Difference between revisions of "Item"

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Cogmind and the robots it encounters are largely composed of four classes of interchangeable '''parts''': power, propulsion, utility, and weapons.
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== Parts ==
  
== Power ==
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Different robot cores are designed to interface with a unique set of '''parts'''. Parts fall into one of four categories: Power, Propulsion, Utilities, and Weapons. The Cogmind is special in that it can dynamically bind and interface with any type of part by expending an amount of matter and energy.
  
* [[Ion Engine]]
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Attaching a part requires 20 energy and 10 [[matter]]. Detaching a part expends 10 energy.
* [[Nuclear Core]]
 
* [[Deuterium Engine]]
 
* [[Fission Core]]
 
* [[Angular Momentum Engine]]
 
  
== Propulsion ==
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=== Power Sources ===
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Engines, power cores, and reactors supply the power necessary to run other systems. Be aware that most power sources will shut down temporarily when the core begins overheating.
  
* [[Compact Wheel]]
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{{main|Power Source}}
* [[Wheel]]
 
* [[Armored Wheel]]
 
* [[Flight Unit]]
 
* [[Improved Flight Unit]]
 
* [[VTOL Module]]
 
* [[Improved VTOL Module]]
 
* [[Nuclear Pulse Thruster]]
 
  
== Utility ==
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=== Propulsion ===
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Treads, legs, wheels, and hover/flight units represent a spectrum from greater mass support and slow speed to lower mass support and fast speed. Exceeding the mass limit provided by active propulsion components will slow movement.
  
* [[Hacking Suite]]
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{{main|Propulsion}}
* [[Improved Hacking Suite]]
 
* [[Footprint Analyzer]]
 
* [[Improved Footprint Analyzer]]
 
* [[Advanced Scan Processor]]
 
* [[Terrain Scan Processor]]
 
  
* [[Battery]]
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* [[Treads]]
* [[High-capacity Battery]]
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* [[Leg]]s
* [[Small Storage Unit]]
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* [[Propulsion/Wheel|Wheel]]s
* [[Medium Storage Unit]]
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* [[Propulsion/Hover Unit|Hover Unit]]s
* [[Large Storage Unit]]
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* [[Propulsion/Flight Unit|Flight Unit]]s
* [[High-capacity Storage Unit]]
 
* [[Small Matter Storage Unit]]
 
* [[Medium Matter Storage Unit]]
 
* [[Large Matter Storage Unit]]
 
* [[High-capacity Matter Storage Unit]]
 
  
* [[Power Shielding]]
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=== Utilities ===
* [[Improved Power Shielding]]
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The largest and most versatile category of parts is made up of those classified as some form of utility. Each utility is built around a single capability, the effect of which is described on the part's info page. Where applicable, the description also indicates whether the effect stacks, an important factor for mechanics purposes.
* [[Utility Shielding]]
 
* [[Improved Utility Shielding]]
 
* [[Power Shielding]]
 
* [[Improved Power Shielding]]
 
* [[Light Armor Plating]]
 
* [[Hardened Light Armor Plating]]
 
* [[Insulated Light Armor Plating]]
 
* [[Medium Armor Plating]]
 
* [[Hardened Medium Armor Plating]]
 
* [[Cloaking Device]]
 
* [[Error Protection Suite]]
 
* [[Core Heat Shield]]
 
* [[Advanced Core Heat Shield]]
 
* [[Heat Sink]]
 
  
== Weapon ==
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* [[Device]]s
=== Special Weapon ===
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* [[Processor]]s
* [[Datajack]]
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* [[Hackware]]
* [[Improved Datajack]]
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* [[Utility/Storage]]
* [[Remote Datajack]]
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* [[Protection]]
  
* [[Mining Laser]]
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=== Weapons ===
* [[Mining Claw]]
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* [[Special Weapon]]s
* [[Plasma Cutter]]
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* [[Melee Weapon]]s
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* [[Ballistic Gun]]s
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* [[Ballistic Cannon]]s
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* [[Energy Cannon]]s
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* [[Energy Gun]]s
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* [[Launcher]]s
  
=== Impact Weapon ===
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== Non-Part Items ==
* [[Heavy Mace]]
 
* [[Flail]]
 
* [[Heavy Flail]]
 
* [[Katana]]
 
  
=== Ballistic Gun ===
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* [[Alien Artifacts]]
* [[Light Assault Rifle]]
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* [[Data Core]]s
* [[Assault Rifle]]
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* [[Matter]]
* [[Heavy Assault Rifle]]
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* [[Signal Generator]]
* [[KE Penetrator]]
 
* [[Flak Gun]]
 
* [[Autogun]]
 
* [[High-powered Shotgun]]
 
  
=== Ballistic Cannon ===
 
* [[Flak Cannon]]
 
  
=== Launcher ===
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[[Category:Game Concepts]]
* [[Grenade Launcher]]
 
* [[Missile Launcher]]
 
* [[EMP Blaster]]
 
 
 
=== Energy Cannon ===
 
* [[Particle Cannon]]
 
 
 
=== Energy Gun ===
 
* [[Small Laser]]
 

Latest revision as of 15:35, 12 January 2018

Parts

Different robot cores are designed to interface with a unique set of parts. Parts fall into one of four categories: Power, Propulsion, Utilities, and Weapons. The Cogmind is special in that it can dynamically bind and interface with any type of part by expending an amount of matter and energy.

Attaching a part requires 20 energy and 10 matter. Detaching a part expends 10 energy.

Power Sources

Engines, power cores, and reactors supply the power necessary to run other systems. Be aware that most power sources will shut down temporarily when the core begins overheating.

Main article: Power Source

Propulsion

Treads, legs, wheels, and hover/flight units represent a spectrum from greater mass support and slow speed to lower mass support and fast speed. Exceeding the mass limit provided by active propulsion components will slow movement.

Main article: Propulsion

Utilities

The largest and most versatile category of parts is made up of those classified as some form of utility. Each utility is built around a single capability, the effect of which is described on the part's info page. Where applicable, the description also indicates whether the effect stacks, an important factor for mechanics purposes.

Weapons

Non-Part Items