MASTER MODES
SCM MODE
Combat-Optimized
Speed cap: 235 m/s (varies by ship class)
All weapons hot · shields active · full maneuverability
Speed cap: 235 m/s (varies by ship class)
All weapons hot · shields active · full maneuverability
When: dogfighting, group combat, precise maneuvering
Focus: weapon convergence, shield regen, turn rate
Focus: weapon convergence, shield regen, turn rate
NAV MODE
Transit-Optimized
Speed cap: 900+ m/s (ship-dependent)
Weapons locked · shields down · high velocity
Speed cap: 900+ m/s (ship-dependent)
Weapons locked · shields down · high velocity
When: traveling, quantum prep, evasion
Focus: fuel efficiency, jump range, acceleration
Focus: fuel efficiency, jump range, acceleration
Ship Analyzer
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SCM vs NAV at a Glance
| Attribute | SCM | NAV |
|---|---|---|
| Speed Cap | 235 m/s (typical) | 900+ m/s |
| Weapon Status | All usable | Locked |
| Shield Status | Active + regen | Down (0% power) |
| Power Routing | Combat-bias | QD + Thrusters |
| Fuel Consumption | High (combat) | Lower (transit) |
| Maneuverability | Full | Reduced (speed-locked) |
SCM BEST BUILDS (by ship class)
Light Fighters (S1/S2 class)
Guns
2× CF-337 Panther Repeaters (ballistic) — high ammo, low convergence demand
or Attrition IX for distortion
Missiles
2× Tempest II (homing) — reliable locking, good damage spread
Shield
Kinetic S1 — fast regen, tight bubble for maneuverability
Thrusters
CS Cavalry (all) — maximize turn rate, balance acceleration
Strategy
Tight dogfighting — high yaw/pitch, stay close, abuse gimbal convergence
Medium Fighters (S3/S4 class)
Guns
2× Tigerstrike Outlaw (ballistic) + 2× Attrition IX (distortion) — mixed loadout
adjust ratio per encounter
Missiles
4× Tempest II + 2× Spike (anti-armor) — balanced payload
Shield
Kinetic S2 or S3 — scales with ship size, handles sustained fights
Thrusters
TR3 Stallion (all) — balanced turn + speed, mid-range sweet spot
Strategy
Sustained engagement — manage power routing, regen shields between bursts
Heavy/Large Ships (S5+ class)
Guns
Fixed ballistic repeaters (S4+) + gimbal energy — firepower > maneuverability
leverage size advantage
Missiles
Full payload — mix homing + anti-armor per expected targets
Shield
Kinetic S4+ — must handle multiple incoming targets, high HP pool
Thrusters
Picard or higher (all) — compensate for mass, don't expect nimble turns
Strategy
Area control — position for broadsides, use turrets for multiple targets, rotate power
NAV BEST BUILDS (transit & efficiency)
All Ship Classes (NAV Doctrine)
Quantum Drive
Class 3+ for any S3+ ship; Class 4+ for large haulers — faster spools, better range
charge time drives QD efficiency more than engine size
Quantum Fuel Tank
Largest available — jump range is pure fuel tank size · QD efficiency product
Power Plant
Class that covers QD + thrusters only — NAV shuts shields down, no weapons power needed
frees size for cargo/scanner/utility
Thrusters
Acceleration-focused (Stalwart/Herald series) — NAV caps your top speed anyway, spool matters
Shield
Smallest available or skip — NAV disables shields, presence is cosmetic
Power Routing
NAV → QD + Engines; SCM → Weapons + Shield
flip between modes
Mode-Switch Tactics
When to Switch to NAV:
Combat fading — enemies disengaging or out of range → NAV to escape · Fuel critical — switch after combat ends, gain range · Multi-target retreat — NAV speed lets a group split to different jump points
Combat fading — enemies disengaging or out of range → NAV to escape · Fuel critical — switch after combat ends, gain range · Multi-target retreat — NAV speed lets a group split to different jump points
When to Stay SCM:
Engaged dogfight — switching modes opens you to incoming fire · Close-range turret duel — SCM maneuverability wins · Capital ship support — stay hot for fast-moving targets
Engaged dogfight — switching modes opens you to incoming fire · Close-range turret duel — SCM maneuverability wins · Capital ship support — stay hot for fast-moving targets
Mode-Switch Timing:
Transition is ~8 seconds (approximate). Weapons go cold immediately; shields fade over ~2 seconds. Use cover or distance to switch safely — enemies will exploit the gap.
Transition is ~8 seconds (approximate). Weapons go cold immediately; shields fade over ~2 seconds. Use cover or distance to switch safely — enemies will exploit the gap.
NAV Evasion Maneuvers:
· Quantum Spool + Jump — hit QD in NAV to jump immediately without SCM delay · · Spin & Boost — rotating to face threat on jump-out can deter pursuit · · Decoy Split — group travels NAV until threatened, then splits to multiple jump points
· Quantum Spool + Jump — hit QD in NAV to jump immediately without SCM delay · · Spin & Boost — rotating to face threat on jump-out can deter pursuit · · Decoy Split — group travels NAV until threatened, then splits to multiple jump points
Power-Routing Mid-Combat:
Don't flip modes just for power rebalance. Instead: reduce shield power (keep regen alive), crank weapons for a burst, then drop shields entirely if health is critical. Full NAV mode is slower than strategic power tweaks in prolonged fights.
Don't flip modes just for power rebalance. Instead: reduce shield power (keep regen alive), crank weapons for a burst, then drop shields entirely if health is critical. Full NAV mode is slower than strategic power tweaks in prolonged fights.
Fuel Economy (NAV-aware):
Burning AB in SCM wastes fuel fast. Switch to NAV to cross open space, use AB once to reach jump point, then QD. Plan fuel stops for long routes — NAV is faster but still burns quantum reserves.
Burning AB in SCM wastes fuel fast. Switch to NAV to cross open space, use AB once to reach jump point, then QD. Plan fuel stops for long routes — NAV is faster but still burns quantum reserves.