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Equipment

Blueprint-progress viewer for equipment wares. 9 sections covering everything ship-mounted.

Equipment — Missile Turrets and start of Non-Missile Turrets sections

Fixed section order at md/deadairdynamicuniversemenus.xml:6863:

  1. Missile Turretsclass.missileturret (default 100 fragments — heavy grind)
  2. Non-Missile Turretsclass.turret (default 100)
  3. Missile Launchersclass.missilelauncher (default 100)
  4. Enginesclass.engine (default 100)
  5. Shield Generatorsclass.shieldgenerator (default 100)
  6. Weaponsclass.weapon (default 100)
  7. Satellitesclass.satellite (default 20)
  8. Missilesclass.missile (default 20)
  9. Countermeasuresclass.countermeasure (default 20)

Design intent: the six 100-count classes are the “high-value equipment blueprints” DA wants to make a genuine grind. Weapons, engines, and shield generators dictate ship combat power more than the ship hull itself — DA is opinionated that these should take significant scanning to acquire.

Missile Turrets section (24 tracked entries visible), all at 0/100:

Format: <FACTION> <SIZE> <TYPE> Turret Mk1. Observed factions: ARG (Argon), BOR (Boron), PAR (Paranid), SPL (Split), TEL (Teladi), TER (Terran).

Sizes: L (large), M (medium).

Types shown: Dumbfire, Tracking.

Sample rows:

  • ARG L Dumbfire Turret Mk1 — 0/100
  • ARG L Tracking Turret Mk1 — 0/100
  • ARG M Dumbfire Turret Mk1 — 0/100
  • ARG M Tracking Turret Mk1 — 0/100
  • BOR M Dumbfire Turret Mk1 — 0/100
  • BOR M Tracking Turret Mk1 — 0/100
  • PAR L Dumbfire, PAR L Tracking, PAR M Dumbfire, PAR M Tracking Mk1 — all 0/100
  • SPL L/M Dumbfire + Tracking Mk1 — all 0/100
  • TEL L/M Dumbfire + Tracking Mk1 — all 0/100
  • TER L/M Dumbfire + Tracking Mk1 — all 0/100

Non-Missile Turrets section (visible at bottom of screenshot):

Similar format but shows more types — Beam / Mining / Plasma / Pulse / Bolt / Flak. Multiple rows visible for ARG: Beam Turret Mk1 (×2), Mining Turret Mk1 (×2), Plasma Turret Mk1 (×2), Bolt Turret Mk1 (×2), Flak Turret Mk1 (×2), Pulse Turret Mk1 (×2). L and M each get their own row.

Duplicate rows for the same name (Beam Turret Mk1 ×2, etc.) are the same knownname-share phenomenon seen in Ships — different macros (per-size) render the same display name.

  • No equipment blueprints completed — makes sense given the 100-count requirement.
  • All Mk1 variants — no Mk2/Mk3 turrets have been scanned yet. Higher-Mk equipment probably hasn’t crossed the player’s police-scan window yet.
  • Faction distribution roughly even — 6 vanilla factions each × 2 sizes × 2 missile types = 24 rows, matching what’s visible.

The 100-count defaults on the six high-value classes are configurable — you can dial them down on the main menu if you find the grind too heavy. Lowering missileturret from 100 to 40 makes turret-blueprint hunting comparable to S-ship-hunting difficulty.

Practical hint: if you want to farm equipment blueprints, target enemy L/M ships (they carry more equipment slots) and use a top-tier scanner. The scan awards fragments per-equipment-piece too, so an L-ship carrying 8 turrets = 8 turret-fragment scans in one go.

These low-count (20) classes complete quickly:

  • Missiles — pick up missile blueprints in ~5-6 encounter-scans.
  • Countermeasures — same.
  • Satellites — same.

You’ll likely see these blueprints complete before any of the 100-count equipment types.