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Modules are the "buildings" that make up your base. They are all powered by the outpost's or the Bridges reactor. In order for the building to be powered, it must be no more than 2 squares away from any powered building.

Different modules perform a different variety of tasks and have different functions. They constitute the cornerstone of military, resourcing and technological advancements. Some modules produce resource income, others construct and develop new ships and some are used for base defence.

Modules can explode when destroyed. When they explode (noted as Collateral Damage) the surrounding modules will take damage.

The BridgeEdit

Bridge

Bridge level V with Kinetic Driver Turret V


All base operations are directed from the Bridge. Modules draw their power from the Bridge's reactor.
  — In-game description 

The Bridge provides power to all your modules and is a behemoth to take down in base hits. Despite it being a source of power, immediately targeting and destroying will not cease the functionality of Combat Modules. The Bridge, unlike other buildings cannot be upgraded past level V. The Bridge is Storage Module and a Combat Module mixed, it can carry a massive amount of armor and weapons making it by far the strongest module in your base capable of fighting adversaries. 

As you upgrade the bridge, you can field more and more fleets, up untill a maxium of 7 fleets for Bridge level V

As you upgrade the bridge, you can build additional modules such as storage, miners, combat modules and Terminus Mines, and allow existing ones to be upgraded and additional 2 levels for every bridge level

Defense/Positioning StrategyEdit

Generally, most base designs place The Bridge at the center of the avaliable build space, this allows modules to extend equally in all directions. The Bridge makes up the center of the core while key buildings are usually placed near it with Combat Modules adding further support to the core. 

Most people do not move The Bridge if asteroids start moving farther away, instead opting to use Power Pylons instead.

One thing to be careful about is the bridges' huge Collateral Damage, it can seriously damage or even destroy any thing directly next to or diagional to the bridge. Take this into consideration when building your base

TriviaEdit

  • Its name was changed from The Outpost to The Bridge late into Closed Beta
  • It is the only building that maxes out at level V
  • Many have tried to the reason there isn't a massive power failure when the Bridge is destroyed as being due to hidden emergency generators inside each module.
  • It is the only module that takes up a 2x2 tile area.


Level I Level II Level III Level IV Level V
Health 598 1,192 2,377 4,740 9,450
Max Components 350 825 1,800 3.600 8,360
Collateral Damage 150 447 1,189 2,370 4,725
Slot config  +Weapon  +Armor +Special +Shield +Armor + Special
Supported fleets 2 4 6 7 7
Storage Capacity 50,000 150,000 450,000 1,350,000 4,050,000
Combat Modules 4 6 8 10 12
Resource Miners 2 3 5 7 8
Terminus Mines 0 0 10 12 14
Antimatter Silo 0 0 5 7 8
Storage Modules 2 3 5 7 8
Upgrade
Time --- 24mins 2h 30m 12h 30m 2d 2h
Helium 3  --- 19,720 195,228 1,581,346 ---
Mineral Ore --- 19,720 195,228 1,581,346 23,909,960
Antimatter --- --- --- --- 5,977,491
Requirements  ---

Ship Factory II

Ship Bay II

Ship Factory IV

Ship Bay IV

Ship Factory VI

Ship Bay VI

Ship Factory VIII

Ship Bay VIII

Combat ModuleEdit

Turret

Combat Module X with Kinetic Driver Turret V


The combat module supports many components, and attaching a turret is the best way to protect a base.
  — In-game description 

Combat Module, as the name suggests, is a turret designed for destroying attacking ships. What is equiped on them, as well as their positioning, is key to a successful defence. Base weapons should have a mix or long range and close range weapons, with their firing arcs overlapping so that multiple turrets can fire simultaneously. 

Level Health Max Comp Slot Config Helium 3 Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 211 200 - 234 202 0 16s 53 I
II 298 280 - 704 608 0 4m 22s 75 I
III 338 390 - 2,112 1,824 0 8m 26s 85 II
IV 476 550 +Armor +Special 6,336 5,472 0 12m 32s 179 II
V 673 770 - 19,008 16,416 0 1h 19m 252 III
VI 950 1,080 - 57,024 49,248 0 2h 26m 356 III
VII 1,342 1,510 +Shield  171,072 147,744 0 3h 33m 671 IV
VIII 1,896 2,110 - 513,216 443,232 0 10h 39m 948 IV
IX 2,677 2,950 - 1,385,683 1,196,726 419,904 17h 45m 1339 V
X 3,150 4,130 - 3,695,155 3,191,270 2,519,424 1d 51m 1890 V

Ship FactoryEdit

Ship Fac

Ship Factory X, building a Ship


New ships are designed and constructed at the ship factory, making it a critical part of a base's operations.
  — In-game descripton 

The ship factory is responsible for building ships in the game. Building ships is one of the main sources of experience points. Generally players don't protect their factory and fit no armor plating or shield slots on the factory. Ship factories are instant repair when equipped with no defensive upgrades regardless of its level. 

