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Posted (edited)

Some of these are obvious, I have added them anyways for completeness.

Please feel free to post input and help me out.

Things needed still:

 

adcooldown: Time it takes to revive after you have died and been brought back by anti-death. (however if you die and do not revive the cooldown falls to 0)

addelay: Time (in reference to the time it takes for you to normally respawn after you die) that it takes for anti-death to activate.

afterburners: Energy consumed when afterburners are used continuously for around 10 seconds (perhaps more or less)

antiwarp: A value of 1 indicates you are granted with antiwarp on spawn.

bombdelay: Time it takes to use another bomb after one has been fired.

bombenergy: Base energy consumed when a bomb is fired from your ship. Multiply this number by the bomblevel to get the actual cost.

bombenergyup: Bomb energy consumption increase as bomblevel increases. (starting from bomblevel 2)

bomblevel: 1 means red bombs, 2 means yellow bombs and 3 means blue bombs.

bombdamage: Maximum amount of damage received from all bomb types. (WARNING: Misleading! Inactshrapdamage is unaffected by this.)

bounce: A value of 1 indicates your guns can bounce off walls.

bulletdelay: Time it takes to shoot another bullet after one has been fired.

bulletenergy: Base energy consumed when a bullet is fired from your ship. Multiply this number by the gunlevel to get the actual cost.

bulletdamage: How much damage you receive from level 1 bullets.

bulletdamageup: How much additional damage you receive per gunlevel. (starting from gunlevel 2)

burst: Number of burst prizes granted.

burstdamage: Maximum damage your ship will receive from a single burst bullet.

brick: Number of brick prizes granted.

brickspan: How long or short a brick is.

brickmode: Number indicating what type of brick is used. (1=improved vie style, 2=drop in a line ahead of player, 3=drop laterally across player, 4=drop 4 bricks simultaneously to create a cage)

cloak: A value of 1 indicates you are granted with cloak on spawn.

decoy: Number of decoy prizes granted.

dontbrick: A value of 1 indicates pressing the brick key will not result in placing a brick.

ebombdamage: How much damage an EMP bomb will do.

ebombtime: How long EMP will last when you are hit by an EMP bomb.

energyviewing: A value of 1 indicates you can see other people's energy levels.

failpercent: Chance in percent that a command will result in self-destruction.

field: Number indicating what type of field is used. (1=Heat, 2=Lightning, 3=? (likely brick attack), 4=Needler)

fieldlauncher: A value of 1 indicates your ship is ?field capable.

gunlevel: 1 means yellow guns and 2 means blue guns.

gravspeed: Indicates the modifier of how your ship is affected by gravity, negative makes you faster.

id: A value of 1 indicates your ship is ?id capable.

idblast: A value of 1 indicated the engine failure blast pattern will result from ?id.

idcool: Time it takes to ?id again after one has just used ?id.

inactshrapdamage: Damage you will receive from shrapnel NOT released when a bomb explodes.

initialbounty: Bounty modifier so player spawns at 10 bounty always.

jump: A value of 1 indicates your ship is ?jump capable.

jumpblast: A value of 1 indicated the engine failure blast pattern will result from ?jump.

jumpcool: Time it takes to ?jump again after one has just used ?jump.

mapzoom: Amount the radar is zoomed (my !@#$%^&*umption being that 40 or 50 is the default value)

maxmines: Maximum number of mines you may drop.

maxspeed: Increases the maximum speed you can accelerate up to. (for more information see below list)

maxthrust: Increase the maximum acceleration your ship can achieve. (for more information see below list)

minedelay: Time it takes to use another mine after you've dropped one.

mineenergy: Base energy consumed when a mine is dropped from your ship. Multiply this number by the bomblevel to get the actual cost.

mineenergyup: Mine energy consumption increase as bomblevel increases. (starting at bomblevel 2)

multifire: A value of 1 indicates you will be prized multifire on spawn.

multidelay: Time it takes to shoot another multifire bullet after one has been fired.

multienergy: Energy consumed when a multifire bullet is fired from your ship.

nofastshoot: A value of 1 indicates you will not be able to use afterburners and shoot at the same time.

portal: Number of portal prizes granted.

prox: A value of 1 indicates your bombs explode on proximity of an enemy's ship.

recharge: Number of recharge prizes granted.

repel: Number of repeller prizes granted.

rocket: Number of rocket prizes granted.

rocketspeed: Maximum speed of a rocket. (I have no reference but the normal value is 6500)

rocketthrust: Maximum thrust of a rocket. (I have no reference but the normal value is 50)

rockettime: Time before your rockets will be exhausted.

rotation: Number of rotation prizes granted.

seebomblevel: A value of 1 indicates bombs are visible on your radar.

seemines: A value of 1 indicates mines are visible on your radar.

shrapdamage: Maximum damage received by active shrap. (the shrap the comes out of an exploded bomb)

shrapnel: Amount of shrapnel prizes granted. (The actual amount of shrapnel varies with each ship)

speed: Number of speed prizes granted.

stealth: A value of 1 indicates you are granted with stealth on spawn.

summon: A value of 1 indicates your ship is ?summon capable.

thrust: Number of thrust prizes granted.

transwarp: A value of 1 indicates your ship is transwarp capable.

turretspeed: Multiply this value by the # of attached ships to get the speed decrease modifier of the turret base. *The initial value is higher than 1

turretthrust: Multiply this value by the # of attached ships to get the thrust decrease modifier of the turret base. *The initial value is higher than 1

xradar: A value of one indicates you will receive an xradar on spawn.

 

MAXSPEED AND MAXTHRUST

Maxspeed and Maxthrust will increase the maximum values of your ship's thrust and speed.

For those of you smart !@#$%^&*es: This increases the scale!

What I mean is: 1% thrust with maxthrust 0 does not equal 1% with maxthrust 5!

But thrust and speed upgrades remain static. A person with no maxthrust will get something like 5% increase to thrust. A person with 5 maxthrust will get something like 2%. They are the SAME thing.

 

Time intervals for weapon delay are in centiseconds or 0.01 seconds

 

Thanks to:

Brain for helping me with the tough stuff.

D1s0rt for explaining maxspeed and maxthrust.

Edited by BlueWyvern
  • 4 months later...
Posted

Not tooo too sure if this is accurate, but im pretty sure gunlevel is, 1=red 2=yellow 3=blue 4=purple/red.

 

Thats what i know, im not sure if ingame it's different with the actual statistics, but correct me if i am wrong.

  • 3 weeks later...
Posted (edited)

...All ships begin with red. You can't have NO gun in HS, you will always have red guns... thus prizing for beam array means you only get prized bounce and multifire... etc...

I !@#$%^&*ure you, my guide has nothing wrong with it other than I'm too lazy to update for new changes.

Edited by BlueWyvern
Posted
Also, if it wasn't clear enough, since maxspeed and maxthrust are different for all ships, the percentages returned by ?status are relative not only for each ship, but often each configuration. So a leviathan with mega_shok.gif% speed as indicated by ?status can indeed be much slower than a warbird with 60% speed, while a warbird with 90% recharge charges slower than a lancaster with 60% recharge. In fact, I do not recommend using ?status for any purpose other than finding out how much shrapnel you have.

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