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Utility, Science vessels are innately able to detect cloaked ships and are specialized in subsystem targeting. Cruisers have lots of aion kinah crew, repair very quickly and lots of power to distribute across their subsystems. Escorts are the gunboats of the Federation fleet; they maneuver quickly and can equip cannons.
Weapons capabilities, Cruisers, since they're larger ships, have more gun bays. Escort ships can outfit high-damage cannon weapons, which other ships cannot. Science vessels are less weapon-focused but offer other capabilities and bonuses such as more powerful deflector beams, tractor beams and sensors.
Crew complement, larger ships have larger crews, which affects hull and subsystem repair rate, as well as the effectiveness of boarding parties, the engineering team and crew-based skills your captain may have.
Modification slots, Similar to Bridge Officer stations, the different ships have varying room for special modifications that can be added to the ship to increase its effectiveness. Similar to slotted gems in other games, mods provide small passive bonuses that affect game-play and can be interchanged at will.
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