Ship Components

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Forlink.svg  For a list of all ship components, see :Category:Ship Components.
Main Thruster on the Reliant. Image Credit: Mr. Hasgaha - Reliant over Cellin

Where each ship is something of a blank slate with its own style and design, ship components are the nuts and bolts of customization. From the recharge rate of shields to the raw hull-busting power of a ballistic weapon, each component has unique characteristics and behaviors to appeal to pilots. The discerning ship owner can decide between a simple stock part; or a customized, overclocked, and styled part designed just for them.

All items in the game are designed to fill a role or accomplish a specific task; meaning that few items could be considered objectively "better" than another. Overall, ship modification is built around resource management; balancing space requirements, power consumption, heat, and other characteristics in a way to avoid micromanagement during actual combat. [1]

Component Types

Broadly, each ship component can be placed into one of nine hardpoints:[1]

Component Description
Hull The body of the ship for mounting additional armor, reducing weight, or modifying cross-section
Avionics The computer systems of the ship, upgraded with better turret AI, missile lock systems, etc.
Power Plant Supplies the power for all other systems
Afterburner Burns extra fuel to provide a boost to the ship's thrust
Shield Generator Shields protect the ship from debris and enemy attacks; coming in multiple sizes and with varying characteristics.
Sensors It can be used to detect vehicles, guided missiles and terrain.
Fuel Tank Stores and delivers mass to the ship's power plant for power and thrust generation
Maneuvering Thrusters Small thrusters that provide the majority of controlling thrust to orient the ship
Main Thrusters Provide the majority of forward thrust for the ship
Weapons The sharp edge to any combat ship, weapons are designed for any pilot to defend themselves; or go on the attack.
Miscellaneous Weapon batteries, ammo racks, additional cooling systems, etc.
The old Hornet Mk1 with separated weapon components

Sizing

Component sizing has been standardized across the universe into a very simple "Size" system. Generally, a component with a greater size number is larger, more powerful, has higher requirements, and costs more. Most components are in the range of Size 1 (Fighter) to Size 4 (Capital ships), but weapons follow a different sizing system, documented below

Components of a specific size can only be fitted to a hardpoint of the same size in a ship; not because of physical size, but also because of available power, CPU, and heat resources.

Weapon Sizing

File.svg  Main article: Ship Weapons#Sizing  

Weapons and weapon hardpoints are different from most ship components and are sized in the range of Size 1 (Small laser cannon) to Size 5 (WRATH plasma cannon of a Vanduul Scythe). The basic premise of a weapon's sizing system is: [Base Weapon Size] + [Modifiers] = [New Weapon Size]. For example, a Size 1 BEHR laser with a Gimbal (Size 1 modifier) would require a size 2 hardpoint to function. Three modifiers currently exist, all giving a +1 hardpoint size increase.

Requirements and Statistics

Beyond simply the physical space needed to mount a component, each hardpoint must supply power, disperse heat, and handle other resources before the component may be used. Each component has certain requirements and statistics that describe and differentiate them from other components. Many of these are listed below: [1]

Statistic Description
Power Draw The raw energy needed to power the component. Measured in pwr/s at idle or under stress
Heat Load The amount of heat the component generates along with its capacity to store and withstand it.
Mass The physical weight of the component negatively affects the speed and maneuverability of the ship
CPU Components often require advanced circuitry and specialized software, all grouped under the ships avionics system.
Durability The resilience of a part to damage in hostile environments.

These statistics are general statistics that are applicable to any ship component. Individual component types have additional statistics relevant to their application, such as Rate of Fire for weapons.

Tuning

Endeavor Supercollider: for overclocking ship components

Tinkering and tuning ships, parts, and components is particularly interesting to many people. Every component produced is "rated" to a certain specification by the manufacturer, even though it may possibly be capable of superior performance. Tuning, or "Overclocking", is the process of pushing a module or component beyond its rated specification. A laser cannon may be able to do 10% or 20% more damage if greater power is routed to it, but at the risk of greater heat generation or damage. Certain players or NPCs may make a living by overclocking components and selling them at a premium to others. [1]

Tuning can be conducted in various facilities. Basic overclocking can be done anywhere with the proper tools. Advanced tuning required advanced facilities, such as the supercollider module on the Endeavor [2]

Manufacturers

Component manufacturers design and manufacture nearly every ship component found on the market, competing with each other to release the next big part that brings them significant profit. [3]

Ship Parts
Manufacturer Focus Grade
Aegis Dynamics Power Plants • Thrusters Quality
Standard
Tyler Design/Tech Power Plants Quality
Wilkes & Federman Thrusters Standard
WillsOp Systems Avionics • CPU Systems Quality
Standard
Chimera Communications Avionics • Scanners • CPU Systems Quality
Standard
Defensive Systems (Armor/Shields)
Manufacturer Focus Grade
Basilisk Armor • Shields Quality
Standard
Cheap
Talisman Armor • Shields Quality
Standard
Weapon Manufacturers (Guns/Missiles)
Manufacturer Focus Grade
Behring Ship weapons (Kinetic, energy,
missiles, turrets)
Small arms • Armor • Shields
Premium
Quality
Standard
Klaus & Werner Ship weapons (Kinetic, Energy, Turrets)
Armor
Quality
Standard
Associated Sciences &
Development
Ship weapons (Kinetic, Energy, Missiles, Turrets) Excellent
Standard
Talon Weapon Systems Missiles Standard
Joker Engineering Speciality Weapons Standard
Cheap
Roussimoff Rehabilitation
Systems
Personal weapons • Armor Quality
Standard

References