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Capital Gameplay

From Official Unnamed Space Idle Wiki
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Warning!This article contains late-game spoilers for Sectors 75+ throughout the entire page.
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, 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:

  • 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[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 warp cores charge 100 times slower, but also multiplies warp essence gained by 1.00e5.Upgrade the Massive Warp Drive will make you able to jump to loction having Capital Ships and unlocks the second tab of warp upgrades.

Note: Upgrard is automatically regradless of pressing the upgrard buttom.

Overdrives[edit | edit source]

After Reinforcing once then reaching sector 83, reactor can be upgraded to massive reactor.

Upgrade reactor with multiplies Max Void Power by 1.00e7x and automatically sustains all 7 power boosts at max level, which no longer required Void Power to boost but instead use to upgrade Overdrives' charge speed.

Upgrade will unlock 8 types of Overdrives to charged, each charge with gain 1 charged number, holded up to 5 max, and can be actived for a temporary improvement. Each charge also gain 1 passive level that give you small permanent bosst. When it reach its cap, it will tier up the Overdrives and give you larger passive bonus at the cost of charging time.

Charge progress kept when switch to another Overdrive or doing a prestige.

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.

BattleShip[edit | edit source]

(Spoiled Required!) (More description needed)

Capital Battle under Battleship is little different than using Battlecruiser. Since Battleship didn't received damage from any S. enemies, there aren't any S.shields used to defense S.enemies and no Battle Focus have at the top of the core.

Battleship can only mounted two powerful s.battle weapon called "Plasma Chainer" .Due to no S.battle shields or weapons than Plasma Chainer able be equipped on Battleship by far, you can't used Shield Boost, Laser Boost and Kinetic Volley abilities. Moduel Shield Efficiency, Shield Boost, Laser Boost, Volley automator in Synth will be hidden for useless.

Battleship can equipped Combat Amplifier that will multipile your battle state, 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 how many percentage s. enemies' damage will drain in Sector Info, replacing Damage state.

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