hits per ship. Only fires on the first round. Ideal for hit-and-run missions.Countermeasures:
Probably the single most powerful piece of equipment. If the ship using CM is targeted for EMP, you get a 50% roll per CM to counter it. Hits are also counted in. So a ship with 2CM's is very likely to resist 1 EMP, but very unlikely to succeed if the same ship is hit 4 or 5 times (which, if you're outnumbered, is a very real possibility. I checked.
CM also provides the following damage reductions per CM
, not per hit.
Rail Gun: 50
That means that if I get hit with one Torpedo but I'm carrying 3 CM's, I get 300 damage reduction--enough to counter your torpedo and 100 other incoming attack. Any "credit balance" will result in a shield addition to the ship carrying CM's. By the same token, if I'm carrying 1 CM and get hit with 3 torpedoes, I'm still eating 500 damage.
CM does not currently counter the Boarding Party. But if early tests show capturing to be too effective, it'll play by the same counter-rules as EMP.