There are several temporary and permanent modifiers to these stats which affect the overall final value of them, yet they are not reflected on the power value of the unit.
VIP
VIP is a temporary status that grants specific bonus when activated. This can range from increasing units armor, damage, travel speed, size of fleet in action (this is how big your flights can be), among other stats that can be visualized in the VIP menu. Different VIP time activators are stackable.
VIP is a temporary status that grants specific bonus when activated. This can range from increasing units armor, damage, travel speed, size of fleet in action (this is how big your flights can be), among other stats that can be visualized in the VIP menu. Different VIP time activators are stackable.
Boosters
Boosters come in different bonuses and duration, depending on the type. For instance, some of them are:
Damage/armor: 10% for 1 day; 25% for 1 day; 35% for 4 hours; 50% for 1 hour.
Fleet speed: 10% for 1 day; 25% for 1 day; 75% for 4 hours; 100% for 1 hour.
Fuel consumption reduction: 25% for 4 hours; 50% for 1 day, 75% for 1 hour.
Super Beacon: 2 hours; 3 days; this adds an additional beacon in the Warp Complex.
These need to be reactivated upon wearing off if so desired, they are not cumulative nor stackable.
Commanders
Commanders affect the fleet they are commanding depending on their specific skills and the mission the fleet is carrying out. Some commanders boost damage/armor/speed on PvP, some on PvE. These skills need to be taken into account depending on what is the current target. Keep in mind that a fleet can only have two commanders (Head and Assistant), and that a commander can lead only one fleet at a time.
Boosters come in different bonuses and duration, depending on the type. For instance, some of them are:
Damage/armor: 10% for 1 day; 25% for 1 day; 35% for 4 hours; 50% for 1 hour.
Fleet speed: 10% for 1 day; 25% for 1 day; 75% for 4 hours; 100% for 1 hour.
Fuel consumption reduction: 25% for 4 hours; 50% for 1 day, 75% for 1 hour.
Super Beacon: 2 hours; 3 days; this adds an additional beacon in the Warp Complex.
These need to be reactivated upon wearing off if so desired, they are not cumulative nor stackable.
Commanders
Commanders affect the fleet they are commanding depending on their specific skills and the mission the fleet is carrying out. Some commanders boost damage/armor/speed on PvP, some on PvE. These skills need to be taken into account depending on what is the current target. Keep in mind that a fleet can only have two commanders (Head and Assistant), and that a commander can lead only one fleet at a time.
Energon
Energon is gained from event rewards/milestones, daily VIP rewards, caravan, regular and Elite pirates, in different degrees.
Energon is used for upgrading a building's efficiency. This will have a different impact depending on what building it is used on. For accessing this menu, tap on a building and go into “EFFICIENCY”. There, you will see all the current efficiency levels of your buildings, your current stack of energon (top right corner), and if you tap on any building, you can see the effects of each level of efficiency for that building.
To increase their level, just tap “UPGRADE” on the bottom of the desired building’s frame in this screen.
There are several efficiency upgrades that affect unit’s stats, such as:
+ Ore Mine: increases ship’s armor by a percentage.
+ Science Block: increases ship’s damage by a percentage.
+ Antimatter Generator: increases ship’s flight speed by a percentage.
+ Antimatter Depot: reduces ship’s fuel consumption by a percentage.
+ Polymer Depot: increases ship’s cargo capacity by a percentage.
+ Metal Depot: increases defense unit’s armor by a percentage.
+ Radar: increases defense unit’s damage by a percentage.
+ Mission Control Center: increases the maximum fleet size in action by a percentage.
Energon is gained from event rewards/milestones, daily VIP rewards, caravan, regular and Elite pirates, in different degrees.
Energon is used for upgrading a building's efficiency. This will have a different impact depending on what building it is used on. For accessing this menu, tap on a building and go into “EFFICIENCY”. There, you will see all the current efficiency levels of your buildings, your current stack of energon (top right corner), and if you tap on any building, you can see the effects of each level of efficiency for that building.
