|This page is up to date for version 6.009|
|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.|
|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|
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.