When buying a new ship the old one and all old equipment items are sold automatically, for 50% of their buy-values. The new ship contains nothing but the smallest drive, a 30MW mining laser (if the ship has at least one gun slot) and a fuel scoop.
Every piece of equipment has a condition
value (100% when bought), except armor, shields, missiles, and software: map packs and bounty links. Daily 0.5 is automatically subtracted from all equipment conditions because of natural deterioration, 1 from equipment marked as "sensitive", 2 from equipment marked as "highly sensitive". Sensitive equipment cannot be repaired, except with a repair drone. All other equipment types may be repaired in ship equipment centers on planets and starbases. [REF:Equipment] [MECH:Orbiter] [MECH:Planets & Starbases]
Also, equipment can suffer damage to condition during combat or wormhole anomalies. [MECH:Combat Procedure]
In combat, a shield protects all equipment from condition-damage if it has more than 0 shield points left.
When a laser's condition is low it will start to malfunction, i.e. stop to shoot sometimes (this effect is almost not noticeable above ~80%); it is suggested to repair all equipment at least once every month, or more frequently when engaging in many fights. On other types of equipment low condition has no effect.
When the condition of any kind of equipment reaches 0%, it breaks and is lost.
Daily deterioration of equipment stops at 5% for non-sensitive drives of inactive players.
Almost every ship is able to install one or more lasers. [REF:Ships]. Lasers are used for damaging opponents or buildings in combat; mining lasers for mining asteroids. [MECH:Combat Procedure] [MECH:Fields & Mining]. They have unlimited firepower and are available in a big range of masses, strengths, and firerates. [REF:Equipment]. There are different laser classes. [MECH:Laser/Armor Class]
The Empire faction is specialized in weapon construction and offers its pilots a wider range of lasers. [TWOP:Faction Ranks & Bonuses]
Most ships are able to install one or more missiles. [REF:Ships]. Missiles are used for damaging opponents or buildings in combat; they are single-shot explosive flying objects automatically steered into enemies with the help of an internal processor. Missiles are available in a big range of masses, strengths, and intelligences. [REF:Equipment]. They may be used only once and have to be re-purchased and reloaded, but generally have higher destructive power than lasers. [MECH:Combat Procedure]
The Empire faction is specialized in weapon construction and offers its pilots a wider range of missiles. [TWOP:Faction Ranks & Bonuses]
The Union faction is specialized in defensive and special equipment and offers its pilots a wider range of armors. [TWOP:Faction Ranks & Bonuses]
- Shield Generator
The Union faction is specialized in defensive and special equipment and offers its pilots a wider range of shield generators. [TWOP:Faction Ranks & Bonuses]
A ship's drive determines the amount of AP costs for navigation through fields on the nav screen. Big drives are more expensive and have a significantly higher mass, but may also substantially decrease movement cost. [MECH:Movement & Status]
Big drives have bigger tank size enabling them to hold more fuel, but also a higher fuel consumption per travelled field. Another aspect is a drive's evasion bonus, which helps evading being hit in combat and tractored by opponents. [REF:Equipment]
The Federation faction is specialized in ship construction and offers its pilots a wider range of ship drives. [TWOP:Faction Ranks & Bonuses]
- Special Equiment (legal)
This includes the auto refueler, fuel scoop, magnetic scoop, escape pod, teleporters, map packs, bounty links, gyro stabilizers, ecm and eccm jammers, flux capacitors. [REF:Equipment]
The Union faction is specialized in defensive and special equipment and offers its pilots a wider range of special equipment. [TWOP:Faction Ranks & Bonuses]
- Special Equiment (outlawed)
This includes cloaking devices, interferometers, and damping field generators. Damping field generators are outlawed in all factions and only available in special illegal places. Cloaking devices and interferometers are outlawed in the Empire and Federation, but are produced and can be used legally in the Union. [TWOP:Faction Ranks & Bonuses] [REF:Equipment]
If an attempt is made to join a faction with outlawed equipment on board, the faction confiscates all equipment which it consideres as outlawed and 500 points are subtracted from one's reputation value. Besides that, the "outlawed" attribute has no other effects.
Installed special equipment is listed in the ship
tab of the overview
screen under Special Equipment installed
. Every piece of equipment can be scrapped at any time by pressing the scrap
All kinds of equipment can be installed on all ship types, with the exception of the following special rules:
Installing faction-equipment on a ship from another faction or on a syndicate-only ship is not possible!
Installing syndicate-only equipment on a faction ship or a ship with faction-only equipment is not possible!