The Mod Journal (
spaceshipit) wrote2027-09-27 05:02 pm
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Upgrades
OVERVIEW ★ GAME DETAILS ★ SHIPS & CREWS ★ UPGRADES ★ TAKEN CHARACTERS
PLAYER & MOD CONTACT ★ ACTIVITY & HIATUSES ★ APPLICATIONS ★ DROPS ★ EXTRAS!
PLAYER & MOD CONTACT ★ ACTIVITY & HIATUSES ★ APPLICATIONS ★ DROPS ★ EXTRAS!
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≛ TO PURCHASE AN UPGRADE ≛
CLICK THIS TO OPEN THE UPGRADE PURCHASE SPREADSHEET
Once a month, passengers can request to cash in some of their "good ratings" earnings for an upgrade! Each characters can only apply for one upgrade a month, whether it's for their ship, or a personal augment upgrade. To apply for an upgrade, go into the spreadsheet, fill in your name, what kind you're looking for, and the name of the upgrade!
If you need further info/help on using spreadsheets, there is a short guide at the bottom of the Game Details post for you!
It's up to you to decide if your characters can actually afford these upgrades. Most of the Rank I and Rank II upgrades should be easily attainable, but higher ranks may be more expensive or harder to attain. Maybe your characters have the money because of their good ratings, or maybe they have to skip out--it's up to you!
Note: Ship upgrades require two payments from the same crew to be purchased. This can either be done by two different people in the same month, or by one person paying half in one month and then they (or another crewmate) can finish the payment another month. Half-paid-for upgrades are noted on the spreadsheet.
All upgrades will be processed at the end of the month, and announced in the OOC comm! Active ship upgrades will be noted in the ship status page.
≛ AVAILABLE UPGRADES ≛
The lists of available upgrades will slowly expand as time goes on.
Ship Upgrades
Crew capacity upgrade: Your ship grows to accommodate +2 crewmates. This upgrade also makes the hallways and rooms slightly more spacious/roomy, but does not improve overall ship quality beyond that. You may purchase this upgrade multiple times.
Crew capacity reduction upgrade: Your ship shrinks to remove 1 crewmate slot from your ship's max capacity. This upgrade also makes the hallways and rooms slightly less spacious/roomy, but does not lower overall ship quality beyond that. You may purchase this upgrade multiple times, but a ship cannot remove any crewmates slots being currently filled nor shrink their ship's crew below 5 passengers.
Shuttle upgrade: Your ship gets +1 SR shuttle, and each shuttle on the ship gains an additional +1 occupancy. The cruising speed of all shuttles also increases. You may purchase this upgrade multiple times.
Merge Quarters: Prerequisite: Bunk Rank II. Two crewmate quarters will merge together to form one larger room. New room will either contain two crew-sized beds, or one captain-sized bed. Other amenities will come in two of each (two lockers/closets, two desks, etc) based on ship’s bunk rank. Costs two payments and can only be purchased by intended occupants. Can only merge with other one room at a time. Should one or both of the occupants drop or transfer ships, rooms will revert back to original state during the following Shuffle.
Undo Merged Quarters: Merged Quarters unmerge and revert back to original state. Costs one payment, and can only be purchased by one of the room occupants.
Windows I: More windows appear on the exterior walls of the ship, though they are the same small default size as the original windows. Window spacing is uniform, so any windows that are positioned where a separating wall exists will be split.
Bunk upgrades:
- Rank I - Passengers get individual cots, nicer pillows, and extra blankets. Lockers become large enough to hang clothes in, and small shelves are installed on the walls for crewmembers to share. The "Captain" bed upgrades to one with a mattress.
- Rank II - Beds and lockers remain the same, but are segregated into individual rooms. These rooms are barely larger than the cots themselves, and are accessed via a hatch and ladder down into the room.
- Rank III - Cots are upgraded to actual double-size beds with aluminum frames and thin mattresses. The "Captain" bed is upgraded to a simple queen-size model. Individual bunk rooms are now large enough to at least walk around the bed, and the lockers increase to the size of small closets.
