Tech point

Tech points can be use by players to enhance the abilities of their ships. Enhancements can be **reset** so that a player may choose different enhancements.

In various patches, the terminology and UI around tech points has changed over time, as have many of the actual enhancements. The #Tech Point Restoration Technology was added well after the game went live.

In the Patch on 2022-11-30, many new enhancements were added to various ships as part of the **Flagship** feature. In addition, ship construction time and hit points have been increased for each tech point applied. In addition, a limit was placed on resetting ship enhancements.

Tech points are awarded for **combat experience** or earned via research on a per **ship model** basis (such as, FG300), but used on a per variant basis (such as FG300 - Recon Frigate). Most non-super capital ships have more than one variant so players may be making hard choices on how to use their tech points.

## Special note about super-capital ships

When tech points are applied to a module that can be swapped, those tech points remain with that module **even if the module is swapped out.** If a player is going to swap out a module that has tech points applied to it, they should reset those tech points **before** making the swap.

## Combat experience

In this game, ships can be increased in **levels** through experience in combat. Only the game developers know how the number is calculated but it is believed that attacks that hit, damage done, ships destroyed, damage received, and time spent in battle to be important factors. In addition, ships with special abilities (such healers) that activate during combat receive experience from using those abilities. Carrier ships split combat experience with the aircraft that they carry, except when the aircraft is executing a Strategic Strike, when the aircraft get all of the experience and can level up very quickly.

Each experience level earned grants one **temporary** tech point. As the ship level increases, the amount of experience needed to reach the following level increases by about 5% (rounded off to the nearest multiple of 10 or 100, depending). The larger the class, the more experience needed to attain each level. The maximum number of tech points that can be earned by each **ship model** through combat experience is 50. If a player has multiple variants of a particular model, they must share these points in the same manner as permanent tech points.

The main page for each ship class has a table listing the amount of experience required to achieve each of the tech point levels. **See:** Fighter Corvette Frigate Destroyer Cruiser Battlecruiser Carrier Auxiliary Ship

The rewards are not linear, here is the synthesis of techpoint according to the experience acquired.

Experience can be earned from fighting NPC factions (city factions and privateers) at any time, but that experience can only be accumulated until the ship reaches level 30 (29 tech points). After the ship reaches level 30, ships must get experience from other sources to continue increasing in level.

Before players can gain experience from **Player-versus-Player** (PvP) combat, the **PvP EXP** function must be unlocked by the appropriate Galactic Event. After PvP Experience has been unlock, players' ships can earn experience from that all the way up to level 51 (50 tech points).

Combat experience can also come from combat microchips, both the class specific types and the "generic" varieties.

Tech points earned from combat experience are **not permanent** - at the end of each server, when the player account travels to the Hub System, all combat experience is reset and those tech points are lost. See also: Phases and servers (especially the section **The Dreaded Reset**)

## Permanent tech points

When a player receives tech points from a Tech file (aka box), those points are **permanent** in that they can be used on ships of the appropriate class in perpetuity, they are **not reset** at the end of each server in the same manner as tech points from combat experience.

When the player receives a permanent tech point by researching a tech file, if the player has any blueprint of the correct class, then they must immediately assign the tech point to a ship model of that class. Once tech points are assigned to a specific model of ship, they can only be moved to a different model using the **Tech Point Restoration Technology** - explained below.

If the player does **not** have a blueprint of the correct class, then the tech point becomes **unassigned** (see below).

When a model of ship reaches 100 tech points, the permanent tech point field on the blueprint page will show **2.00**, and at 200 permanent tech points will show **3.00**, etc.
There are no limits on the number of permanent tech points that can be assigned to any given model of ship, even though there are limits on the number of tech points that can actually be used.

Since permanent tech points remain with the ship they are assigned to even after passing through the Hub System, even free-to-play players can eventually accumulate a significant number of tech points that they can use to immediately enhance their ships at the beginning of a new season.

