Attributes

What bonuses can I expect to receive?

The utility value of this card is that it increases the base stats of your spaceship and effects various parameters of your ship.

  • Spaceship Health (HP) Hull Health - Max Health Your base Health Pool, also known as your Hull HP, represents the total amount of damage you can sustain before your commanding officers will whisk you out of combat and back to the safety of your fleet for repairs and medical treatment. When this value reaches ZERO, you don't die in Space Guardians, you retreat and let the next squadron of hotshots pick up where you left off, to give you time to recover. The Max Health modifier will increase your BASE HP by the percentage value written in this field. A value of 18 indicates an 18% increase to your maximum base health. If the base value for this space ship is 1000 Max Health, and you have an 18% modifier, then the math is 1000 x 1.18 = 1180 The new value would be 1180 HP, instead of the base HP which was 1000 HP

  • Spaceship Shields Regen Rate This is the rate at which the shield regenerates. The base regeneration rate is increased by the value shown in this field, represented as a percentage. A value of 10 indicates an additional 10% increase in the base regeneration rate for that spaceship. If the base value is 20 health per second, and you have a 10% regen rate modifier, then the math is 20 x 1.10 = 22. The new shield regeneration rate is now 22, instead of the base rate of 20. Regen Delay This is the amount of time that must pass after taking damage from any source, before regeneration recommences. The value in this field represents a percentage decrease in the time that must elapse without taking damage, before regeneration recommences. If a ship has a base regen rate of 400 milliseconds, and the regen delay value is 15, then the value of 400 is reduced by 15%: So 400 x 0.85 = 340. The new shield regeneration delay is now 340ms, instead of the base rate of 400ms, shaving off over half a second from the default shield regeneration delay rate. This means those shields start healing a little sooner than they did before. This could be the difference between life and death.

STOP with the math, already!

OKAY, OKAY! I hear you, enough of the simple math. Let's carry on without the first grade maths lessons. Here are other attributes that may be affected by the Space Ship NFT.

Attributes Continued....

  • Weapon Slots Weapon slots are a pretty simple concept, they represent the maximum number of weapons that may be firing at any one time on your space craft. More slots equals MORE POWER! One little caveat with weapon slots is that each module on your ship consumes Core Power, we'll get to that bit in a minute; and therefore, attempting to equip several weapons with high power consumption will result in the weapons being queued to fire, which defeats the purpose of more weapon slots. Weapon slots work best when a combination of low consumption weapons / utilities, work alongside the BIG DOGS of your arsenal (offensive/defensive mods), so that you can have all systems up and running while in the fight. This is where a little tact might come in handy when fitting out your weapons / utility mod pools before you start your game. More information on that can be found in our HANGAR section.

  • Utility Slots Utility slots are exactly the same concept as the weapon slots, they add the ability to fit out your ships with more utility slots, allowing you to collect (from power ups) and activate multiple utility mods at the same time. Some utility mods are collected as a bonus, similar to weapons power ups which drop by completing real-time challenges / objectives and inflicting uncompromising carnage upon enemy units while playing the game. However, there are some rare utility mods that can be permanently attached to your ship until they're destroyed in battle. These mods have a very low chance *less than 1%* of being destroyed in each battle you engage in whilst they are equipped. Utility mods can also grant your ship various abilities which may be collected and activated when needed to give you an edge in the heat of battle. These may include phase shifting, small teleports, burst thrusters (speed increase / dashing), and more. More information on them found in the Utility NFT section.

  • Core Power Core power is a very important attribute. This dictates how much power your spaceship has to be able to allocate to various systems on your ship. Weapons and utility mods rely on this to determine whether or not they can activate. A quick introduction to Power Ups There are two types of power ups in Space Guardians and they are ACTIVE and PASSIVE. There's a whole section dedicated to Power Ups, but in short, here's the difference. Active power ups are collected / fitted to your ship and must be activated to use them. Passive power ups activate upon pick up / are already running when you enter the game if you have them fitted to your ship. If you attempt to activate a power up and do not have enough available core power, then it will fail to activate. If you collect a passive power up it will only activate when you have enough core power to activate it. If there are weapons firing, or another utility mod is activated, the game will automatically wait before activating the most recent power up. Don't be like me ... be better! It's very important to know that power ups are activated in the ORDER YOU COLLECT THEM. Now take note of this, because this could be the difference between a New High Score and another Epic Fail! (Wah wah wah WAAAHH!) Collecting that health power up when the boss has 1% health left when you could've finished him off with laser blast to the eyebrow, might be a little infuriating. It's FAR MORE infuriating knowing the ridicule that awaits you when you get back to base! Squaddies! Who'd have 'em?

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