- Rank IV - Beds remain the same size, but the mattress become a little more comfortable to sleep on. Bunk rooms are now large enough to house a supplied small desk, with uncomfortable swivel chair. Lockers become a medium sized closet for crew, and small walk-in closet for the captain.
- Rank V - Currently unavailable.
Bathroom upgrades:
- Rank I - Ships gain an additional closet toilet. All toilet areas are upgraded to have small sinks and mirrors, the showerheads are now divided by a curtain, and the crew gets an additional twenty minutes of hot water every hour.
- Rank II - In addition to above: showers are separated by thin walls and doors, a separate bathtub is made available, changing area with full-sized sink and full-length mirror made available, larger and softer towels and linens, and the crew gets an additional ten minutes of water every hour.
- Rank III - Communal changing area remains, but showers are now also each their own room, with included sink, medicine-cabinet mirror, and enough space to change clothes. Bathtub now has bubbling jacuzzi features. Hot water amount remains the same.
- Rank IV - Communal changing area remains, but now includes curtained areas for privacy. Bathtub is now larger, with curved walls for added comfort and support while sitting. Fitting more than one person would still be impossible. The crew gets an additional ten minutes of hot water every hour.
- Rank V - Currently unavailable.
Kitchen upgrades:
- Rank I - Kitchens gain a single-burner stovetop, an electric kettle, a small toaster oven, one pot, one frying pan, a drink machine upgrade (green and blue flavored drinks, as well as soda water, are now available), a protein machine upgrade (added dry-solid and 'meat' textures, added flavors of beef, strawberry, BBQ, and pumpkin-spice), a spice rack (salt, black pepper, garlic powder, ginger powder, rice vinegar, taco mix), and a dessert gelatin powder (cherry and lime flavors--just add water!).
- Rank II - In addition to above: additional burner on stovetop, mixing bowls, large stew pot, conventional oven (doesn't behave well), protein machine upgrade (added powder texture, added flavors of curry, lemon, licorice, cherry, bacon), machine that generates uncooked synthetic rice, machine that generates dried potato flakes.
- Rank III - In addition to above: baking sheets, cake pan, muffin tin, coffee pot, blender, machine that generates synthetic butter substitute (spread and spray types), and machine that produces weekly rations of coffee grounds, uncooked noodles, sugar, powdered milk, powdered egg, and vitamin powder.
- Rank IV - In addition to above: a crockpot, a basic deep fryer, a hand mixer, several flimsy plastic cutting boards, a small standalone freezer/icebox (always gets too cold), a machine that dispenses soy sauce, vinegar, eerily warm synthetic milk, and the hottest hot sauce known to man.
- Rank V - Currently unavailable.
Recreation upgrades:
- Rank I - In addition to the treadmill in the cargo bay, there is also a weight bench, set of hand-sized dumbbells, exercise bike, and hanging 50 lb punching bag.
- Rank II - A pinball machine appears in the cargo bay. It costs one credit per play, except for Captains, who mysteriously play for free. Any credits spent by passengers from other ships will automatically be distributed between the crew at the end of the month (HINT: invite all of your friends over to make a small profit). Pinball machines will be randomly selected and added to the Ship Descriptions from the following types: here
- Rank III A - This variation equips the ship with a few extras for physical games: a set of poker chips (playing cards not included), a flimsy basketball hoop in the cargo hold, and a set of Bag Toss boards and beanbags. (Both A and B can be purchased, but must be purchased separately.)
- Rank III B - This variation installs electronic games on the personal communicators and computer stations of all crew members of the ship. Crew members can also start two-player games with anyone else whose ship has the same upgrade. These games cannot be installed on computers that lack the upgrade. The games include: Solitaire, Snake, Hangman, and Asteroids. (Both A and B can be purchased, but must be purchased separately.)
