General[ | ]
Ship spawners, when equipped on a ship, warp in friendly ships that can be ordered to attack their opponents from a distance or to defend their parent ship. The ships behave like normal ships, but are easily disposable and do not cost repair time.
Due to their advancedness, all ship spawners cannot be researched in the Arms Lab. Instead, they must be procured through various events. They can only be equipped on ships that have spawner slots.
When at least one ship in a fleet is equipped with a spawner, during combat, a fleet-wide toggle is displayed next to the "Select All" button. The toggle alternates between two modes: defensive and offensive. Defensive mode restricts the spawned ships to be active within 5 km of the parent ship, while offensive mode increases this distance to 15 km. Depending on the spawned ships' weapon range, they can still attack enemies that are slightly outside this area, but do not exit this area themselves.
Players are unable to select nor view the range arcs of their own spawned ships. Instead, they can designate the primary target of spawned ships by selecting that of the parent ship. Enemies can target and view the range arcs of spawned ships just like normal ships.
The spawned ships behave like actual ships, having their own health and defense bar. But unlike regular ships, they do not cost repair time when destroyed, and are easily dispensable, since new ones can be summoned should the existing ones be destroyed.
Spawned ships ignore the modifiers of their parent ship unless explicitly stated (such as Spawner Mass). They are not boosted by Fleet Commanders either. However, they can be affected by Support Fields. (Not sure about Fleet Bonuses.)
For the purposes of Ablation, spawned ships do not contribute towards the damage threshold of their parent ship. On the other hand, enemies can recover their Ablative Armor by dealing damage to spawned ships, and receive Devour Recovery whenever an enemy spawned ship is destroyed within range.
Energy Spawners[ | ]
Zealots are miniature ships that can be warped into combat and ordered to attack or defend. The Spectral Zealot deals Energy damage. | |
A Umbra biomechanical ship that can be summoned into combat. Suicides itself into a target, dealing Energy damage and leaving behind a Blight Nebula patch. | |
A small but exceptional fighter armed with shields and energy beam weapons. Designed to hunt down enemy carriers. | |
--- |
Explosive Spawners[ | ]
A Umbra biomechanical ship that can be summoned into combat. Suicides itself into a target, dealing Explosive damage and leaving behind a Blight Nebula patch. | |
Zealots are miniature ships that can be warped into combat and ordered to attack or defend. The Pyro Zealot deals Explosive damage. | |
A small but exceptional fighter armed with shields and explosive weapons. Designed to hunt down enemy spawned ships. | |
--- |
Kinetic Spawners[ | ]
A Umbra biomechanical ship that can be summoned into combat. Suicides itself into a target, dealing Kinetic damage and leaving behind a Blight Nebula patch. | |
Zealots are miniature ships that can be warped into combat and ordered to attack or defend. The Kinetic Zealot deals Kinetic damage. | |
A small but exceptional fighter armed with shields and kinetic weapons. Designed to hunt down enemy titans. | |
--- | |
--- |
Alien Spawners[ | ]
Zealots are miniature ships that can be warped into combat and ordered to attack or defend. The Xeno Zealot deals Alien damage. | |
Blight Spawners[ | ]
A Umbra biomechanical ship that can be summoned into combat. Suicides itself into a target, dealing Blight damage and leaving behind a Blight Nebula patch. | |
Plasma Spawners[ | ]
Meta Spawners[ | ]
A pike that deals all 3 meta damage types - kinetic, energy and explosive. |
|
Pages in category "Ship Spawners"
The following 29 pages are in this category, out of 29 total.