“ | All base operations are directed from the Bridge. Modules draw their power from the Bridge's reactor. | ” |
— In-game description |
The Bridge
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 is a storage module and a combat module combined; it can also carry a massive amount of armor and weapons, making it by far the strongest combat-capable module in your base.
As you upgrade the bridge, you can field more fleets, up to a maximum of seven fleets at bridge level IV.
As you upgrade the bridge, you can also build additional modules such as storage modules, resource miners, combat modules and Terminus Mines, and allow existing ones to be upgraded for additional levels for every bridge level.
Defense/Positioning Strategy
Generally, most base designs place the bridge at the center of the available build space, this allows modules to extend equally in all directions. The bridge makes up the core center while key buildings are usually placed near it with combat modules adding further support to the core.
One thing to be careful about is the bridge's huge collateral damage, it can seriously damage or even destroy anything directly next to or diagonal to the bridge, causing a massive chain reaction of explosions. Take this into consideration when building your base.
The bridge's range is calculated by simulating a combat module with identical range in each of the 4 squares it occupies. As a result, the bridge has a larger effective range than normal.
Bridges store a significant amount of resources, players can destroy the Bridge to steal a significant amount of resources of the victim player.
Specifications
The Bridge | I | II | III | IV | V | VI | VII |
---|---|---|---|---|---|---|---|
Health | 598 | 1,192 | 2,377 | 4,740 | 9,450 | 21,000 | 27,000 |
Max. Mass | 350t | 825t | 1,800t | 3,600t | 8,360t | 16,800t | 21,000t |
Collateral Damage | 150 | 447 | 1,189 | 3,555 | 7,088 | 15,750 | 20,250 |
Slot Config. | +Weapon | +Armor +Special |
+Shield | +Armor | +Special | +Armor +Wing |
+Weapon x2 +Shield +Wing |
Supported Fleets | 2 | 4 | 6 | 7 | |||
Storage (t) | 50,000 | 150,000 | 450,000 | 1,350,000 | 4,050,000 | 9,315,000 | 16,301,250 |
XP Change | 728 | 1,686 | |||||
Available Modules | |||||||
Combat Modules | 4 | 6 | 8 | 10 | 12 | 13 | 14 |
Resource Miners (per type) |
3 | 5 | 8 | 10 | 12 | 13 | 14 |
Storage Modules | 3 | 5 | 7 | 8 | 8 | 9 | 10 |
Antimatter Silos | 0 | 5 | 7 | 8 | 9 | 10 | |
Terminus Mines | 0 | 10 | 12 | 14 | |||
Upgrade | |||||||
Time | N/A | 24m | 2h 00m | 10h 00m | 2d 2h 00m | 7d 7h 00m | 12d 9h 00m |
Mineral Ore | N/A | 59,160 | 585,684 | 4,744,038 | 23,909,964 | 191,279,712 | 516,455,222 |
Antimatter | N/A | 0 | 5,977,491 | 119,549,820 | 310,829,532 | ||
Requirements | N/A | Ship Factory II, Fleet Bay II |
Ship Factory IV, Fleet Bay IV |
Ship Factory VI, Fleet Bay VI |
Ship Factory VIII, Fleet Bay VIII |
Ship Factory X, Fleet Bay X |
Ship Factory XI, Fleet Bay XII |
Repair | |||||||
Time | 9m 58s | 19m 52s | 39m 37s | 1h 19m 00s | 10h 23m 43s |
Appearance
Level | Normal | Damaged | Destroyed |
---|---|---|---|
I | |||
II | |||
III | |||
IV | |||
V | |||
VI-VII |
Gallery
Trivia
- Bridge VI and VII visuals differ slightly, Bridge VII has 2 more Weapon Slots as compared to Bridge VI.
- It used to be called "The Outpost", but the name was changed to "The Bridge" late into Closed Beta
- Many have theorised that 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.
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