    A limited number of tech points for frigate, destroyers, and cruisers can be purchased, with real currency, from the **Tech Center** store. These are only available one time per account - they are **not reset**, ever.

### Ship Specific Tech Points

In the patch of 2023-10-11, the Generic Tech Files were modified to add a 10% chance of getting a **ship specific** tech point for generic blueprints. These tech points can only be used on the indicated ship model, however, they are not automatically applied. Once research on them has completed, they will show up with any other #Unassigned tech points. The player can go to the Tactical Plugin/TECH POINTS panel to see them, or to the INCREASE TECH POINTS option of the ship's blueprint to apply them. Once applied, these tech points cannot be reset.

### Duplicate Blueprints

When a player receives a second (third, etc) copy of a blueprint, the system will offer them a choice. The exact choice will depend on the circumstances:

* For super-capital ships
	+ If the player has already pulled all of the modular systems for that ship, they will be offered a choice of 10 tech points or 10 research points
	+ If the player has not pulled all the modules, they will be offered the choice of a module, 10 tech points, or 10 research points
	+ **Please note:** tech points for super capital ships are rare, and modular systems can be a great way to improve the effectiveness of a ship, so players should never choose the research points
* For capital ships and aircraft
	+ If the player has all of the variants (or there are no variants) for that ship, they will be offered a choice of 5 tech points or 5 research points
	+ If the player does not have all the variants, they will be offered **a chance** (not guaranteed) of getting a variant, 5 tech points, or 5 research points

### The Research Agreement

* For super-capital ships
	+ Same as pulling a duplicate blueprint from a tech file
* For capital ships and aircraft
	+ If the player pulls a ship (model and variant) for which they have the blueprint, they will receive 5 tech points for that model of ship
	+ If the player pulls a ship variant for which they have made one or more research attempts, each research attempt will be converted to 5 tech points

## Unassigned tech points

Early in phase I, a player might pull tech points through research for a ship class (such as battlecruiser or carrier) for which they do not yet have any blueprints. When this happens, those tech points are set aside, and they player can use them when they want to. Player's are not obligated to use these points as soon as they get a ship : the proper type - they have complete control over when and how they are used.

To see if they have any unassigned tech points, a player can press the  blueprint button on the expanse view, click on **Blueprint Technology**, and then the tab for **Tech Points**.

To use unassigned tech points, they player would navigate to the ship blueprint panel of the model of the ship to which they want to assign some or all of the available points and press the Enhance button in the lower right corner to bring up the **Blueprint Enhancement** menu, and choose the option **Increase Tech Points**. A player can also click on the **+** button directly to the right of the box where the available tech points for this model are displayed.

The **Increase Tech Points** popup can be used to add some or all of any unassigned tech points of the appropriate ship class. The player can click on the **Tech Point(s) for (class name)** box to increase the tech points by one and click on the minus sign in the upper right corner to decrease tech points by one. When they have completed selecting the tech points they are going to assign, the player should press the **CONFIRM** button to complete the process.

There is another source of unassigned tech points, and that is the **Standard Tech Point Restoration Technology** explained below.

## Standard Tech Point Restoration Technology

Standard Tech Point Restoration Technology (STPRT) is a way to reset all tech points assigned to a specific blueprint, turning up to 50 **Permanent Tech Points** into unassigned, class-specific tech points. Temporary tech points earned through **combat experience** or to the ship specific tech points from Generic Tech Files remain ship-type specific.

There are three ways of acquiring TPRTs.

* At the end of each season, after the ratings have been awarded, a player may purchase two packs of STPRT from the **Dawn Points Store** for 250 proxima coins each. Each pack contains 2 STPRT. They cannot be bought individually.
* During the very first season, the player will receive 2 packs of 2 STPRT each via the strategic partnership agreement.
* Periodically, NetEase will provide one or more STPRT to some or all players (often with or after a significant change to the game via a Patch)

### Using STPRT

On the main Blueprint page for the ship whose assigned permanent tech points they wish to reset, the player presses the  tech point restoration button (see annotated blueprint page, above).

