Capital Gameplay
Read at your own discretion.
Capital Gameplay is the second phase of gameplay in Unnamed Space Idle and unlocked after completing the Task List.
After the Task List has been completed, a new ship-class will be made available on the Prestige screen: The Battle Cruiser. It has 6 standard weapon slots, 2 shield slots, and 3 utility slots. Additionally, it features 4 new slot types: 1 capital weapon, shield, and utility slot, as well as 1 hanger (2 after reinforcing 3 times).
Once sector 75 has been reached, a new type of enemy ship will appear at the top of the battlefield. This is the enemy capital ship, and the battle against it will play out completely separate from the traditional enemy ships still swarming the screen. It will periodically charge up its weapon and shoot at the player, draining their capital shields, which are counted separately from standard shields. If either the capital shields or the normal shields fall to 0, the player will be forced to retreat.
Once the enemy capital ships health falls to 0, it will turn red and stop attacking the player for several seconds, after which it will regenerate. The enemy health can be seen at the top-right of the battlefield, alongside several smaller indicators for the ships "Parts". These will get attacked by fighters, and drop advanced resources once broken: Pulverium gets dropped by Turret Power and Torpedo Tubes, Fortifium gets dropped by Defensive Plating, and Adaptium gets dropped by Hangar Bays and Shield Generators.
Capital Cores[edit | edit source]
Capital ships feature their own set of weapons, shields, and utility, which work in the same way like their standard counterparts, except that they take advanced resources to upgrade. For a complete list of capital cores, see Core#Capital Cores.
Hangars & Fighters[edit | edit source]
Hangars are a new type of slot unique to capital ships. They will periodically spawn fighters, which circle between the player and the enemy capital ship, attacking it in the process. They can either be set to focus on a specific part of the enemy ship, or cycle between all of them. The enemy capital ship will shoot on the players fighters, trying to destroy them. Once a fighters hull reaches 0, it will get destroyed and respawn at the players ship after a few seconds.
(description about stats needed)
There are currently 2 hangar bays in the game:
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Fighter Bay
Levels have no effect other than unlocking milestones -
1
Damage Tuning Fighter Damage +0.2
Spawn Time Fighter Spawn Time -5
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2
Hull Enhancement Fighter Durability +15
Collection Scoops Fighter Efficiency +0.25
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3
Improved Fighters Fighter Damage +0.2
Fighter Durability +5
Fighter Maneuverability +1 -
4
Thruster Power Fighter Speed x1.1
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5
Damage Tuning Fighter Damage +0.2
Stay On Target Fighter Strafing Speed x0.75
-
6
Improved Fighters Fighter Damage +0.2
Fighter Durability +5
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Agile Fighter Bay
Levels have no effect other than unlocking milestones -
1
Hull Enhancement Fighter Durability +0.5
Advanced Maneuvering Jets Fighter Maneuverability +100
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2
Damage Tuning Fighter Damage +0.2
-
3
Rapid Approach Fighter Strafing Speed x1.5
Fighter Damage +0.2Thruster Power Fighter Speed x1.1
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4
Improved Fighters Fighter Damage +0.2
Fighter Durability +0.2
Fighter Maneuverability +50 -
5
Range Extension Fighter Weapon Range x1.2
Stay On Target Fighter Strafing Speed x0.75
-
6
Damage Tuning Fighter Damage +0.2
Hull Enhancement Fighter Durability +0.5
(description about agile fighters needed)
Veil Piercer[edit | edit source]
Veil Piercer unlocked by reaching sector 92. It is a new Captial Utility core that does not directly boost a type of stat but instead spawns a new type of non-combat enemy called Veiled Freighter to gain Void Shards at sector 92 or higher. (Veil Piecer is useless under sector 92). When equipped, a bar with appear at the right of the battlefield. Once full, portal will appear which can either be clicked manually or automatically be triggered after a few seconds. In Reinforce 4 or above, they will also drop Specimens.
Upgrading Veil Piercer to level 10 or higher will unlock siphoning, which are timeskips of several seconds to the selected system.
There also have 3 addition stats called Rare Chance, Rare Multiplier and Difficluty Multiplier. Difficulty Multiplier grows with sector, increasing time needed to charge and Siphon Gains each killed. Every time Veil Piercer fully charges there is a chance based on Rare Chance for a Rare Freighter to appear instead of a normal Freighter. Once its defeated, the Siphon Gains will be Multiplied based on Rare Multiplier.
Synth[edit | edit source]
After reaching sector 75 in a capital ship, a new set of Synth recipes will be unlocked, as well as a new set of Synth Point rewards. These work much like the old ones, except that they need advanced resources to craft and often don't get infinite resource production until the next recipe.
Fixtures[edit | edit source]
Fixtures are an addition to the Synth system unlocked upon reaching sector 76. They are intended to provide a use for the system while not actively synthing, and it's therefore best to focus on them when not focusing on Synth. They act like Synth point upgrades that need a certain time to create.
Massive Warp Drive[edit | edit source]
After reaching sector 78, the Warp drive can be upgraded to the Massive Warp Drive.
Upgrading the Massive Warp Drive makes you gain warp essence far more with the much longer charge time, also making you able to jump to loction with Capital Ships and unlocks the second tab of warp upgrades.
Research[edit | edit source]
After Reinforcing once then unlock Captial Research in Base 5 with unlock Captial Research, it works similar to normal but only progress at sector 75 and higher and required Data core. Research Bounse appiled to Captial Research but it's log'd
and Research Focus is useless.
Specimen Research[edit | edit source]
Reinforcing four times and reaching sector 92 will unlock Specimen Research under Capital Researches. Specimens are only gained by destroying Veil Freighter and the amounts and types dropped are different depending on the sectors in 92 or above. Once at least 1 Data Core has been assigned and Specimens gained, a type of Specimen Research will be progressing each second and Researches under a type of Specimen are working at the same time. Specimen research can be completed multiple times, with every completion increasing amount of research needed for the next.
Overdrives[edit | edit source]
After Reinforcing once then reaching sector 83, reactor can be upgraded to massive reactor.
Upgrading to massive reactor will increase your Max Void Power and no longer require Void Power to maintain 7 power boost (they will sustain at max level), instead you can charge various overdrives for different temporary and permanent boosts.
Reinforcing[edit | edit source]
Reinforcing marks the end of the capital gameplay loop, resetting almost everything and putting the player back to sector 1, after which the capital gameplay phase needs to be reached again. After doing this and reinforcing 5 times, players will proceed to the Fleet gameplay phase.
Battle Ship[edit | edit source]
The Battle Ship is a larger capital ship unlocked at sector 108. It has a new innate bonus making it immune to small scale damage.
The Battle Ship has 2 s. turret slots that can only equip "Plasma Chainer"s. Since it has no s. shield and is unable to equip laser or kinetic weapons, It can not use laser/shield/volley abilities. Defense Efficiency and the respective 3 automator modules are hidden as they are useless.
Battleship can equipp Combat Amplifier that will multiply battle stats, replacing Battle Focus. When a Combat Amplifier is equipped, there will be a bar showing its status. Taking s. damage will drain this bar but it passively regenerates every second. Combat amplifier upgrade effects are multiplied by this bar. You can see the percentage of Combat Amplifiers s. enemies' attacks will drain in Sector Data, replacing their Damage stats.
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