Monocause
Arcane
- Joined
- Aug 15, 2008
- Messages
- 3,656
Post your suggestions and tips, I'll add them to the first post.
BEGINNER'S GUIDE
- I suggest you try starting as a Gaalian merchant. Gaalian stuff is expensive but reliable; you get a decent hull with which you can make some easy money.
I suggest the following picks: tech skill, charisma skill. Why tech? Equipment deterioration is one thing - the probes are more important in the very beginning.
For the equipment, I chose an engine and a rocket launcher. You'll want to replace the engine soon anyway, but it will speed you up in the beginning. The rocket launcher will remain useful for some time. When you start, sell your scanner, shields and gripper. You won't need these for now - but you need hull space you've just freed up. You think a gripper may be useful for stuff someone left or minerals, but the gripper you start with is horribly heavy. You'll make more money with these free 40 HP than by picking minerals or fuel cisterns.
First off, do the training RTS mission. Just spam quadrocket+mortar+dynamo robots and set them on a capturing program; take one into manual control when assaulting the main base to capture it quicker. You'll gain some money that way.
Start trading in your home system. I've noticed that when you start there's quite a couple of lucrative deals to be made. For trading runs leave your weapons and gripper in storage so that you have more space. Go to the information center and make a search for goods, leaving everything blank; you'll get a list of prices on some planets, including every planet in the sector you're in. The best deals usually are on equipment and luxuries.
When you've got some money, go to the med center and see what stims are available. If there's one that boosts your tech skill, get it immediately. Then go to the science base and get as many probes as you can. Start probing the uninhabited planets, go for the smallest first. The 'property not on ship' info will let you know how many days you need to wait. Spend these days on trade/missions. When they're done, again - leave your weapons/droids/grippers, you can even leave your radar if you want to in storage and go to the planet to pick up everything. Rinse and repeat.
Probing runs give decent income. Sometimes you'll find micromodules to install in your ship or exchange for nodes. Don't sell them for cash.
Be happy when you get RTS or text missions; why? Because you can do them regardless of your equipment, while the fedex missions can be a problem if you get attacked by pirates or dominators on the way. I'll explain how to play RTS missions later on.
Be happy when you get a 'defend the system' mission too. If you get one, don't reply. Take off instead and see if there are pirates attacking merchants. If there are, wait until the merchant is destroyed or runs off. If there are none, land and take the easier variant of the mission. Chances are high that during these ~20 days nothing will happen and you'll get a nice amount of cash for nothing.
MORE STUFF
- As to the equipment, your first priority should be to swap your basic equipment to more lightweight versions. Avoid buying Maloq and Peleng equipment if you can, somehow they degrade real quick. You can get shields when you've got a larger hull and when they start to matter (block more than 20%), although with a good droid and a good hull they aren't necessary for a long time. I think scanners start to be useful when you want to use programs on dominators, or if you're a pirate. Otherwise you can skip them too. Upgrade radars when you can get a cheap and lightweight one with better statistics. It's nice to see more and it's useful in battles to see where the faraway ships are planning to go, but you can do with your starting one for a long time too.
- If you want to play with fighting the dominators early on, get a couple of rocket launchers and an engine that has a speed above 500 (to outrun the shtips). Feels like cheating when you do that, only torpedoes can hit you if you plan your moves smart and they can't do anything that a decent droid won't quickly repair. Notice that this tactic works when you have allies in the system which draw some attention to themselves. If you're alone and facing a horde of dominators, there's going to be quite a few torpedoes headed your way. Remember the motto of this game: if you can't take the heat, get out of the kitchen.
Another variant is to get a couple of rocket launchers and to have some close-range weapons in hold. That way you can pepper enemies with missiles to persuade them to come close and then take them on one-on-one with your close range Lezkas and Frags. It's more risky but less expensive (remember that you have to reload your launchers on stations).
Don't sell the dominator stuff at planets! Take it to science stations instead. You get more money for it and the research is a nice bonus. As to the nodes, you can take them to both science and ranger stations; in the latter you can exchange them for micromodules, while the former gives you a small amount of cash and boosts research with them. Your choice.
RTS STRATEGIES:
First off, turtling is NOT an option in the beginning. First thing you should do is build turrets wherever you can and then build a single uberpowerful quadrocket-mortar-dynamo on antigravs. Also build some garrison robots. A good setup to defend a base is to place two dual-rocket robots beside the turrets AND two quadrepairer robots. The repairer bots are essential.
Be cheap at the beginning.
Then, take manual control of the quadrocket bot and take some of the nearest bases. Build missile turrets as soon as possible. Don't ever build light and heavy turrets unless you're really short on cash, they're almost useless. I prefer to stick to the missile ones sometimes coupled with a laser turret.
