Particle Fleet: Emergence

Particle Fleet: Emergence

48 ratings
Detailed module stats & AmpGem effects
By EvilMcSheep
Speed, power, cost, and more!
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Command Module
Required for ship operation.
  • Cost: 5
  • Cost increases based on hull size
  • Energy storage: 50
  • Glow brightness indicates remaining energy (fully black at <25%)
  • Ship blows up if this is destroyed

  • No AmpGem effect
Engine
Increases flight/rotation speed.
  • Cost: 20
  • Does not consume energy
  • Ships' speed reduction is based purely on hull size (armor and modules don't add 'mass')
  • Double the hull = half the speed;
    Twice the engines = twice the speed!

  • AmpGems don't affect ship movement
Lathe
Activates/builds/collects items, rebuilds blue Struc, destroys enemy structures.
  • Cost: 25
  • Range: 20
  • Energy consumption: 0.6 to 4.0/s
Item pickup (Gems, Licenses, Info Caches):
  • 0.6 energy/s
  • 16.6s to completion
  • 10 energy total
Building Energy Mine/Gem Factory or activating Totem:
  • 4.0 energy/s
  • 5.0s to completion
  • 20 energy total
Activating Energy Pod:
  • 2.0 energy/s
  • 5.0s to completion
  • 10 energy total
vs. Enemy spawners (Emitters & other):
  • 1.5 energy/s
  • 22.2s to destroy
  • 33 energy total
vs. Struc:
  • 1.0 energy/s
  • 1.0s to build/destroy one square
  • 3.0s if armored
vs. Progenitor:
  • 1.5 energy/s
  • 100.0s to destroy
  • 150 energy total
  • Note: Realistically takes ~11% more time/energy due to constant self-healing
AmpGem effect:
  • +15% range (20 -> 23)
Laser
Destroys particles and enemy missiles.
  • Cost: 10
  • Range: 10
  • Energy consumption: 1.0/s
  • 0.5/1.0/1.5s to destroy soft/medium/hard particle
  • 0.333s to destroy a missile (1-square ship safety margin)
AmpGem effects:
  • +30% range (10 -> 13)
  • +3 ship safety margin vs. enemy missiles (as result of extra range)
Cannon
Destroys particles, Mire, Struc, and incoming enemy Cannon projectiles.
  • Cost: 15
  • Range: 40
  • Firing interval: 1.333s
  • Energy consumption: 0.5/shot
  • 1/2/3 shots to destroy a soft/medium/hard particle
  • 1 shot per 1 square of Struc/Mire
  • 3 shots vs. armored Struc
AmpGem effects:
  • +25% range (40 -> 50)
  • +30% firing speed (1.333s -> 0.92s between shots)
Reactor
Onboard energy generator.
  • Cost: 20
  • Energy output: 1.5/s
  • Fully active even in ghost form (not fully built)

  • No AmpGem effect
Missile Launcher
Fires guided missiles, to destroy particles.
  • Cost: 20
  • Range: 45
  • Firing interval: 2.0s
  • Energy consumption: 1.0/shot
  • 1/2/3 shots to destroy a soft/medium/hard particle
AmpGem effects:
  • +22% range (45 -> 55)
  • +30% firing speed (2.0s -> 1.4s between shots)
Particle Beam

Destroys enemy plasma, restores blue plasma, 'stuns' particles, 'damages' enemy missiles, saps energy from enemy fighter drones.
  • Cost: 15
  • Range: 30
  • Firing rate: Epilepsy-grade
  • Energy consumption: Up to 3.0/s
  • 'Stunlocks' up to ~10 particles at a time
  • 1.33s to fully 'damage' an enemy missile
  • 'Damaged' enemy missiles travel at 30% of their normal velocity, but still deal normal damage
  • Energy sapped from enemy fighter drones: 8.5/s
AmpGem effect:
  • +33% range (30 -> 40)
Grabber
Attracts & launches benign particulate.
  • Cost: 30
  • Attraction range: 18
  • Does not consume energy
  • Extra grabbers do no increase exit velocity

  • No AmpGem effect
Port
Beams ship's energy to other nearby ships, akin to an Energy Mine.
  • Cost: 25
  • Range: 50
AmpGem effect:
  • +20% range (50 -> 60)
Guppy
Stores energy & retrieves more from Energy Mines as necessary.
  • Cost: 25
  • Range: Unlimited
  • Energy storage: 100
  • Flight speed: 40 units/s

