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Turret

Subsystem icon

Turret Control Subsystems are installable Subsystems that increase the amount of turrets a craft can use.
Each section below describes a different type of subsystem (therefore not interchangable in Research Stations).


Arbitrary TCS[ | ]

Arbitrary Turret Control Subsystems increase the amount of Arbitrary Turret Slots and, possibly, Auto-Turret Slots available to a craft.
As a downside, they also increase the craft's power requirement.

Permanently installing an Arbitrary Turret Control Subsystem increases its Arbitrary Turret Slots bonus and adds a bonus to Auto-Turret Slots.
Multiple Arbitrary Turret Control Subsystems can be installed at once, increasing the bonuses additively.

The price of Arbitrary Turret Control Subsystems are based on their Arbitrary Turret Slots bonus when normally installed, as well as their Auto-Turret Slots bonus when permanently installed.

Subsystem Statistics
Rarity Effects Price
Arbitrary Turrets Auto-Turrets Req. Energy
Legendary +5
+2
-
+3–6
+1.09 GW
+435 MW
4,760,742–5,859,375
Exotic +4
+2
-
+2–5
+956 MW
+478 MW
1,464,844–1,904,297
Exceptional +3
+1
-
+1–3
+789 MW
+263 MW
410,156–527,344
Rare +2
+1
-
+0–2
+579 MW
+289 MW
93,750–140,625
Uncommon +1
+1
-
+0–1
+318 MW
+318 MW
18,750–28,125
Common +1
+1
-
+0–1
+350 MW
+350 MW
7,500–11,250
Petty +1
+1
-
+0–1
+385 MW
+385 MW
3,000–4,500

Auto-TCS[ | ]

Auto-Turret Control Subsystems increase the amount of Auto-Turret Slots available to a craft.
As a downside, they also increase the craft's power requirement.

Permanently installing an Auto-Turret Control Subsystem increases its Auto-Turret Slots bonus by 2×.
Multiple Auto-Turret Control Subsystems can be installed at once, increasing the bonus additively.

The price of Auto-Turret Control Subsystems are based on their total Auto-Turret Slots bonuses when permanently installed.

Subsystem Statistics
Rarity Effects Price
Auto-Turrets Req. Energy
Legendary +6
+6
+482 MW
+482 MW
5,859,375
Exotic +5
+5
+482 MW
+482 MW
1,953,125
Exceptional +4
+4
+463 MW
+463 MW
625,000
Rare +3
+3
+417 MW
+417 MW
187,500
Uncommon +2
+2
+333 MW
+333 MW
50,000
Common +1
+1
+200 MW
+200 MW
10,000
Petty +1
+1
+240 MW
+240 MW
4,000

Civil TCS[ | ]

Civil Turret Control Subsystems increase the amount of Unarmed Turret Slots and, possibly, Defensive Turret Slots and Auto-Turret Slots available to a craft.
As a downside, they also increase the craft's power requirement.

Permanently installing a Civil Turret Control Subsystem increases its Unarmed Turret Slots bonus and adds a bonus to Defensive Turret Slots and Auto-Turret Slots.
Multiple Civil Turret Control Subsystems can be installed at once, increasing the bonuses additively.

The price of Civil Turret Control Subsystems are based on their Unarmed Turret Slots bonus when normally installed, as well as their Auto-Turret Slots bonus when permanently installed.

Subsystem Statistics
Rarity Effects Price
Unarmed Turrets Defensive Turrets Auto-Turrets Req. Energy
Legendary +6
+3
-
+3
-
+4–9
+482 MW
+241 MW
3,906,250–5,126,953
Exotic +5
+2
-
+2
-
+3–7
+482 MW
+193 MW
1,269,531–1,660,156
Exceptional +4
+2
-
+2
-
+2–6
+463 MW
+231 MW
390,625–546,875
Rare +3
+1
-
+1
-
+1–4
+417 MW
+139 MW
109,375–156,250
Uncommon +2
+1
-
+1
-
+0–3
+333 MW
+167 MW
25,000–43,750
Common +1
+1
- -
+0–2
+200 MW
+200 MW
5,000-10,000
Petty +1
+1
- -
+0–2
+240 MW
+240 MW
2,000-4,000

Combat TCS[ | ]

Combat Turret Control Subsystems increase the amount of Armed Turret Slots and, possibly, Defensive Turret Slots and Auto-Turret Slots available to a craft.
As a downside, they also increase the craft's power requirement.

Permanently installing a Combat Turret Control Subsystem increases its Armed Turret Slots bonus and adds a bonus to Defensive Turret Slots and Auto-Turret Slots.
Multiple Combat Turret Control Subsystems can be installed at once, increasing the bonuses additively.

The price of Combat Turret Control Subsystems are based on their Armed Turret Slots bonus when normally installed, as well as their Auto-Turret Slots bonus when permanently installed.

Subsystem Statistics
Rarity Effects Price
Armed Turrets Defensive Turrets Auto-Turrets Req. Energy
Legendary +6
+3
-
+3
-
+4–9
+723 MW
+362 MW
4,687,500–6,152,344
Exotic +5
+2
-
+2
-
+3–7
+723 MW
+289 MW
1,523,438–1,992,188
Exceptional +4
+2
-
+2
-
+2–6
+694 MW
+347 MW
468,750–656,250
Rare +3
+1
-
+1
-
+1–4
+625 MW
+208 MW
131,250–187,500
Uncommon +2
+1
-
+1
-
+0–3
+500 MW
+250 MW
30,000–52,500
Common +1
+1
- -
+0–2
+300 MW
+300 MW
6,000–12,000
Petty +1
+1
- -
+0–2
+360 MW
+360 MW
2,400–4,800

Naming Scheme[ | ]

The naming scheme for Turret Control Subsystems is [type]Turret Control Subsystem [ids]-TCS-[num].

  • [type] is the main class of turret that the subsystem adds. (Armed → 'Combat ', Unarmed → 'Civil ', Arbitrary → 'Arbitrary ', Auto → 'Auto-')
  • [ids] is each id for each type of turret slot the subsystem adds. (Armed → 'M', Unarmed → 'C', Arbitrary → 'A', Auto → 'I', Defensive → 'D')
  • [num] is the total number of Turret Slots given when permanently installed, plus the number of turrets which additionally can be set to automatic when permanently installed.

Example: Combat Turret Control Subsystem MD-TCS-3

Note that including the number auf Auto-Turret Slots into the total number, is potentially misleading, as Auto-Turret 'Slots' do not give additional turret slots to mount turrets in.


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Tractor Beam Upgrade Tractor Beam Upgrade
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Hydra Subsystem Hydra Subsystem
Shield Reinforcer Shield Reinforcer
Transporter Software Transporter Software
Hull Polarizer Hull Polarizer


References[ | ]

  1. data\scripts\systems\arbitrarytcs.lua
  2. data\scripts\systems\autotcs.lua
  3. data\scripts\systems\civiltcs.lua
  4. data\scripts\systems\militarytcs.lua
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