v6.01

MASTER MODES

SCM MODE
Combat-Optimized
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

Ship Analyzer

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SCM vs NAV at a Glance

Attribute SCM NAV
Speed Cap 235 m/s (typical)
Weapon Status All usable
Shield Status Active + regen
Power Routing Combat-bias
Fuel Consumption High (combat)
Maneuverability Full

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
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
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.
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
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.
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.