Hydraxil Collective - Intercepted Transmissions

Started by Keeper Decagon, December 11, 2017, 11:15:31 PM

Previous topic - Next topic

cpaca

[Broadcast Transmission] 
[For general redistrubution.] 
 
We're setting up a new system of "Credits" for those who want to purchase our items. 
 
The prices shown below state the new prices on how much a Credit costs.
Spoiler

Prices: 
Hydraxil: INF Anti-emitters for 1 passive emitter.
Regular customer: 

  • 3 Anti-emitters for 1 Credit [3:1 ratio]
  • 8 Anti-emitters for 3 Credits [8:3 ratio]
  • 14 Anti-emitters for 5 Credits [14:5 ratio]
 
However, for allied ships/units, a better price will be added: 

  • 2 Anti-emitters for 1 Credit [2:1 ratio, 50% better!*]
  • 7 anti-emitters for 4 Credits [7:4 ratio, 52.38% better!*]
  • 9 anti-emitters for 5 Credits [8:5 ratio, 55.55% better!*
*"better" refers to comparing to a regular, nonallied customer
[close]
 
You may recognise these prices. That's because they are exactly the same as the old Passive Emitter Prices. 
Due to the prices being better for allies above, some modules (not all) will not have better prices for allies. 
 
NO REFUNDS. PASSIVE EMITTERS YOU ALREADY OWN CANNOT BE TURNED BACK INTO CREDITS 
 
Module: Passive emitter. 
Passively creates particles in a straight line.
1 passive emitter costs 1 credit. 

Module: Sprayer
2 sprayers costs 3 credits. These produce just as fast as a passive emitter, but they spray in all directions. Use this when surrounded or when you try to "drill" through enemy lines and want to defend against all directions. 

New module: Alternate Reactor.
Abbreviation: AR 
1 AR costs 3 credits. 
For allies, 1 AR costs 2 credits.
AR's are not "buffed" reactors per say but they can be. In a normal circumstance, they are slower than normal reactors: They produce 1 energy per second compared to a Reactor's 1.5 
However, in a ship with an AMP gem, it produces 3 Energy Per Second compared to a reactor's (still) 1.5. 
This makes AR's better for corporations or others with access to lots of AMP gems or on big ships. 
 
New module: Nuclear Reactor. 
Abbreviation: NR. 
1 NR costs 100 credits.
However, for allies:
1 NR costs 50 credits. 
An NR is 10 times as powerful as an AR in all situations, while still only taking the space of 1 AR. 
However, NRs use real uranium and do need to be replenished. NRs can last a full day at full power ("full power" continued below) before they need to be replaced, as they use real uranium, compared to ARs using easily replenishing sources. 
To replenish a NR, you need 1 uranium pack. Insert them into the slot above an NR to replenish a NR. 
When a uranium pack is drained, it will pop out the top. It has no uranium left, so you can leave it and have no chance of uranium poisoning. 
 
NRs will automatically turn themselves off and regulate themselves so NRs can last more than a full day. 
 
Item: Uranium pack. 
Abbreviation: UP 
 
Uses for UP above. 
1 UP costs 1 credit. 
If you have your drained UPs, 3 UPs cost 2 credits. 
No buffs for allies. 
 
[broadcast ends]
To use [OUR] Custom Modules, go to Forums/Knuckle Cracker/PFE/Map Makers, Ship Builders, and Coders, Go to the pinned posts, find the one named "Custom Modules Thread", Open it, Scroll down until you find ShipModule, Apply that into your map, do not apply it into map if one copy already exists, Apply the Adder script (Sometimes named "Master.prpl, sometimes [shipname]Adder, etc.) and the actual used scripts [which i will state in my posts]. If one copy already exists, do not apply another copy. -The CMC :-)