- Rank IV A - Prerequisite: Rec Rank III A. A small cabinet full of board games appears in the cargo bay. It contains the following: Sorry!, Yahtzee, Chutes and Ladders, Clue, and a set of dominoes. Still no playing cards, though… There is now also a pair of boxing gloves, and a pair of target pad gloves. (Both A and B can be purchased, but must be purchased separately.)
- Rank IV B - Prerequisite: Rec Rank III B. New 8-bit games are installed on the personal communicators and computer stations of all crew members of the ship. The games include: Tetris, a Super Mario Bros-esque game, a boxing game, and Flootgon Trail. Also a basic paint program is installed. (Both A and B can be purchased, but must be purchased separately.)
- Rank V A - Prerequisite: Rec Rank IV A. Currently unavailable.
- Rank V B - Prerequisite: Rec Rank IV B. Currently unavailable.
Lounge addition and upgrades:
- Rank I: - The ship gains an extra room with a three-seat couch, two armchairs, and a coffee table. None of the furniture matches and has a “found on a street corner” aesthetic. A single, small piece of cardboard is provided to help improve stability. You may pick which leg of which piece of furniture to place it under, or rotate as desired.
- Rank II A: - The ship lounge gains a built-in bookshelf with physical copies of any texts found on the network files, as well as additional space for any other books they wish to add. Room also gains a couple cheap reading lamps for better lighting.
- Rank II B: - The ship lounge gains a flimsy drink cart complete with drinking glasses, containers, and a replenishing ice bucket. Room also gains a dart board with a set of plastic darts.
- Rank III A: - Prerequisite: Lounge Rank II A. Currently unavailable.
- Rank III B: - Prerequisite: Lounge Rank II B. Currently unavailable.
Personal Augment Upgrades
Aging Upgrade: You will physically age one year overnight. Upgrade can be purchased multiple times, but the physical age cannot exceed character's actual age.
Memory Erasure: You have a single life event of your choice wiped or faded from your memory. Memory cannot be an event that would dramatically and fundamentally change how the character is played (example: Batman cannot forget his parents are dead). Let the mods know which memory you plan to erase if purchased. Upgrade can be purchased multiple times.
Note: These upgrades are non-magical. Characters with the ability to see auras/magic will not be able to sense these abilities, nor will it give the character any other capacities for magic. If the upgrade describes something that a passenger is already capable of, they will need a higher rank of the augment to have any effect.
Psion - Mental Upgrades:
The following abilities happen at-will with effort, or accidentally
- Fear Rank I - Your presence can unnerve or spook nearby minds.
- Fear Rank II - Small animals can startle when you are around. Other people may avoid touching you or getting close. If you initiate touch, others may flinch as if slapped.
- Charm Rank I - Your smile and presence can be a little disarming/distracting.
- Charm Rank II - You will find it is easier to haggle and barter in your favor, and those who spend time with you may be more receptive to your ideas over their own. Occasionally, strangers on waystations/planets will follow you around.
- Invisibility Rank I - Your sneaking abilities improve; you do not actually turn invisible, but people tend to notice you less.
- Invisibility Rank II - While you are attacking, your enemies take a second longer to discern your location. Sometimes people don't notice that you are speaking to them.
- Lull Rank I - Your presence can have a calming effect. You can also help a sleeping target have a better rest.
- Lull Rank II - Your calming effect gets stronger, and may be used to defuse arguments. Sometimes others fall asleep if you talk to them for a while.
- Telepathy Rank I - You can project vague images into the minds of others as an obvious outside presence. This can be blocked out easily.
- Telepathy Rank II - In addition to images, you can now project your own voice into the minds of others. You may find it difficult to separate their emotions from your own.
- No Rank III mental upgrades are available at this time.
Psion - Elemental Upgrades:
Following abilities happen at-will with effort, or accidentally
- Fire Rank I - You can warm things lightly by touch (ex: a mug of cold water can be warmed to a pleasantly warm temperature, but not scalding.).
- Fire Rank II - You can ignite flammable materials with a touch when desired. The resulting initial flame is small, but capable of spreading naturally.
