Movement System Upgrade | |
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Category | Exosuit - Movement System |
Type | Generated Upgrade |
Stats | ![]() ![]() ![]() ![]() ![]() |
Updated | Outlaws |
Movement System Upgrade is an exosuit upgrade.
Contents
Summary[]
Movement System Upgrades, contained within Movement Modules, are procedurally generated upgrades granting bonuses to the movement functions of the Exosuit.
Upgrade properties[]
Each Movement System Upgrade always grants 1-4 bonuses to Jetpack and may also sometimes grant up to 2 bonuses to sprint.
- Mandatory bonuses:
Jetpack Tanks: Jetpack bonus: increases Jetpack fuel capacity
Initial Boost Power: (B-Class or better only) Jetpack bonus: makes the initial Jetpack take-off stronger, increasing its height
- Optional 0-2 randomly chosen bonuses, the total number of which is determined by the Class of this upgrade (C: 0-1, B: 0-2, A: 1-2, S: 2):
Fuel Efficiency: Jetpack bonus: decreases Jetpack's drain on Life Support
Recharge Rate: Jetpack bonus: increases Jetpack fuel recharge speed
Sprint Distance: Sprint bonus: increases maximum sprint duration
Sprint Recovery Time: Sprint bonus: reduces sprint cooldown
Upgrade Modules[]
Up to three Movement System Upgrades can be installed in each inventory tab of the Exosuit which can accept Technology --- installing four or more upgrades of the same category in a given inventory tab will disable all upgrades of that type on that tab until the upgrade count is reduced to three or less on that tab.
Crafting[]
Movement System Upgrades can only be obtained from opening Movement Modules.
Movement System Upgrade can be repaired using the following ingredients:
Di-hydrogen x50 +
Carbon Nanotubes x1 +
Wiring Loom x1
Movement System Upgrade can be dismantled after construction, returning the following ingredients:
Movement System Upgrade →
Di-hydrogen x50 +
Carbon Nanotubes x1 +
Wiring Loom x1
Installing[]
Upgrade modules follow a static progression. The generation seed is used for all module families at the same time. During module installations it goes up by one. The new module they change into correlates to their order of installation. If the game is reloaded, the exact same pool will be offered to the player, no matter the order they install other modules.
Example: If an S-class module had 200 ly Hyperdrive Range bonus on the third installation no matter in what order the former modules are installed or their class, if the same S-class module is used third again, it will once again be the 200 ly bonus module even if the name changes. Only if used second or fourth the module stat may change.
Discovered Upgrade Modules[]
ID value can be established by using NMSSaveEditor, and this is the "seed" that determines what bonuses this upgrade will provide.
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NB. Neural Stimulator is a "Movement Upgrade", and not a "Movement System" upgrade, hence it follows different rules (including different bonus structure and not counting towards 3 "Movement System" upgrades per tab - this one can be 4th).
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Additional information[]
- Upgrade bonuses trigger for Movement System Upgrades if they are adjacent to Jetpack, Neural Stimulator, Rocket Boots, Efficient Water Jets, Airburst Engine, or each other, increasing their bonuses above listed values.
Release history[]
- NEXT - Added as a technology.
- Beyond - The indication of the Fuel Efficiency is changed to the minus sign (-), previously it used the plus sign (+).