  • No AmpGem effect
Discharger
Discharges Stunners by making concentrated loud noise.
  • Cost: 25
  • Range: 40
  • Energy consumption: 6.0/s
  • 3.33s to discharge a Stunner
  • 20 energy per Stunner total
AmpGem effect:
  • +37.5% range (40 -> 55)
Energy Tank
Stores extra energy.
  • Cost: 5
  • Energy storage: 500

  • No AmpGem effect
MK7
Fires three 'heavy' projectiles at a time.
  • Cost: 100
  • Range: 60
  • Firing interval: 3.0s
  • Energy consumption: 18/shot (6 per projectile)
  • Each projectile can destroy 4/2/1.33 soft/medium/hard particle, via penetration
AmpGem effects:
  • +25% range (60 -> 75)
  • +50% firing rate (3.0s -> 2.0s between shots)
Shield
Doubles hull durability.
  • Cost: 20
  • Energy consumption: 15.0/s
  • Internal energy reserve: 10
  • In Auto mode, activated for 3 seconds after taking any damage
  • In Auto mode, the first impact is NOT protected
Soft particles needed to destroy an armored hull piece:
  • Unshielded: 8
  • Shielded: 16
  • Two Shields: 24
  • Etc...
AmpGem effect:
  • +50% energy reserve (10 -> 15)
Fighter Base
Carries, launches, and resupplies invincible fighter drones.
  • Cost: 100
  • Carries two fighters
Fighter stats (individual)
  • Flight range: 75
  • Firing interval: 0.275s
  • Energy consumption: 1.0/shot
  • Energy storage: 100
  • 1/2/3 shots needed to destroy soft/medium/hard particle
AmpGem effect:
  • +37.5% firing rate (0.275s -> 0.2s between shots)
44 Comments
EvilMcSheep  [author] 23 Jan, 2024 @ 1:36pm 
It does not!
Chozabu 23 Jan, 2024 @ 6:41am 
ampgem doesn't affect generator or guppy?
EvilMcSheep  [author] 14 Aug, 2023 @ 6:26am 
1 square in front of the laser is safe from enemy missiles.
4 with an AmpGem.
If you place the laser further inboard, it won't be able to destroy the missiles in time.
Neon 13 Aug, 2023 @ 6:27pm 
Can you explain what you mean by ship safety margin under the laser category
EvilMcSheep  [author] 27 Nov, 2022 @ 9:19pm 
Never tried this, but Alt + C apparently.
danb108 27 Nov, 2022 @ 1:11pm 
how to make the HQ command piece?
CharlieInABox 12 Aug, 2022 @ 11:26am 
"Epilepsy-grade"
EvilMcSheep  [author] 9 Aug, 2022 @ 12:20am 
Right, thought so too - really doesn't look like much, but they turn out to be surprisingly wasteful :D

Checked and added the Reactor bug/feature/thing to the guide - an interesting detail for sure, though likely rarely relevant in practice :)

Well, the modules do technically have a nice variety of abilities, I guess they just don't synergize so well with each other as the (fewer) weapons in the Creeper World games, for example.
Adding more of them doesn't really solve this :D

I suppose, we can hope for a Particle Fleet 2 one day! :)
Charmedmage 8 Aug, 2022 @ 10:45pm 
I do have to admit. Seeing all this does make me wish the game was still in development due to how few modules there are and how limited the usage of some modules are.
Charmedmage 8 Aug, 2022 @ 9:54pm 
Yeah I'm not surprised that the shields were only really effective when dealing with massive clumps of particles.

15 energy a second just hurts general usage of it too much, and I never noticed the auto setting was that ineffective. I thought it actually activated in preparation for impacts & stopped otherwise.




Also a interesting bug/detail about reactors is for whatever reason. They provide energy even if the reactor itself hasn't finished building (you can tell by it being greyed out.)

So when making reactor ship designs it's something to consider putting them near the command module or in front of more important modules. As if they're near the command module they can help build the rest of the ship and otherwise can literally help rebuild itself.

I'm pretty certain this is a bug as it looked like they provide the full 1.5 energy a second rather then gradually providing more as they were built.