Some players however will choose to place the factory near the centre of their base and protect, however this is not recommended because of the Ship Factory's huge Collateral Damage . Factories that sustain damage will pause whatever ship construction, refits or upgrades they are currently performing until fully repaired.

You can rotate the factory by using the arrow keys.

Level Health Max  Comp Slot Config Helium-3  Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 158 190 - 40 I
II 224 260 - 6,195 5,350 0 2m 2s 56 I
III 316 370 - 17,037 14,714 0 48m 79 II
IV 447 520 +Armor 46,851 40,462 0 3h 12m 168 II
V 631 730 - 128,841 111,272 0 12h 48m III
VI 891 1,020 - 354,312 305,997 0 1d 14h 334 III
VII 1,259 4,430 +Shield 1,217,949 1,051,865 0 630 IV
VIII 1,777 6,200 - 2,679,486 2,314,102 0 889 IV
IX 2,510 8,670 - 6,631,728 5,727,402 2,009,614 6d 9h 1255 V
X 3,544 12,140 +Armor 16,210,890 14,000,314 11,052,880 7d 4h 1772 V

Fleet BayEdit

Fleet Bay

Fleet Bay X


Active ships are maintained by the repair yard, whether returning from a mission of preparing for launch.
  — In-game description 

The Fleet Bay is a building used for repairing and managing Fleets. By upgrading the fleet bay, you can increase the total mass of your fleet. Please regard the table below for exact figures

TriviaEdit

  • The Fleet Bay was originally called "Ship Bay"
Level Health Max Comp Slot Config Max Mass Helium-3 Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 158 190 - 700 0 40
II 224 260 - 1,100 6,195 5,350 0 2m 2s 56
III 316 370 - 1,700 17,037 14,714 0 48m 79
IV 447 520 +Armor 2,650 46,851 40,462 0 3h 12m 168
V 631 730 - 4,150 128,841 111,272 0 12h.48m
VI 891 1,020 - 6,450 354,312 305,997 0 1d 14h 334
VII 1,399 4,430 +Shield 10,100 974,359 841,492 0 4d 19h 630
VIII 1,777 6,200 - 15,300 3,349,358 2,892,627 0 5d 14h 889
IX 2,510 8,670 - 22,800 6,631,728 5,727,402 2,009,614 6d 9h 1,255
X 3544 12,140 +Armor 34,200 16,210,890 14,000,314 11,052,880 7d 4h


Max Fleet mass is current as of update 1/14/14

Arms LabEdit

Arms Research

Arms Lab X


Research new Energy, Projectile and Explosive weapon technology.
  — In-game description 

The Arms Lab is one of 3 research labs. Its primary purpose is to research new weapons for both bases and ships. It can't, however, research blueprint weapons, such as Thermal Beam or Hydra Missiles

GalleryEdit

Weapons lab

Old Weapons Lab

Level Health Max Comp Slot Config Helium-3 Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 76 90 - 0 19 I
II 108 130 - 4,046 3,494 0 2m 24s 27 I
III 152 180 - 11,125 9,608 0 50m 38 II
IV 214 250 +Armor 30,594 26,422 0 3h 20m 80 II
V 303 1,510 - 84,133 72,660 0 10h 00m 114
VI 427 2,110 - 231,364 199,814 0 1d 48m 160
VII 603 2,950 +Shield 636,251 549,490 0 2d 2h 302
VIII 853 4,130 - 1,749,690 1,511,096 0 3d 6h 427
IX 1,205 5,780 - 4,330,483 3,739,963 1,312,268 5d 17h
X 1,701 8,090 - 13,232,033 11,427,665 9,021,841 10d 21h

Tech LabEdit

Tech Research

Tech Lab X


Advanced module and ship upgrades, including shields are research at the tech lab.
  — In-game description 

The Tech Lab is one of 3 research labs. Its primary purpose is to research new Technology, such as Shields, Weapon Boosts, and Thrusters . It can't, however, research blueprint technology, such as Recharger Shields

Level Health Max Comp Slot Config Helium 3 Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 76 90 - 0 19 I
II 108 130 - 4,248 3,669 0 3m 20s 27 I
III 152 180 - 11,681 10,088 0 50m 38 II
IV 214 250 +Armor 32,123 27,742 0 3h 20m 80 II
V 303 1,510 - 88,339 76,293 0 10h 114
VI 427 2,110 - 242,932 209,805 0 1d 48m 160
VII 603 2,950 +Shield 668,064 576,964 0 2d 2h 302
VIII 853 4130 - 1,837,175 1,586,651 0 3d 6h 427
IX 1,339 5,780 - 5,683,760 4,908,702 1,722,351 7d 4h 603
X 1,701 8,090 - 11,114,908 9,599,238 7,578,346 8d 17h 851

Ship LabEdit

Ship Research

Ship Lab X


The naval lab is responsible for reseaching new ship hulls, as well as new types of armor.
  — In-game description 
       

The Ship Lab is one of 3 research labs. Its primary purpose is to research new Ships, Armors (for both base and ships), and cargo holds. It can't, however, research blueprint ships, such as the Destiny Corvette or Apocrypha Cruiser.

