Parasite

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Parasite
Fires fairly powerful shots that do reclamation damage. An enemy ship with reclamation damage equal to or greater than its max health will be reclaimed when destroyed. The newly-reclaimed ship will have health = total reclamation damage it had taken.


Base Stats


Ship Cap Ammo Type Armor Type Immunities Damage Bonuses
48 per Mark Shell Ultra-Light Reclamation 4 Medium, 4 Neutron

Mark Damage Attack Range Reload Health Armor Speed Engine Health Single Ship DPS Ship Cap DPS Abilities
I 4,080 6,000 8 sec 204,000 900 68 100 510 dmg/sec 24,480 dmg/sec Reclaims Enemy Ships, Armor Piercing 750
II 8,160 6,000 8 sec 410,000 1,800 68 100 1,020 dmg/sec 48,960 dmg/sec Reclaims Enemy Ships, Armor Piercing 1,500
III 12,200 6,000 8 sec 616,000 2,700 68 100 1,525 dmg/sec 73,200 dmg/sec Reclaims Enemy Ships, Armor Piercing 2,250
IV 16,200 6,000 8 sec 820,000 3,600 68 100 2,025 dmg/sec 97,200 dmg/sec Reclaims Enemy Ships, Armor Piercing 3,000
V 20,400 6,000 8 sec 1,020,000 4,500 68 100 2,550 dmg/sec 122,400 dmg/sec Warp Detection, Reclaims Enemy Ships, Armor Piercing 3,750

Mark Knowledge Metal Cost Crystal Cost Total Cost Energy Cost Build Time Cap Metal Cost Cap Crystal Cost Cap Total Cost Cap Energy Cost Ship Cap Build Time
I -- 200 1,000 1,200 400 00:00:09 9,600 48,000 57,600 19,200 00:07:12
II 2,500 400 2,000 2,400 800 00:00:17 19,200 96,000 115,200 38,400 00:13:36
III 6,000 800 4,000 4,800 800 00:00:34 38,400 192,000 230,400 38,400 00:27:12
IV Adv Fac 1,200 6,000 7,200 800 00:00:50 57,600 288,000 345,600 38,400 00:40:00
V Core Fab 1,600 8,000 9,600 800 00:01:07 76,800 384,000 460,800 38,400 00:53:36

How to use in your fleet

Parasites are utility ships that give the player the powerful ability to convert AI fleet-ships to their cause. They are not strong in general fleet combat, and should be escorted by Fighters and Bombers to maximise survival effectiveness - ships with sufficient reclamation damage to be converted must still be 'destroyed' first. If you unlock these, consider also unlocking Leech Starships as a complement.

Reclaimed ships will simply sit around by default, or they can path to a suitable rally point if you toggle the relevant controls. It is therefore a good idea to bring a Mobile Rally Point (plus Engineers) or Mobile Repair Station with you on offense. Also check your Command Station for strays after a defensive battle.

Due to the way reclamation damage is calculated (below), higher marks should be unlocked early. Snipers, Zenith Bombards and Sentinel Frigates are a personal favourite target, but some shepherding is required to capture ships with a retreat range. It should be noted that players cannot reclaim more ships than allowed by the ship-cap, e.g. if you already have the maximum of a cap (say, 98 Space Tank-Is) the next ship that would otherwise be reclaimed is destroyed instead.

Reclamation damage is scaled by the following multipliers as of 5.001:

  • If the reclamator is 4 mks higher than the target (mkV shooting mkI), multiply by 64.
  • If the reclamator is 3 mks higher than the target, 48.
  • If the reclamator is 2 mks higher than the target, 32.
  • If the reclamator is 1 mk higher than the target, 16.
  • If the reclamator is the same mk as the target, 8.
  • If the reclamator is 1 mk lower than the target, 4.
  • If the reclamator is 2 mks lower than the target, 2.
  • If the reclamator is 3 mks lower than the target, 1.

How to counter when in the AI fleet

The general threat-level varies depending on when/where Parasites are encountered. An AI-waves with pure Parasites are of little threat, but if a number of parasites are interspersed amongst significant enemy firepower an avalanche will soon develop with a constant absorption of the player's fleet (unlike players, the AI has no regard for ship-caps).

Fighting with reclamation-immune assets is the only sure counter, with Starships, Turrets and some select fleet ships. In many offensive situations, however, there are not enough parasites+firepower present to justify a deviation in the general strategy.





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