31 March 2017

Testing new ‘Ellydium’ ship Tai'Kin

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From: Acting Head of ‘Ellydium Theta’ station Dr. Conrad Dimeni
To: all@star-conflict.com
Subject: Project Evolution

To all pilots in fringe sectors! Today we are ready to submit the results of our latest research for testing on a separate server. It's a new ship from project Evolution available to pilots at the station ‘Ellydium Theta’ - humanity's first outpost in Alien worlds!

Head of ‘Ellydium Theta’ station Dr. Conrad Dimeni

 

‘Ellydium’ scout interceptor Tai'Kin

‘Ellydium’ engineers present the second new ship that combines the latest developments based on alien technology.

To build the ship, pilots first need to manufacture a ship cabin and obtain Xenocrystals. After construction ‘Ellydium’ ships can be developed from rank 5 to rank 15. Xenocrystals are required for the ship's production.

 

‘Ellydium’ scout interceptor Tai'Kin special modules

Pilots will be able to choose which special modules to use with Tai'Kin. The ship's appearance changes with the selected special module.

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Base special module: Warp-vortex

Ship teleports a fixed distance forward. All nearby allied ships along the jump's course get a speed bonus.

 

Special module #2: Return crystal

A crystal acting as a warp-beacon is separated from the ship. During repeated activation the ship with the space around it moves to the beacon. Damage from activation is regenerated.

 

Special module #3 Jump crystals

Uses energy of special crystals' collapse for teleportation. A cloud is left in the start zone, dealing damage.

 

Special module #4 Quantum leap

The ship returns to the point where it was a few seconds ago. Condition of the ship is reverted to the point in time where it returned. Effects applied after the return point are cancelled. If the return spot is occupied, the ship has time to retreat or it's destroyed.

 

Special module #5 Jump drive

The ship jumps forward. An active zone is left the ship's wake, dealing damage to enemies. The jump point produces a growing cloud, dealing damage to enemy ships.

 

‘Ellydium’ scout interceptor Tai'Kin weapons

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T'Har'Ok beamer

Type: EM weapon
Mounted on: Tai'Kin
Two types of plasma charges: slow homing spheres with a single keypress and rapid projectiles when holding.

 

Tai'al launcher

Type: Thermal weapon
Mounted on: Tai'Kin
Fires two powerful homing missiles, but has a long cool down.

 

Tai'thaq

Type: Kinetic weapon
Ship Type: Scout
Launches a colony of crystalline pseudo-organisms devouring ship hull. Shields do not stop them.

 

‘Ellydium’ scout interceptor Tai'Kin active modules

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Active module ‘Hologram crystal’

Type: Active module
Group: Scout modules
Mounted on: Tai'Kin
Creates the ship's hologram for a few seconds. During this time the player's ship becomes invisible.

 

Active module ‘Crystal destabilization’

Type: Active module
Group: Scout modules
Mounted on: Tai'Kin
Upon activation periodically drops explosive crystals, producing a growing cloud dealing damage over time. The cloud dissipates after some time.

 

Active module ‘Crystal-infiltrator’

Type: Active module
Group: Scout modules
Mounted on: Tai'Kin
After activation the target can't become invisible. Any damage to target from allies deals additional damage.

 

Active module ‘Harvest crystal’

Type: Deployable module
Group: Scout modules
Mounted on: Tai'Kin
Places a locator, showing all enemy ships on the radar, including invisible ones. It charges the owner's shield using the enemy ships.

 

Active module ‘Inhibitor crystal’

Type: Active module
Group: Scout modules
Ship Type: Interceptor (scout)
Launches a growing cloud slowing enemies down. If the cloud moves too far or at the press of a button the cloud explodes with maximum damage in its center. Damage depends on cloud size.

 

Active module ‘Satellite crystal’

Type: Combat Drone
Group: Scout modules
Mounted on: Tai'Kin
Attaches to the ship and significantly speeds it up. In active mode detaches and attacks the target, slowing it down.

 

‘Ellydium’ scout interceptor Tai'Kin missile weapons

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Crystal mine

Type: Proximity mine
Mounted on: Tai'Kin
Places a mine in space, attached to the hull of the target in range. Triggered only by enemy ships.

 

‘Ellydium’ scout interceptor Tai'Kin modifiers

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CPU modifier ‘Warp-targeting’

Type: CPU modifier
Mounted on: Tai'Kin
Weapon damage temporarily increases after special module activation.

 

Capacitor modifier ‘Camouflage shield refractor’

Type: Capacitor modifier
Can only be mounted on Alien ships
Provides invisibility from enemy radars if the ship does not fire, launch missiles or use active modules. Shield charge decreases each second.

 

Hull modifier ‘Virtual particle condenser’

Type: Hull modifier
Mounted on: Tai'Kin
During warp-jumps hull absorbs virtual particles, repairing itself after each jump.

 

Hull modifier ‘Emergency stasis system’

Type: Hull modifier
Can only be mounted on Alien ships
Completely blocks collision damage, temporarily immobilizing the ship.

 

Engine modifier ‘Emergency jump’

Type: Engine modifier
Mounted on: Tai'Kin
When at risk of destruction, the ship jumps forward.

 

Public test server

Testing will be carried out on Star Conflict public test server. Public test server is completely independent from live game servers where updates are uploaded for mass testing.

Instructions on how to connect to the public test server can be found here.

 

Mass testing schedule

Public Test server is running for a limited time. The server is only meant for testing updates scheduled for live deployment.

Friday: 18:00 (UTC+3) - 22:00 (UTC+3)
Saturday: 18:00 (UTC+3) - 22:00 (UTC+3)
Sunday: 18:00 (UTC+3) - 22:00 (UTC+3)

Attention! Public test server accounts will get a bonus, which will help in testing. To receive it, you must synchronize the accounts no later than 18:00 (UTC+3).

 

Discuss on the Forums

Sincerely,
Star Conflict Team