TriviaEdit

  • Many changes have been made to its name and graphic, it used to be called the "Naval Lab" and had the graphic shown 

GalleryEdit

Navellab01

Old Naval Lab Art

Level Health Max Comp Slot Config Helium 3 Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 76 90 - 0 19 I
II 108 130 - 4,450 3,843 0 3m 20s 27 I
III 152 770 - 12,238 10,569 0 50m 38 II
IV 214 1,080 +Armor 0 3h 20m II
V 303 1,510 - 92,546 79,926 0 10h 114 III
VI 427 2,110 - 254,501 219,796 0 1d 48m 160 III
VII 603 2,950 +Shield 699,876 604,438 0 2d 2h IV
VIII 853 4,130 - 1,924,659 1,662,206 0 3d 6h IV
IX 1,205 5,780 - 4,763,532 4,113,959 1,443,494 5d 17h 603 V
X 1,701 8,090 - 11,664,190 10,056,346 7,939,220 10d 21h 851 V

ResourceEdit

Resources are the most important things in the game, they are needed for almost everything. There are now two main resources in the game, they are respectively: Helium-3 and Mineral Ore. They can be produced and collected via the miners and are almost essential for all things. There is also a rare resource called Antimatter. You can't produce it but you can get it from Antimatter cargo fleets as well as VEGA cargo fleets. It is not so important as it is only needed in research and upgrade at higher levels.

Helium-3 is now a offensive type resource used for repairing fleets researching ship hulls and ship related equipment, weapons and boosts in the labs.

Mineral ore is now a defensive type resource for upgrading and building base modules refitting base modules and for researching base related weapons and boosts.

Meanwhile Antimatter remains a high level resource for upgrades, research and refits.

Zynthium has been completely removed from the game. This means that costs for things have changed dramatically and all your zynthium miners was equally balanced out with new helium-3 and mineral ore miners with any odd miners being replaced with an extra helium-3 miner.

StorageEdit

Res Storage

Storage X


Storage module stores Zynthium, Helium-3 and Mineral Ore.
  — In-game description 



Level Health Max Comp Slot Config Storage Helium 3 Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 76 100 - 15,000 189 189 0 22s 19 I
II 108 140 - 34,000 472 472 0 1m 30s 27 I
III 152 200 - 77,000 1,181 1,181 0 2m 59s 38 II
IV 214 280 +Armor 173,000 2,951 2,951 0 54m 80 II
V 303 390 - 389,000 7,378 7,378 0 1h 21m 114 III
VI 427 1,620 - 875,000 23,058 23,058 0 2h 1m 160 III
VII 603 2,270 +Shield 1,969,000 46,115 46,115 0 3h 2m 302 IV
VIII 853 3,170 - 4,430,000 115,289 115,289 0 4h 33m 427 IV
IX 1,205 4,430 - 9,968,000 259,400 259,400 86,466 6h 50m 603 V
X 1,890 6,200 - 22,428,000 576,443 576,443 432,333 10h 15m 851 V

GalleryEdit

Level 5 storage

Old Level V Storage







Antimatter SiloEdit

AM Silo

Antimatter Silo X


Storage module specifically for Antimatter.
  — In-game description 



Level Health Max Comp Storage Slot Config Helium 3 Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 76 ?? 250,000 - 189 189 0 22s 19 III
II 108 ?? 400,000 - 472 472 0 1m 30s
III 152 200 640,000 - 1,181 1,181 0 2m 59s 38
IV 214 280 1,024,000 +Armor 2,951 2,951 0 54m 80
V 303 1,160 1,638,000 - 7,378 7,378 0 1h 21m 114
VI 427 1,620 2,621,000 - 18,446 18,446 0 2h 1m 160
VII 603 2,270 4,194,000 +Shield 46,115 46,115 0 3h 2m 302
VIII 853 3,170 6,710,000 - 144,111 144,111 0 5h 41m
IX 1,339 4,430 10,736,000 - 259,400 259,400 86,466 6h 50m
X 1,890 6,200 17,178,000 - 576,443 576,433 432,333 10h 15m

GalleryEdit

Antimatter storage

Old Level X Antimatter Silo

 







