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Ship Information like Cargo and other Values will be displayed when hovering over the name in the Shipyard or Personal Hangar. One can consult the Ship information screen for a detailed listing of all stats, and by hovering over those stats the calculations behind them become available. |
Ship Information like Cargo and other Values will be displayed when hovering over the name in the Shipyard or Personal Hangar. One can consult the Ship information screen for a detailed listing of all stats, and by hovering over those stats the calculations behind them become available. |
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== Cargo and Filters == |
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[[File:Cargo Search.png|right|300px|Cargo Search window]] |
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With the Cargo search you can filter the items shown. The Credit Symbol beside the X sells all filtered items. |
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Known Filter Keywords: |
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* '''Name''': eg. "fuel", "autocannon", "ore", "chunk" |
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* '''Module Type''': eg. "hardpoint", "module" |
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* '''Rarity''': eg. "rare", "legendary" |
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* '''Size''': eg. "small", "medium", "large" |
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* '''Colors''': eg. "white", "green", "blue", "purple", "orange" |
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* '''Stats''': eg. "combat power", "resistance" |
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* '''Level''': eg. ">15", "=64" , "<100" |
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* '''Aspects''': eg. "solar", "weakpoint" |
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* '''Aspects available''': eg. "aspect", "noaspect" |
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All the filters above can be combined to filter a specific selection of items. These filters apply to cargo, armory, materials and shops filter fields equally. |
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[[Category:Game Concepts]] |
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Revision as of 09:40, 17 April 2026
Ships are the most basic core concept of Vanguard Galaxy. As a ship captain, the player has the ability to pilot ships, equip them with gear, buy new ships, sell old ones, and utilize them in any way they see fit - be it for Combat, Mining, Salvage, Trade or any other purpose.

Ships come in many forms and sizes. please consult the Ship List for a complete overview.
Ship Roles and Bonuses
Each Ship Type comes with a Hull Bonus, and an optional size bonus. Those Bonuses vary between the different activities. Combat, Mining, Salvage, etc. Depending on the Class (Size) and the profession the Hull gives different % values.
| Role | Bonus |
|---|---|
| Combat | +30% Combat Power, +3% Critical Chance |
| Mining | +30% Mining Power, +20% Resource Yield |
| Salvage | +30% Salvage Power, +20% Resource Yield |
| Trade | Bonuses depend on Economy skills selected |
While using a miner or salvager for combat and vice versa leads to suboptimal results, it is common practice to add a combat weapon to a workhorse for defense, or to use salvage drones on a combat ship for some extra profit.
Note: Using a mining ship for salvage in a pinch, or a salvager for mining is not at all a bad choice as Yield bonus applies to both activities, and the loss of Mining Power or Salvage Power only means tasks will take longer. Any ship can perform any task, when equipped with appropriate modules.
Ship Sizes and Bonuses
Ships come in many sizes, and size affects their operational radius.
| Ship Size | Ship Category | Combat | Mining, Salvage, Trade |
|---|---|---|---|
| 1 | Small | None | None |
| 2 | Small | +20% Weapon Range | +10% Weapon Range |
| 3 | Medium | +40% Weapon Range | +20% Weapon Range |
| 4 | Medium | +70% Weapon Range | +30% Weapon Range |
| 5 | Large | +100% Weapon Range | +40% Weapon Range |
Note: Weapon range increase applies to all weapons, including mining or salvage ones. A large miner will be able to drill into an asteroid from much further away than a small one.
Ship Modules

Ships are module platforms. Without an engine, the ship can't move, without a tractor beam, the ship can't pull in anything it wants to loot. The better the modules, more efficient the ship is. Modules come in two flavors: universal (every ship has one of these) and optional (not all ships have these).
Universal Modules
- Reactor: Provides power. Power fuels all other modules. Not providing sufficient power causes penalties, while overflowing systems with power can provide bonuses.
- Engine: Generates Thrust. Thrust dictates how fast a ship rotates and accelerates when engaged in non-warp movement. I.e. docking, navigating an asteroid field, combat.
- Scanner: Generates Precision. Precision is required to cause critical hits. Higher level weapons require much more precision to be able to crit at the same rate as low level weapons with less precision.
- Tractor Beam: Essential for all activities. The Tractor Beam has 2 type of Beams - automatic (used by Echo]], and manual (player operated by clicking on floating items in space).
- Hull Kit: Provides a Hull Point Modifier that multiplies the ship's base HP by a certain factor.
Optional Modules
- Weapon Hard Points (a.k.a. Turrets): Can host any combat, mining or salvage weapon or tool.
- Armour Plating: Provides an Armor Point rating. Exclusive with a Shield Generator module.
- Shield Generator: Provides a Shield Point rating. Exclusive with an Armor Plating module.
- Drone Bay: Drone bays allow a ship to carry drones - customizable worker vessels that can be configured for any type of activity.
- Torpedo Bay: Currently only available in medium size on Class 5 ships and above. These can fire long-range, homing projectiles that deal area-of-effect damage on hit.
Note: Not all ships have additional defenses in the form of Armor or shields, but most do - and can carry at most one of these. It's quite possible to have both armor and shields on a ship through items that grant raw shield or armor points, but those won't be affected by Armor Plating or Shield Generator multipliers, making such additions somewhat weaker than a proper module.
Note: Not all ships carry drones, though many larger ones do. However, if they have a drone bay slot, that means they will not have a torpedo slot - apparently drones and torpedoes are exclusive akin to shields and armor.
Modules and Power

All types of modules can provide one or more forms of Power. Power determines how fast a certain task is performed; a level 1 asteroid requires very little mining power to produce an ore, while a level 100 hulk can require tens (or hundreds) of millions of salvage power delivered to yield a single item.
Typically:
- Combat Power: Generated by weapons
- Salvage Power: Generated by salvage tools
- Mining Power: Generated by mining tools
- Drone Power: Generated by drone bays
- Torpedo Power: Generated by torpedo launchers
- Power: A general type of power that is applied to all types of power a ship uses, generated by any type of module
Note: Any type of module can produce any type of power. A weapon which normally produces combat power can also produce mining power, salvage power and power power, all at the same time, as a part of its substats. It is useful to look out for modules which provide beneficial substats to the type of activity the ship is used for. A scanner providing torpedo power is not suited to a ship without torpedoes, which is where module customization through the workshop comes into play.
For more information on Power and how it is applies, please consult Power.
The information screen
Ship Information like Cargo and other Values will be displayed when hovering over the name in the Shipyard or Personal Hangar. One can consult the Ship information screen for a detailed listing of all stats, and by hovering over those stats the calculations behind them become available.
Cargo and Filters

With the Cargo search you can filter the items shown. The Credit Symbol beside the X sells all filtered items.
Known Filter Keywords:
- Name: eg. "fuel", "autocannon", "ore", "chunk"
- Module Type: eg. "hardpoint", "module"
- Rarity: eg. "rare", "legendary"
- Size: eg. "small", "medium", "large"
- Colors: eg. "white", "green", "blue", "purple", "orange"
- Stats: eg. "combat power", "resistance"
- Level: eg. ">15", "=64" , "<100"
- Aspects: eg. "solar", "weakpoint"
- Aspects available: eg. "aspect", "noaspect"
All the filters above can be combined to filter a specific selection of items. These filters apply to cargo, armory, materials and shops filter fields equally.