- Water Rank I - You can produce small handfuls of water.
- Water Rank II - You can alter the direction and intensity of the flow of the water you summon. The amount of water you can produce could almost fill a half-gallon pitcher.
- Air Rank I - You can stir air in small room to a gentle breeze.
- Air Rank II - You can directly control in which direction the air around you will flow. Wind speed can be maintained at a gentle breeze, or increased to a leaf-blower-speed gust for one second.
- Metal Rank I - Your hands can gain a refrigerator-magnet level of magnetism.
- Metal Rank II - Magnetism in the hands increases slightly. Weaker metals (tin, lead, aluminum, zinc, copper, silver, gold, etc) are now malleable.
- Life Rank I - You can cause plants to grow a little better.
- Life Rank II - You recover from injury and illnesses faster than others now. You can encourage a tiny degree of rapid healing in others by touch. Your plants continue to grow better.
- Energy Rank I - You can cause a mild static shock at touch (like scuffing your feet on the carpet).
- Energy Rank II - You can generate and maintain a stream of electricity between your hands for a few seconds. (Your hair will likely become a static-y, flyaway mess in the meanwhile and for a short time afterward, however.)
- No Rank III elemental upgrades are available at this time.
Sense Upgrades
These grant slightly-above-normal-human ability.
- Sight Rank I - 30/20 vision.
- Sight Rank II - 20/5 vision, or roughly on par with an eagle.
- Hearing Rank I - Can pick small/faraway sounds before average hearers.
- Hearing Rank II - Can hear sounds outside of normal human range.
- Smell Rank I - Can recognize identities by smell from ten feet away.
- Smell Rank II - Can follow stronger scents as a way of tracking.
- Touch Rank I - Can detect tiny vibrations through solid objects and liquids.
- Touch Rank II - Can sense vibrations from further away, and may be able to detect who or what is making them.
- No Rank III sense upgrades are avaliable at this time.
Physical Upgrades
- Strength Rank I - Can lift 60lbs with minimal effort.
- Strength Rank II - Can lift 90lbs with minimal effort.
- Speed Rank I - Up to highly-athletic human ability.
- Speed Rank II - Can have bursts of speed slightly faster than top human speed (up to 30mph / 48 kph) for 10 seconds at a time.
- Fortitude Rank I - It's a little harder to break bones, receive concussions, and dislocate joints.
- Fortitude Rank II - It takes twice as much force to break bones, receive concussions, and dislocate joints compared to average human ability.
Augment Specialization Upgrades
Note: Requires two upgrade purchases (unless specified otherwise). Only passenger of a matching augment can purchase a specialization upgrade. Upgrades remain on ship even if the buying passenger(s) leaves.
Only choose ONE specialization per augment/ship. Ship station can only be outfitted with one type of specialization even if there's multiple passengers with the same augment.
Undo Specialization: Costs one payment. Removes any specialization upgrades from an augment station, reverting it back to its original state and allowing to upgrade in another specialization. Can be purchased multiple times, but only passenger of a matching augment can purchase. Please specify which augment is being undone.
Communication
- Communication I A: Diplomacy - Station remains unchanged, but there is a software upgrade. This upgrade includes new hailing/signaling protocols, including alternatives that are more acceptable/proper in certain systems, situations, etc. When the officer sends a hailing signal, the program is now streamlined enough to auto-select what should be best. (... Most of the time. Officer should probably double-check before hitting “SEND”.) Officer's innate knowledge/intuition of etiquette re: telecommunications in foreign systems, and ability to navigate diplomatic situations, increases slightly.
- Communication I B: Hacking - Station remains unchanged, but there is a software upgrade. This upgrade affects the scrambling/decoding algorithms used by the ship. Any outgoing signal that is scrambled or locked will have higher security and be tougher to crack. Any incoming scrambled messages have a higher chance of being automatically decoded. The Communication officer's innate knowledge/intuition of codebreaking and data interpretation both increase slightly.
- Rank II A - Prerequisite: Communication Rank I A. Currently unavailable.
