Difference between revisions of "AI War:Transport Ship"
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[[Category:AIWar]] | [[Category:AIWar]] | ||
[[Category:AIWarBase]] | [[Category:AIWarBase]] | ||
− | {{6. | + | {{6.013}}<br/> |
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|[[File:AIWarTransport.png|100px|left|Transport]] || valign="top" | Carries up to 200 units (cannot carry certain very large units). Heavily armored and defensible, this is ideal for slipping past minefields, ion cannons, or high-level enemy planets. If the transport is killed, all of the ships inside are ejected safely just before the explosion. Every wormhole that the transport goes through outside of supply drains its health substantially, but it also regenerates health quickly on a friendly planet. Unloading is instant in friendly territory, but only 10 ships per second (20 for the Mk II) in hostile territory. Cannot be scrapped in hostile territory. <br/>Mark II transports cost far more energy to operate, but they slowly heal all ships contained within themselves; Neinzul Younglings are healed faster.<br/>This unit is built from the SUP tab of the system build menu. | |[[File:AIWarTransport.png|100px|left|Transport]] || valign="top" | Carries up to 200 units (cannot carry certain very large units). Heavily armored and defensible, this is ideal for slipping past minefields, ion cannons, or high-level enemy planets. If the transport is killed, all of the ships inside are ejected safely just before the explosion. Every wormhole that the transport goes through outside of supply drains its health substantially, but it also regenerates health quickly on a friendly planet. Unloading is instant in friendly territory, but only 10 ships per second (20 for the Mk II) in hostile territory. Cannot be scrapped in hostile territory. <br/>Mark II transports cost far more energy to operate, but they slowly heal all ships contained within themselves; Neinzul Younglings are healed faster.<br/>This unit is built from the SUP tab of the system build menu. |
Revision as of 14:59, 7 April 2013
This page is up to date for game version 6.013 and is probably outdated. |
Carries up to 200 units (cannot carry certain very large units). Heavily armored and defensible, this is ideal for slipping past minefields, ion cannons, or high-level enemy planets. If the transport is killed, all of the ships inside are ejected safely just before the explosion. Every wormhole that the transport goes through outside of supply drains its health substantially, but it also regenerates health quickly on a friendly planet. Unloading is instant in friendly territory, but only 10 ships per second (20 for the Mk II) in hostile territory. Cannot be scrapped in hostile territory. Mark II transports cost far more energy to operate, but they slowly heal all ships contained within themselves; Neinzul Younglings are healed faster. This unit is built from the SUP tab of the system build menu. |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
20 per Mark | Scout | Dark Matter Ammo, Sniper Shots, Fusion Cutters, Minor Electric Ammo, Area Damage, Speed Boosts, Tractor Beams, Reclamation, Paralysis Attacks, Transport, Swallow, Being Insta-Killed, Mines, Repair |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 0 | 0 | 0 sec | 4,000,000 | 8,000 | 258 | Inf | 0 dmg/sec | 0 dmg/sec | Regen Time 00:30, Transports 200 Ships, Attrition Per Wormhole Hop Outside Supply 35% |
II | 0 | 0 | 0 sec | 8,000,000 | 8,000 | 258 | Inf | 0 dmg/sec | 0 dmg/sec | Regen Time 00:30, Transports 200 Ships, Attrition Per Wormhole Hop Outside Supply 26% |
Mark | Knowledge | Metal Cost | Crystal Cost | Total Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Crystal Cost | Cap Total Cost | Cap Energy Cost | Ship Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 10,000 | 6,000 | 16,000 | 2,000 | 00:01:30 | 200,000 | 120,000 | 320,000 | 40,000 | 00:30:00 |
II | 4,000 | 20,000 | 12,000 | 32,000 | 10,000 | 00:03:01 | 400,000 | 240,000 | 640,000 | 200,000 | 01:00:20 |
How to use in your fleet
Note that being inside a transport does not offer protection from Nuclear Explosions. Any ships that do not have the Nuclear Explosion immunity themselves will also be destroyed along with the transport.
Ship that do have the Nuclear Explosion immunity will be ejected as normal.
Note that the Mk. II can go one hop farther outside supply before the Self-Attrition kills it.
How to counter when in the AI fleet
Coming soon