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  X-Wing Alliance: Systems Energy Help


Cycle Beam Weapon recharge settings.


Cycle Weapon recharge settings.


Cycle Shield recharge settings.


Engage Energy preset #1.


Engage Energy preset #2.

Shift+F10 or ;

Transfer shield energy to weapons.

Shift+F9 or ' -

Transfer weapon energy to shields.


Set Energy preset #1.


Set Energy preset #2.

The unique idea of a constant power source simultaneously handling all areas of a spacecraft can be credited to Totally Games, and the system has remained essentially the same since X-Wing.

The idea is simple - without additional systems, all energy would flow to engines. But since starfighters also use shields and weapons, they too must tap from the same power source. Therefore, every time you increase power to one of those secondary systems, engine speed suffers as a result.

Furthermore, you can swap energy between shields and lasers for quick power when you need it. The amount of shield strength gained in such a transfer is determined by the SBD rating of the ship.

The beam weapon is an interesting exception to the rule. Because it is modular, it comes with its own power source. By changing the recharge to full drain, the engines can tap into the power (for extra speed versus craft without beam weapons), but the same energy cannot be tapped by the shields or weapons systems.

This same quirk creates an interesting bug for veteran players - by setting an energy preset for full beam drain, in the general options screen for a mission where beam weapons are not involved, you can miraculously gain the full speed benefits!

By adjusting energy levels, spacecraft can be changed for different roles - maximum shields for engaging starships, maximum weapons for firefights, and full drain for quick escapes.

Most starfighters are equipped with two types of engines - a megalight class propulsion engine, and a lightspeed class hyperspace engine. Hyperspace is used for travelling quickly between large distances (ie: star systems), while megalight engines are used for travelling short distances. While hyperspace is very fast, it requires extensive calculations (through an onboard nav-computer, or through navigation buoys) to reach the right location, and the engines can be stalled by an Interdictor class vessel.

<Q> Where are SLAMs?

Unfortunately, Totally Games seems to have omitted the second most powerful feature of the Missileboat. In TIE-Fighter, the Missileboat was equipped with SLAM engines. By pressing "n", the pilot would experience a rapid increase in speed, at the cost of a fast drain in weapons energy.

Systems Help:
Weapons | Targeting | Sheilds | Energy | Camera | FAQ

Table of Contents:
Systems Help | Prologue
Tour 1 | Tour 2 | Tour 3 | Tour 4 | Tour 5 | Tour 6 | Tour 7

Game Reviews ] [ Game Previews ] [ Game Guides ]


Energy Levels

Empty Meter
Maximum transfer to engines
(Large speed increase, quick energy drain)

One Notch
Minimum transfer to engines
(Small speed increase, slow energy drain)

Two Notches
Balanced charge
(Steady speed, no change in energy)

Three Notches Advanced recharge
(Slow energy recharge, small speed decrease)

Full Meter
Maximum recharge
(Fast energy recharge, large speed decrease)


Full Throttle (100%) Speed depends on engine power.

2/3rds Throttle (66%) Bettermaneuverability

1/3rd Throttle (33%) Best maneuverability

Increase Throttle
(1% intervals)
Best for slowly approaching ships

Decrease Throttle
(1% intervals)

Match speed of target craft.
Goes to full throttle if speed cannot be matched

Engage Hyperdrive Must be within 0.55 km of a hyperspace buoy to activate

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