The strategic layer of the planetary battles isn't resource management - you need to think which enemy to attack, where and how. Always try to weaken the strongest enemy and to keep your enemies balanced while you grow stronger. If you see the enemy is low on resources and has trouble building bots, go ahead and rush his factory directly with a quadrocket.
if you have a gut feeling that you're screwed, chances are you're screwed. Don't hesitate to push that 'restart' button, you'll quickly get frustrated if you won't. Actually, I recommend restarting a couple of times just to see what the enemies will usually do, ie. who will attack you and who will concentrate on someone else, which bases will they rush.
I've noticed in the other topics that you guys complain about the Mauna-Roa island map. I'll give a couple of tips how to do it:
-Restart the map until the green factory in the upper right corner gets destroyed in the beginning fight. Yes, it happens. It makes the map much easier.
-Build the quadrocket bot and take two green bases to your left as soon as possible. The lower the amount of bases your enemies have, the smaller the armies they send at you. Don't bother with assaulting the main green base yet, you'll lose.
-Build missile turrets! Garrison the bases at strategic points, ie. the bases which are at the end of the pathway green will attack (these are the two you start with). Your northern base has four bots which will give you a good idea of how it should look like. From time to time check out the garrison to see if the repair bots aren't too far from a turret and can't repair it. Don't use the 'defend base program', it sucks.
-Take your quadrocket uberlord and take a couple of red bases further away. Try to garrison them too, but don't worry if you'll lose them. Your next priority is to take the green base on the river, near the northeast corner of the map. Build missile turrets ASAP, it's got a great defensive position.
-Soon you should be ready to take on the main red base (unless red has taken a couple of bases from green inside the bunker and thus has some resources). Take control of the remaining red resource bases and then create a following army - three quadrocket bots and two repairbots, all on antigravs for better mobility. Position them near the red factory and take control of a quadrocket. Attack the base slowly destroying the turrets one by one and retreat to the repairbots if you take some heat. Once all the turrets are gone, ignore red robots and send all of the quadrockets to capture the factory. Remember, you need to destroy the turrets to be able to do so. With the red factory under your control you can easily steamroll the green by queueing quadrockets and repairers on antigravs and sending them on a capture program. Aid them by taking manual control from time to time and build turrets in the bunker.
BEGINNER'S GUIDE
- I suggest you try starting as a Gaalian merchant. Gaalian stuff is expensive but reliable; you get a decent hull with which you can make some easy money.
I suggest the following picks: tech skill, charisma skill. Why tech? Equipment deterioration is one thing - the probes are more important in the very beginning.
For the equipment, I chose an engine and a rocket launcher. You'll want to replace the engine soon anyway, but it will speed you up in the beginning. The rocket launcher will remain useful for some time. When you start, sell your scanner, shields and gripper. You won't need these for now - but you need hull space you've just freed up. You think a gripper may be useful for stuff someone left or minerals, but the gripper you start with is horribly heavy. You'll make more money with these free 40 HP than by picking minerals or fuel cisterns.
First off, do the training RTS mission. Just spam quadrocket+mortar+dynamo robots and set them on a capturing program; take one into manual control when assaulting the main base to capture it quicker. You'll gain some money that way.
Start trading in your home system. I've noticed that when you start there's quite a couple of lucrative deals to be made. For trading runs leave your weapons and gripper in storage so that you have more space. Go to the information center and make a search for goods, leaving everything blank; you'll get a list of prices on some planets, including every planet in the sector you're in. The best deals usually are on equipment and luxuries.
When you've got some money, go to the med center and see what stims are available. If there's one that boosts your tech skill, get it immediately. Then go to the science base and get as many probes as you can. Start probing the uninhabited planets, go for the smallest first. The 'property not on ship' info will let you know how many days you need to wait. Spend these days on trade/missions. When they're done, again - leave your weapons/droids/grippers, you can even leave your radar if you want to in storage and go to the planet to pick up everything. Rinse and repeat.
Probing runs give decent income. Sometimes you'll find micromodules to install in your ship or exchange for nodes. Don't sell them for cash.
Be happy when you get RTS or text missions; why? Because you can do them regardless of your equipment, while the fedex missions can be a problem if you get attacked by pirates or dominators on the way. I'll explain how to play RTS missions later on.
Be happy when you get a 'defend the system' mission too. If you get one, don't reply. Take off instead and see if there are pirates attacking merchants. If there are, wait until the merchant is destroyed or runs off. If there are none, land and take the easier variant of the mission. Chances are high that during these ~20 days nothing will happen and you'll get a nice amount of cash for nothing.
