Upgrade Stats

I suppose this is just a dump of a bunch of code diving? It's a bunch of different stats on all the system upgraded modules, and also the best cheats for god mode items. Have fun!

The command to cheat yourself a specific system upgrade with a given Seed and Rarity is:

```
Faction():getInventory():add(SystemUpgradeTemplate(<script path>, Rarity(<rarity>), Seed(<seed #>)))

```

Where <script path> is the path as a string to the script mentioned below, which is located in "data/scripts/systems" unless otherwise noted, <rarity> is the rarity (probably 5), and <seed #> is the seed value.

In this article, I use the notation: Seed[n], which represents the n-th number (in a range from 0 to 1) in the series generated by the random function with the seed specified as it's parameter.

### Turret Control Systems

Script file: "arbitrarytcs.lua" / "civiltcs.lua" / "militarytcs.lua"

* # Turrets = Rarity (specific turret systems get + 1), but always at least one; Range = +1 - +6.
* Energy Usage= # Turrets \* 1 megawatt \* (civil: 130, military: 200, arbitrary:250) \* (arbitrary: 1.1, specific: 1.2)^rarity
* Price = 1000 \* # Turrets \* 2.5^rarity \* (civil: 5, military: 6, arbitrary: 7.5)

Turret Control Systems do not utilize their seed value in any way.

### Radar Booster

Script file: "radarbooster.lua"

* If seed[2] is > rarity / 4 then the upgrade gets both a Radar Reach Bonus and a Hidden Sector Radar Reach Bonus.
	+ Otherwise, if seed[3] is **<** 50%, you only get the + radar reach bonus, else you only get the + hidden radar reach bonus.
	+ This means you get both bonuses for Legendary and Exotic level items (rarity >= 4), and you're guaranteed to only get one bonus on Petty and Common level items (rarity <= 0).
* Radar Reach = 1 + Max(0, (rarity + 0)\*(seed[0] + 1)), rounded down to the nearest whole number; Range = 1 - 11
* Hidden Reach = 1 + Max(0, 0.5\*(rarity + 0)\*(seed[1] + 2)), rounded down to the nearest whole number; Range = 1 - 8
* Energy = 75 megawatts \* (Radar Reach + 2 \* Hidden Reach); Range = 75MW - 2.025GW
* Price = 1000 \* 2.5^rarity\*(3 \* Radar Reach + 5 \* Radar Reach)

Best Legendary(/Exotic) seed: **18** (+11 Radar Reach, +8 Hidden Reach, 2.025GW)

### Shield Booster

Script file: "shieldbooster.lua"

* If seed[2] is > rarity / 4 then the upgrade gets both a + Shield Durability % Bonus and a + Shield Recharge Rate % Bonus.
	+ Otherwise, if seed[3] is **<** 50%, you only get the + durability bonus, else you only get the + recharge bonus.
	+ This means you get both bonuses for Legendary and Exotic level items (rarity >= 4), and you're guaranteed to only get one bonus on Petty and Common level items (rarity <= 0).
* Durability Bonus % = 5 + 10\*(rarity + 1)\*(seed[0] + 1.5); Range = +5% - +155%
* Recharge Bonus % = 5 + 2\*(rarity + 0)\*(seed[1] + 1); Range = +5% - +25%
* Energy = 1 megawatt \* (7.5 \* Durability % + 20 \* Recharge %); Range = 37.5MW - 1.6625GW
* Price = TODO

Best Legendary(/Exotic) seed: **420033** (+155% Durability, +25% Recharge Rate, 1.6625GW)

### Battery Booster

Script file: "batterybooster.lua"

* If item is Exotic or better (rarity >= 4), then the upgrade gets both an energy increase and a charge rate increase.
	+ Otherwise, if seed[2] is **<** 50%, you only get the % charge rate bonus, and if seed[2] is **>=** 50%, you only get the % energy bonus.
* % Energy bonus = 15 + 10\*(rarity + 1)\*(seed[0] + 1.5); Range = +15% - +165%
* % Charge bonus = 15 + 4\*(rarity + 1)\*(seed[1] + 1); Range = +15% - +63%
* Price = 50\*2.5^rarity\*(3\*Charge% + 5\*Energy%)

Best Legendary(/Exotic) seed: **420033** (+165% energy capacity, +63% recharge rate)

### Scanner Booster

Script file: "scannerbooster.lua"

* + Scanner Reach % = 20 + 15\*(rarity + 1)\*(seed[0] + 1); Range = +20% - +200%
* Energy = 5.5 megawatts \* Bonus %; Range = 110MW - 1.1GW
* Price = 250 \* 2.5^rarity \* Bonus %

Best seed: **587027** (+200% scanner reach, 1.1GW)

### Cargo Extension

Script file: "cargoextension.lua"

This is the only upgrade module that's legendary variant still has two types.T

* If seed[2] is **<** 50%, then only the flat bonus is given, otherwise only the % bonus is given.
* % Bonus = 10 + 4\*(rarity + 0)\*(seed[0] + 1); Range = 2% - 49.99...%
* Flat Bonus = 20 + 50\*(rarity + 1)\*(seed[1] + 1); Range = 0 - 620
* Energy = 10 megawatts \* (Flat Bonus + 1.5 \* % Bonus)
* Price =75 \* 2.5^rarity\*(Flat Bonus + 6 \* % Bonus)

Best legendary seed for the flat bonus is **1700** (+620 cargo space, 6.2GW), and the best seed for a % bonus is **820769** (+50% cargo space, 0.75GW), which is much better.