- Rank II B - Prerequisite: Communication Rank I B. Currently unavailable.
Engineer
- Engineer I A: Inventor - The engineering room receives more precise tools that allow smithing and welding in-house as well as the building of simple electronics and industrial-era machinery. Augment knowledge is increased to encourage these things. Scrap metal is not included.
- Engineer I B: Agriculturalist - Engineers can now make their ship run quieter than others. Augment knowledge includes more sustainable ways of growing plants, purifying air, waste management, etc. Equipment in the engine room is expanded to allow carpentry and leatherworking. Materials are not included.
- Rank II A - Prerequisite: Engineer Rank I A. Currently unavailable.
- Rank II B - Prerequisite: Engineer Rank I B. Currently unavailable.
Lab Support
- Lab Support I A: Medical Lab - The lab increases in size and gets outfitted with extra medical supplies. Lab gains two mobile hospital beds, IVs, wheelchairs, a database with general medical information, and a replenishing supply of medium-strength painkillers and medicine. Each lab support personnel receives a set of medical scrubs.
- Lab Support I B: Research Lab - The lab increases in size and gets with extra research equipment. Lab gains two Bunsen burners, a vacuum chamber, a set of beakers, a database with general scientific information, and a replenishing supply of biohazard level 1 chemicals. Each lab support personnel receives a lab coat.
- Rank II A - Prerequisite: Lab Support Rank I A. Currently unavailable.
- Rank II B - Prerequisite: Lab Support Rank I B. Currently unavailable.
Pilot
- Pilot I A: Maneuverability - The ship's top speed remains the same, but the ship's turn radius greatly decreases. Slight cosmetic changes to the exterior of the ship will occur to account for this, such as streamlined edges. Brakes become a small (but noticeable) bit more responsive. Pilot's reflexes and reaction times are improved.
- Pilot I B: Speed - The ship's top speed increases, but turn radius and brake response remain unchanged. Slight cosmetic changes to the exterior of the ship will occur to account for this, such as more dynamic curves and points. Pilot's reflexes and reaction times are improved.
- Rank II A - Prerequisite: Pilot Rank I A. Currently unavailable.
- Rank II B - Prerequisite: Pilot Rank I B. Currently unavailable.
Security
- Security I A: Ship Weaponry - Ship's armory remains the same, but the ship's hull and weapon systems improve so the ship is more durable and has stronger firepower in a fight. Targeting systems improve so ships and SR shuttles can fire from a longer range.
- Security I B: Personal Weaponry - Ship armor and weapon systems remain the same, but the armory gains better quality automatic weapons for the security augmented character and sidearms for everyone else on board. Flexarmor becomes more durable and flexible, but the color is an eyesore.
- Rank II A - Prerequisite: Security Rank I A. Currently unavailable.
- Rank II B - Prerequisite: Security Rank I B. Currently unavailable.
Civilian Specialization Upgrades
- Cook I A - Patissier - The tools in the kitchen expand to include those normally used by pastry chefs: more baking dishes, cake pans, a full decorating set, starter dough, and thermometers. Augment knowledge is upgraded to include how to make bread and frosting out of rations. If the kitchen has been upgraded at least once, the ship will receive twice the amount of limited rations as before.
- Cook I B - Saucier The tools in the kitchen expand to include those normally used by master chefs: more baking dishes, specialty pans, an array of rare spices both spicy and savory, and cooking thermometers. Augment knowledge is upgraded to include how to prepare meat and vegetables and make feasts out of rations. If the kitchen has been upgraded at least once, the ship will receive twice the amount of limited rations as before.
- Maintenance I A - Janitor - Supply room gains slightly better cleaning supplies, and Maintenance officer has better knowledge of how to clean tough stains. Cleaning droids are now capable of washing carpet in addition to vacuuming.
- Maintenance I B - Repairman - Supply closet gains better tools for repairing utilities (toilets, protein machine, kitchen appliances, etc.), and Maintenance officer gains better knowledge of how to maintain systems. Cleaning droids now capable of scanning nearby utilities and alerting maintenance officer of any malfunctions via their communicator.
