Official Unnamed Space Idle Wiki
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Capital Gameplay

From Official Unnamed Space Idle Wiki
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Capital Gameplay is the second phase of gameplay in Unnamed Space Idle and unlocked after completing the Task List.

Major Spoilers for Sectors 75+ (click here to dismiss)

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. Additionaly, 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, Fortifium gets dropped by Defensive Plating, and Adaptium gets dropped by Hangar Bays.

Capital Cores

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

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:

  • Fighter Bay
    Levels have no effect other than unlocking milestones
  • 1

    Damage Tuning Fighter Damage +0.2

    Spawn Time Fighter Spawn Time -5

  • 2

    Hull Enhancement Fighter Durability +15

    Collection Scoops Fighter Efficiency +0.25

  • 3

    Improved Fighters Fighter Damage +0.2
    Fighter Durability +5
    Fighter Maneuverability +1

  • 4

    Thruster Power Fighter Speed x1.1

  • 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


  • Agile Fighter Bay
    Levels have no effect other than unlocking milestones
  • 1

    Hull Enhancement Fighter Durability +0.5

    Advanced Maneuvering Jets Fighter Maneuverability +100

  • 2

    Damage Tuning Fighter Damage +0.2

  • 3

    Rapid Approach Fighter Strafing Speed x1.5
    Fighter Damage +0.2

    Thruster Power Fighter Speed x1.1

  • 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)

Synth

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

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

(description needed)

Overdrives

(description needed)

Reinforcing

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.

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