Enemies
Read at your own discretion.
There are a variety of enemies in Unnamed Space Idle, which are the main obstacle in the players way. This article details different enemy classes, types, and mechanics surrounding them.
Enemies spawn in waves, the type of which depend on the current Sector, although different types may spawn depending on how far the player is in the sector. A wave will spawn every 12 seconds by default, and this can be sped up using certain modules, or by actively advancing forward.
A maximum of 100 enemies can be active at once, after which no more will spawn until some are destroyed.
Enemy Classes[edit | edit source]
Classes can be distinguished by an enemies color. They affect how players need to approach the enemies in a given sector, without changing the enemies behavior directly.
Hulled[edit | edit source]
Hulled Enemies are the most basic enemy class. They have a certain amount of Hull, and will be destroyed once this falls to 0.
Shielded[edit | edit source]
Shielded Enemies are the second enemy type players will encounter. In additon to their Hull, they also have Shields which need to be drained before the hull can be damaged. Different shielded enemies may have different shield regen rates, which can make them a lot harder to deal with (and often require a Beam Laser in order to stop them from regenerating).
Armored[edit | edit source]
Armored Enemies don't have Hull like the others, but Armor instead (although they are effectively the same thing). The difference with Armor is that Laser weapons only deal 25% of their normal damage to it. To effectively take out armored enemies, Kinetic weapons are needed.
Mixed[edit | edit source]
Mixed Enemies behave like normal Armored enemies, just with an additional layer of shields on top of their armor. Like Shielded Enemies, they may also have vastly different shield regen rates.
Phasing[edit | edit source]
Phasing Enemies are normal Armored enemies, but introduce a new mechanic: Phasing. These enemies have a separate value called Phase Jump Power, and will fade out after a short while or upon being hit (without taking damage). Once phasing, they can't be damaged unless players do 20x overkill damage. Instead, a Disruption Charge is needed to disrupt their ability. Each tick of the Disruption Charge will decrease the Phase Jump Power by 1, and once it reaches 0 the enemy won't be able to phase anymore.
Mixed Phasing[edit | edit source]
Mixed Phasing Enemies behave just like normal phasing enemies, but with an additional layer of shields, like normal Mixed Enemies.
Barriers[edit | edit source]
Barriers aren't an enemy class like the others, since all classes and types can potentially have them. Instead, they act as a shield around the enemy, which reduces any incoming damage by 99.9% (resulting in a 1000x reduction in damage), until the barrier has been drained.
Each hit from a non-Beam Laser, non-Disruption Charge weapon will reduce the enemies barrier by 1, and once it hits 0 it will break entirely, allowing the player to hit them like normal.
Massive Weapons[edit | edit source]
Another noteworthy addition that enemies can have regardless of type or class are so-called Massive Weapons (also referred to as Huge Weapons). As the name says, these deal massive damage to the player and can often drain their shields in just a few hits. They can best be countered by using one or more Deflector Shields.
Enemy Types[edit | edit source]
Fighters[edit | edit source]
Fighters are the most basic enemy type there is. They fly at a medium speed, have an average amount of health, and simply approach the player until they are a short distance away from them.
Skirmishers[edit | edit source]
Skirmishers are small, fast-approaching, but fragile enemies that rapidly move towards the player until they are right in front of them.
Swarmers[edit | edit source]
Swarmers are are a sub-type of Skirmishers that attack in swarms, trying to overwhelm the player. They also rapidly approach, and stop right in front of the player.
Snipers[edit | edit source]
Snipers are slow-moving enemies that keep their distance from the player, charging up strong, long-ranged shots. They have a normal amount of health.
Juggernauts[edit | edit source]
Juggernauts are big, slow-moving enemies that stay a medium distance away from the player, have high health, and often deal a lot of damage.
Frigates[edit | edit source]
Frigates are big enemies that stay a medium distance away from the player. They often get spawned by Capital Enemies.
Carriers[edit | edit source]
Carriers are a sub-type of Frigates that spawn other enemies. The types of enemies they spawn are displayed next to them on the sector data screen, with smaller icons. Enemies spawned by carriers don't drop any resources, or grant any crew XP. They also don't count towards the 100 enemy cap, although they still count as kills for Achievements. Some Bosses can also be Carriers, though sector data doesn't show that.
Bosses[edit | edit source]
At the end of each sector, players will face a Boss. These bosses have increased health and damage, and once they are defeated players can proceed to the next sector. Retreating during a boss fight counts as losing, and will set the players shields to 0. In sector 1 to 74, existing normal enemies act normally but no new ones spawn while fighting the boss. Killing a boss also despawn all normal enemies.
Capital Ships
Capital Ships are a special type of enemy, appearing only in sector 75+. They constantly stay at the top of the screen, and will attack the player separately from normal enemies. Capital Weapons are needed to attack them, and Capital Shields are needed to tank damage from them. Reducing their hull to 0 will temporarily prevent them from firing, allowing the players Capital Shields to regenerate. Capital Ships also have shot scaling which multiplicatively increases their damage over time, and disabling them will reset it.
Capital Ships also have so-called parts, which when broken by fighters will temporarily weaken it, and grant advanced resources:
- Breaking Turret Power grants Pulverium and causes the Capital Ship to deal 0.5x damage for 6-7 seconds.
- Breaking Defensive Plating grants Fortifium and causes the Capital Ship to receive 2x damage for 6-7 seconds.
Massive Hull Capital Ships
Massive Hull Capital Ships have 100x as much hull compared to normal Capital Ships, but their Defensive Plating has much less health, and breaking it will make the enemy receive 200x damage for 14 seconds.
Massive Weapon Capital Ships
Massive Weapon Capital Ships deal 5x as much damage compared to normal Capital Ships, but their Turret Power has much less health, and breaking it will make the enemy deal 0.1x damage for 14 seconds.
Capital Ship Anti Fighter Variants
Capital Ship Hangar
Capital Ship Cycler
Capital Ship Barrier
Capital Support Weapons
Shielded Capital Ships
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