Helium-3 MinerEdit


Helium-3 is a standard resource in the interstellar economy, used as a fuel in nuclear fusion reactors.
  — In-game description 
Helium3 miner
Level Health Max Comp Prod Rate Storage Slot Config Helium 3 Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 63 80 2,160 8,800 - 38 208 0 16s 16 I
II 90 110 2,640 15,360 - 94 520 0 1m 36s 23 I
III 126 150 3,600 26,880 - 235 1,301 0 4m 32 II
IV 179 210 5,040 45,760 +Armor 588 3,252 0 10m 67 II
V 252 290 6,960 74,400 - 1,470 8,130 0 25m III
VI 356 400 9,360 115,200 - 3,674 20,322 0 1h 2m III
VII 503 2,070 12,240 170,560 +Shield 9,184 50,805 0 2h 36m 252 IV
VIII 711 2,900 15,600 242,880 - 22,960 127,013 0 6h 30m 356 IV
IX 1,003 4,050 19,440 334,560 - 51,660 285,779 86,466 16h 16m 502 V
X 1,417 5,670 23,760 448,000 - 114,800 635,065 432,332 1d 16h 41m 709 V


Old Zynthium Miner Edit


Zynthium is a remarkable mineral with many unusual properties. It can be used to build extremely strong armor.
  — In-game description 
Zynthium miner

Zynthium was a resource that used to exist, and often be used more then the other 2 main resources, however was removed from the game, and this building is no longer in the game.

Mineral Ore MinerEdit

Mineral ore miner

Mines capture asteroids to unlock vast quantities of mineral ore, a critical resource for deep space construction.
  — In-game description 
Level Health Max Comp Prod Rate Storage Slot Config Helium 3 Mineral Ore Antimatter Time Collateral Dam Bridge lvl
I 63 80 2,160 8,800 - 321 38 0 16s 16 I
II 90 110 2,640 15,360 - 802 94 0 1m 36s 23 I
III 126 150 3,600 26,880 - 2,006 235 0 4m 32 II
IV 179 210 5,040 45,760 +Armor 5,015 588 0 10m 67 II
V 252 290 6,960 74,400 - 12,538 1,470 0 25m III
VI 356 400 9,360 115,200 - 31,342 3,674 0 1h 2m III
VII 503 2,070 12,240 170,560 +Shield 78,358 9,184 0 2h 36m 252 IV
VIII 711 2,900 15,600 242,880 - 195,893 22,960 0 6h 30m 356 IV
IX 1,003 4,050 19,440 334,560 - 440,759 51,660 86,466 16h 16m 502 V
X 1,417 5,670 23,760 448,000 - 979,465 114,800 432,332 1d 16m 41m 709 V

Terminus MineEdit


Terminus Mines deal damage to ships that stray too close.
  — In-game description 

The Terminus Mine is a new mine that halts the advance of fleets and make blitzing bases a harder strategy. It was updated on December 18th, 2013. They take 14 minutes to build. Upgrading them increases the DPS of them. Their manner of fire is by emitting radiation, so these mines can't be destroyed. As an attacker gets closer to the mine it will light up in warning before it detonates, these mine can be seen on the combat screen along with the warning and blast radius.

Mines do not need to be repaired or rebuilt after exploding between attacks

TriviaEdit

  • The Terminus Mine was updated with another update: Modules can now explode. When they explode (noted as collateral damage) the surrounding modules will take damage.
Level DMG Radius Warning  Helium-3 Mineral Ore Antimatter Time
I 900 1,000x1,000 1,500 28,512 24,624 0 14m 37s
II 1,350 1,000x1,000 1,500 85,536 73,872 0 53m 16s

III

1,600  1,000x1,000 1,500 256,608 221,616 0

2h 39m

IV 2,400 1,000x1,000 1,500 692,842 598,363 209,952 4h 26m
V 4,800 1,000x1000 1,500 1 847 578 1 595 635 1 259 712 6h 12m

Known IssuesEdit

Hit Expand to View This Section

Listed here are bugs that have been identified with this Unit or Feature. Once fixed each issue will be moved to Resolved.

Existing Known Bugs :

Resolved Bugs :

  • Players should no longer lose recalled fleets when returning to base view at the same time another fleet returns to base.
  • Several fixes have been made to help address connectivity issues while performing certain actions.
  • Fixed an issue which caused the upgrade progress bar to disappear after a Module was destroyed.
  • Fixed an issue in which Fleets were stuck in repair and were unable to be used. Modules can now explode as of the December 18th, 2013 update.

Forum Discussion Links :

TriviaEdit

  • Collateral damage was added on December 18th, 2013
  • "Refitting" and "Upgrading" base modules orinigally could only be done one at a time, but an update changed that to allow the 2 things to happen at once

PhotoEdit


VideoEdit

External LinksEdit

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