- Personnel Support I A - Counselor - The personnel’s room gets a therapy couch made of itchy, gaudy looking upholstery, a database with introductory-level psychology information, and a replenishing supply of notepads and mediocre pens.
- Personnel Support I B - Merchant - Personnel officer receives a metal cash box with a cheap lock, basic storage supplies, general knowledge of how to manage basic accounting, and a medium-sized blackboard sign with white chalk.
- Personnel Support I C - Teacher - Personnel’s room gains three uncomfortable student desks, a portable medium sized blackboard with white chalk, and a set of introductory textbooks for biology, math and astronomy. Personnel officer gains general knowledge of how to grade papers.
- Tactical I A - Smuggler - The hidden compartments increase in size so they can hold more items. Tactical officer gains slightly better ability to assess authenticity and value of items, and has access to a database with information on local trade laws.
- Tactical I B - Assassin - Hidden compartments remain the same, but Tactical officer receives a set of low-quality but easily concealable knives, a grappling hook with rope, and a cheap wig and sunglasses for better identity concealing. Tactical officer now has access to a database with information on non-lethal poisons.
Replacement Augment
- If a passenger has one of the Civilian augments, and they (or the player) would like to change it to a non-Civilian augment, they may do so at any time for no cost. The form for them to switch to a more specialized augment can be found on the Ships & Crews page.
If a passenger of any other augment type wants to switch to a completely different augment skillset (or if the player would like to switch without their character's IC consent), the change can be purchased like any other upgrade. It requires TWO SEPARATE PAYMENTS. The payments do not need to be made consecutively, but there do need to be two of them for it to be ultimately processed.
In all cases, when switching to a new augment, all previous augment-based knowledge and perks are stricken from the passenger's mind. So, even if they once knew how to fly a ship or work the fancy medical equipment, they will lose that ability once their augment changes.
Iskaulit Upgrades
Note: Player-made establishment upgrades require two upgrade purchases. These purchases can only be made by establishment staff. New establishment upgrades require six upgrade purchases and can be purchased by anyone in the Fleet.
Player-made establishment upgrades
- Upkeep Rank I - Iskaulit business gains a small closet with basic replenishing cleaning supplies, in addition to one cleaning bot that can dust and vacuum small pieces. If cleaning bot goes past 5 feet outside business, it will make a shrieking alarm sound.
- Food Rank I - Iskaulit business gains a microwave heating device, a small fridge/freezer combination, and a protein dispenser with the default flavors.
- Drink Rank I - Iskaulit business gains a beverage dispenser (water, tea, cola, orange-flavored drink) and a slushie machine with blue flavor slushies.
New establishment upgrades
- Pool - Iskaulit gains an indoor pool that’s the size of the average backyard pool. Has a single low diving board. There is a curtained off area for changing, as well as a storage area full of colorful floaties that have logos of various Atroma sponsors printed on them. Passengers need to bring their own towels and swimwear. Pool cleaning is automated.
- Arcade - Iskaulit gins an arcade area. Games included are arcade version of all the games offered by the Recreation IIIB & IVB upgrades, pinball, skee ball, air hockey, and a claw machine full of plushies of various alien creatures. Every machine takes a credit to play. Arcade is manned by droids that clean and perform routine maintenance. Any excessive damage will have to be repaired by passengers.
- Museum - Iskaulit gains a museum space that consists of two medium-sized exhibit halls. One hall has empty display cases of various sizes for passengers to donate artifacts to display, while the other hall is full of Atroma-provided “artifacts” from each system they have visited. Museum is manned by cleaning droids that dust and clean display cases regularly.
- Supply Warehouse - Iskaulit gains a large cargo room that comes with a replenishing supply of cheap wood, screws, nails, sheet metal, cheap upholstery, and paint cans of the following five colors: red, blue, yellow, black, and white. Non-powered hand tools are available for use. - - - - -