To increase their level, just tap “UPGRADE” on the bottom of the desired building’s frame in this screen.
There are several efficiency upgrades that affect unit’s stats, such as:
+ Ore Mine: increases ship’s armor by a percentage.
+ Science Block: increases ship’s damage by a percentage.
+ Antimatter Generator: increases ship’s flight speed by a percentage.
+ Antimatter Depot: reduces ship’s fuel consumption by a percentage.
+ Polymer Depot: increases ship’s cargo capacity by a percentage.
+ Metal Depot: increases defense unit’s armor by a percentage.
+ Radar: increases defense unit’s damage by a percentage.
+ Mission Control Center: increases the maximum fleet size in action by a percentage.
+ Bunker: increases ship storage capacity of bunker by a percentage.
Corporation Projects
Corporation projects can increase several ship’s stats, and general improvements. These range from ship/defense unit’s damage and armor, cargo capacity, unit and resource production (passive production) speed.
It is important to note the different ways that each of the mentioned concepts interact with each other, since some will have a much higher impact on the resulting values than others. Not to go into excessive depth, yet, to exemplify, we will show how damage value of a single ship is calculated according to the current formula:
Damage = Base Value x (1 + Tier 1 technology + Tier 2 technology) x (1 + efficiency %) x (1 + VIP %) x (1 + booster %) x (1 + corp. projects %) x (1 + commander skill %)
Base value is the unit’s innate value with no other improvement. As we can see, each player’s technology has an additive impact on the final value, this means, the corresponding percentages are added. So, if you refer to Light Fighters 1, Tier 1 technologies would include: Laser Weapons 1, 2, 3; Fleet’s weapons tech 1, 2, 3; Fleet Mastery 1, 2, 3. If we refer to Light Fighters 2, we would also have to add their corresponding Tier 2 tech.
Usually, we tend to split the above formula in 2 parts:
On one hand: (1 + Tier 1 technology + Tier 2 technology) and on the other: (1 + efficiency %) x (1 + VIP %) x (1+booster) x (1 + corp. projects %) x (1 + commander skill %)
First are called additive impacts (since they are added all together and then applied), and the second are called multiplicative impacts (since they are considered individually, one on top of the other).
Corporation projects can increase several ship’s stats, and general improvements. These range from ship/defense unit’s damage and armor, cargo capacity, unit and resource production (passive production) speed.
It is important to note the different ways that each of the mentioned concepts interact with each other, since some will have a much higher impact on the resulting values than others. Not to go into excessive depth, yet, to exemplify, we will show how damage value of a single ship is calculated according to the current formula:
Damage = Base Value x (1 + Tier 1 technology + Tier 2 technology) x (1 + efficiency %) x (1 + VIP %) x (1 + booster %) x (1 + corp. projects %) x (1 + commander skill %)
Base value is the unit’s innate value with no other improvement. As we can see, each player’s technology has an additive impact on the final value, this means, the corresponding percentages are added. So, if you refer to Light Fighters 1, Tier 1 technologies would include: Laser Weapons 1, 2, 3; Fleet’s weapons tech 1, 2, 3; Fleet Mastery 1, 2, 3. If we refer to Light Fighters 2, we would also have to add their corresponding Tier 2 tech.
Usually, we tend to split the above formula in 2 parts:
On one hand: (1 + Tier 1 technology + Tier 2 technology) and on the other: (1 + efficiency %) x (1 + VIP %) x (1+booster) x (1 + corp. projects %) x (1 + commander skill %)
First are called additive impacts (since they are added all together and then applied), and the second are called multiplicative impacts (since they are considered individually, one on top of the other).
Similar formulas operate for calculating resulting armor, speed, and so forth. This shows the difference, and importance, of additive and multiplicative modifiers to base value. Whereas all are importante, some will have a much higher impact on the resulting value than others.