    If they have a STPRT available, then they will get a dialog allowing them to restore up to 50 tech points from that ship. Those tech points will become **unassigned** and can be used for any ship of the same class, as explained above.

## Special Thresholds

As mentioned above, when a ship model reaches 100 permanent tech points, the version number rolls over to 2.00 and at 200 tech points, to 3.00. For capital ships, when it reaches 2.00, the number will be shown in gold. Super capital ships have to reach 3.00 to become gold.

Likewise, when more than 100 TP have been applied to a single variant of a capital ship, the version number will be shown in gold, and again, 200 for super capital ships. In addition, when a variant reaches **maximum enhancement**, the visual appearance of the ship will change slightly.

## Patch Updates

### 2023-11-08 - Standard Tech Point Restoration Technology

```
3. Tech Point Restoration Technology Optimizations

To improve the user experience of the Tech Point Restoration Technology and allow Explorers to use it more flexibly, we will make the following adjustments to the Tech Point Restoration Technology.

(1) Added the item "Standard Tech Point Restoration Technology": It can restore up to 50 Tech Points acquired by blueprint research to Tech Point items each time.

(2) Dawn Points Store Adjustments:

Standard Tech Point Restoration Technology will be available in the Dawn Points Store. Each exchange grants Standard Tech Point Restoration Technology x2 and costs Proxima Coin x250. Explorers can make 2 exchanges in each exploration and gain up to a total of 4 Standard Tech Point Restoration Technology items.

Removed the previous Tech Point Restoration Technology from the store.

(3) The Tech Point Restoration Technology in the Partnership Agreement during the initial exploration will be replaced with Standard Tech Point Restoration Technology x4.

```

### 2023-10-11

Ship exclusive tech points added.

```
4. Added exclusive Tech Points of the following ships to Generic Tech Files
Available through research on Generic Tech Files:
Tech Points for CV-M011 Corvettes, Tech Points for CV-II003,  Tech Points for SC002 Fighters, Tech Points for FG300 Frigates, Tech Points for AC721 Destroyers, Tech Points for CAS066 Cruisers,
Tech Points for KCCPV2.0 Cruisers, Tech Points for ST59 Battlecruisers, Tech Points for CV3000 Carriers
Available through research on Generic Tech Files 2.0:
Tech Points for CV-T800 Corvettes, Tech Points for CV-M011 Corvettes, Tech Points for CV-II003,  Tech Points for SC002 Fighters, Tech Points for FG300 Frigates, Tech Points for AC721 Destroyers,
Tech Points for CAS066 Cruisers, Tech Points for KCCPV2.0 Cruisers, Tech Points for ST59 Battlecruisers, Tech Points for FSV830 Auxiliary Ships, Tech Points for CV3000 Carriers

```

### 2022-11-30

Three changes relating to tech points were added

1. Production time is increased for ships on a **per tech point** basis
2. Hit points are increased for ships on a **per tech point** basis
3. A limit was applied to resetting enhancements - one free per ship (or per ship system?) per season

The full text of the relevant sections of the patch notes:

```
2. Added additional effects that are applied when the version number of blueprints changes:
The following effects are applied correspondingly for every increase of 0.01 in the version number of a ship's sub-blueprint:
Increases the HP of Fighters by 1 and their production time by 0.5%.
Increases the HP of Escort Corvettes by 5 and their production time by 0.5%.
Increases the HP of Frigates by 20 and their production time by 0.5%.
Increases the HP of Destroyers by 40 and their production time by 0.5%.
Increases the HP of Cruisers by 60 and their production time by 0.2%.
Increases the HP of Utility Ships by 20 and their resource cost by 0.1%.
For Battlecruisers, Auxiliary Ships, and Carriers, each Tech Point increases the HP of the corresponding system by 50 and the corresponding resource cost by 0.05%.

3. When exploring star systems, each reset of the blueprints in System Enhancement will cost 30,000 uEcoins except for the first time. There will be no cost when resetting
the system for  the first time.

```