MORE STUFF
- As to the equipment, your first priority should be to swap your basic equipment to more lightweight versions. Avoid buying Maloq and Peleng equipment if you can, somehow they degrade real quick. You can get shields when you've got a larger hull and when they start to matter (block more than 20%), although with a good droid and a good hull they aren't necessary for a long time. I think scanners start to be useful when you want to use programs on dominators, or if you're a pirate. Otherwise you can skip them too. Upgrade radars when you can get a cheap and lightweight one with better statistics. It's nice to see more and it's useful in battles to see where the faraway ships are planning to go, but you can do with your starting one for a long time too.
- If you want to play with fighting the dominators early on, get a couple of rocket launchers and an engine that has a speed above 500 (to outrun the shtips). Feels like cheating when you do that, only torpedoes can hit you if you plan your moves smart and they can't do anything that a decent droid won't quickly repair. Notice that this tactic works when you have allies in the system which draw some attention to themselves. If you're alone and facing a horde of dominators, there's going to be quite a few torpedoes headed your way. Remember the motto of this game: if you can't take the heat, get out of the kitchen.
Another variant is to get a couple of rocket launchers and to have some close-range weapons in hold. That way you can pepper enemies with missiles to persuade them to come close and then take them on one-on-one with your close range Lezkas and Frags. It's more risky but less expensive (remember that you have to reload your launchers on stations).
Don't sell the dominator stuff at planets! Take it to science stations instead. You get more money for it and the research is a nice bonus. As to the nodes, you can take them to both science and ranger stations; in the latter you can exchange them for micromodules, while the former gives you a small amount of cash and boosts research with them. Your choice.
RTS STRATEGIES:
First off, turtling is NOT an option in the beginning. First thing you should do is build turrets wherever you can and then build a single uberpowerful quadrocket-mortar-dynamo on antigravs. Also build some garrison robots. A good setup to defend a base is to place two dual-rocket robots beside the turrets AND two quadrepairer robots. The repairer bots are essential.
Be cheap at the beginning.
Then, take manual control of the quadrocket bot and take some of the nearest bases. Build missile turrets as soon as possible. Don't ever build light and heavy turrets unless you're really short on cash, they're almost useless. I prefer to stick to the missile ones sometimes coupled with a laser turret.
The strategic layer of the planetary battles isn't resource management - you need to think which enemy to attack, where and how. Always try to weaken the strongest enemy and to keep your enemies balanced while you grow stronger. If you see the enemy is low on resources and has trouble building bots, go ahead and rush his factory directly with a quadrocket.
if you have a gut feeling that you're screwed, chances are you're screwed. Don't hesitate to push that 'restart' button, you'll quickly get frustrated if you won't. Actually, I recommend restarting a couple of times just to see what the enemies will usually do, ie. who will attack you and who will concentrate on someone else, which bases will they rush.
I've noticed in the other topics that you guys complain about the Mauna-Roa island map. I'll give a couple of tips how to do it:
-Restart the map until the green factory in the upper right corner gets destroyed in the beginning fight. Yes, it happens. It makes the map much easier.
-Build the quadrocket bot and take two green bases to your left as soon as possible. The lower the amount of bases your enemies have, the smaller the armies they send at you. Don't bother with assaulting the main green base yet, you'll lose.
-Build missile turrets! Garrison the bases at strategic points, ie. the bases which are at the end of the pathway green will attack (these are the two you start with). Your northern base has four bots which will give you a good idea of how it should look like. From time to time check out the garrison to see if the repair bots aren't too far from a turret and can't repair it. Don't use the 'defend base program', it sucks.
-Take your quadrocket uberlord and take a couple of red bases further away. Try to garrison them too, but don't worry if you'll lose them. Your next priority is to take the green base on the river, near the northeast corner of the map. Build missile turrets ASAP, it's got a great defensive position.
-Soon you should be ready to take on the main red base (unless red has taken a couple of bases from green inside the bunker and thus has some resources). Take control of the remaining red resource bases and then create a following army - three quadrocket bots and two repairbots, all on antigravs for better mobility. Position them near the red factory and take control of a quadrocket. Attack the base slowly destroying the turrets one by one and retreat to the repairbots if you take some heat. Once all the turrets are gone, ignore red robots and send all of the quadrockets to capture the factory. Remember, you need to destroy the turrets to be able to do so. With the red factory under your control you can easily steamroll the green by queueing quadrockets and repairers on antigravs and sending them on a capture program. Aid them by taking manual control from time to time and build turrets in the bunker.