Homeworld Walkthrough :
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Walkthrough - Homeworld FAQ/WalkthroughHomeworld FAQ/Walkthrough Table of Contents I - Introduction Legal Info Version History II - The Fleet 001.0 - Fighter Class 002.0 - Corvette Class 003.0 - Resource Class 004.0 - Frigate Class 005.0 - Super-Capital Ship Class 006.0 - Non-Combat Class 007.0 - Mothership Class III - General Strategies 001.0 - Offense 002.0 - Defense 003.0 - Resource Collecting IV - Multiplayer Strategies 001.0 - Starting Out 002.0 - Developing Your Fleet 003.0 - Finishing On Top 004.0 - Adapting V - Single Player Walkthrough 001.0 - Kharak System 002.0 - Outskirts of Kharak System 003.0 - Return to Kharak 004.0 - Great Wastelands Part 1 005.0 - Great Wastelands Part 2 006.0 - Diamond Shoals 007.0 - The Gardens of Kadesh 008.0 - The Cathedral of Kadesh 009.0 - Deep Space - Sea of Lost Souls 010.0 - Super Nova Research Station 011.0 - Tenhauser Gate 012.0 - Galactic Core 013.0 - The Karos Graveyard - The Shining Hinterlands 014.0 - Bridge of Sighs 015.0 - Chapel Perilous 016.0 - Hiigara Welcome to my Homeworld FAQ. Any questions, comments, corrections, or contributions are welcome, my email is tarrun75(at)gmail(dot)com. Please make sure to add something related to Homeworld in the subject line so I don't have to figure out what game you're talking about. Also, questions regarding something that's already covered in the guide will not be answered. Credit will be given to anything sent to me that I add or major corrections. For corrections, please email me only if it's something really important, something that will clearly confuse anyone reading. Legal information: This document is copyrighted Tarrun 2006. This guide may not be reproduced under any circumstance except for personal or private use. It may not be placed on any web site, magazine or otherwise distributed publicly without advanced written permission. This guide may not be used for profit, and may only be used on the following websites: - http://dlh.net - http://www.gamefaqs.com - http://www.mogelgott.de Use of this work on any other web site or as a part of any public display is a violation of copyright and is strictly prohibited. Version History: First Submission: Version 1.0 II - The Fleet 001.0 - Fighter Class 001.1 - Defender Cost: 65 RUs Firepower: 10 Maneuverability: High Max Velocity: 385 m/s Coverage: 11% Armor: 325 Mass: 10 tons Strengths: Heavy armor means that Defenders are best used as a wall to protect other ships. Weaknesses: Defenders don't really excel in anything, and it has a very low firepower, so don't plan on destroying anything without a lot of these things. 001.2 - Scout Cost: 35 RUs Firepower: 12 Maneuverability: Very High Max Velocity: 1000 m/s Coverage: 12% Armor: 110 Mass: 8 tons Strengths: Scouts are quick to build and are good for annoying capital ships while your Salvage Corvettes slip in and steal the grand prize. And because of how inexpensive they are, they're great to kamikaze into your enemy. Weaknesses: Weak, both in firepower and armor. They might be able to survive because of their speed, but don't expect them to destroy anything by themselves. 001.3 - Interceptor Cost: 55 RUs Firepower: 26 Maneuverability: Very High Max Velocity: 875 m/s Coverage: 12% Armor: 160 Mass: 10 tons Strengths: Better than a Scout in almost every way without increasing the cost very much. If you actually expect to get anything out of a wing of fighters, Interceptors are a great way to go. Just make sure to have them in groups of 25 or higher. Weaknesses: In terms of the fighter class, none. Its only drawbacks are weak armor and firepower, but that's why it's a fighter. Interceptors do become fairly obsolete against more powerful opponents, though. 001.4 - Cloaked Fighter (Kushan only) Cost: 85 RUs Firepower: 25 Maneuverability: High Max Velocity: 775 m/s Coverage: 4% Armor: 150 Mass: 10 tons Strengths: Like the name implies, it's a cloaked fighter. You can attack enemies without being seen. Weaknesses: More expensive than the other fighters without getting very much in return. It also takes a while to build, and it doesn't score very high in the firepower department. 001.5 - Attack Bomber Cost: 85 RUs Firepower: 42 Maneuverability: Very High Max Velocity: 750 m/s Coverage: 12% Armor: 100 Mass: 10 tons Strengths: The most powerful fighter out there, Attack Bombers are good for taking on capital ships and Resource Collectors. They're particularly deadly when you have a group of corvettes protecting it. Weaknesses: Without that escort, your Bombers won't stand a chance against the enemy's Strike Craft or Missile Destroyers. Defense Fighter (Taiidan only) Cost: 85 RUs Firepower: 0 Maneuverability: High Max Velocity: 875 m/s Coverage: 80% Armor: 300 Mass: 75 tons Strengths: It shoots down incoming attacks. Weaknesses: It doesn't actually attack anything. More often than not it's a better idea to have an escort that can fight back guarding your valuable ships. 002.0 - Corvette Class 002.1 - Light Corvette Cost: 135 RUs Firepower: 9 Maneuverability: Medium Max Velocity: 575 m/s Coverage: 16% Armor: 900 Mass: 150 tons Strengths: Higher armor means that Light Corvettes will last longer than the fighters. They're also pretty cheap. Weaknesses: Fairly slow and poor firepower. Instead of these, spend the same amount of resources on Interceptors. 002.2 - Heavy Corvette Cost: 250 RUs Firepower: 23 Maneuverability: Medium Max Velocity: 520 m/s Coverage: 33% Armor: 1700 Mass: 150 tons Strengths: Well protected and fairly powerful, Heavy Corvettes are great for wiping out Strike Craft. Have five or six of these things guard your Resource Collectors against Strike Craft and forget about them (until you can build Multi-Gun Corvettes, that is). Weaknesses: They're more expensive than most Strike Craft and are still pretty slow. 002.3 - Repair Corvette Cost: 150 RUs Firepower: 5 Maneuverability: Low Max Velocity: 500 m/s Coverage: 0% Armor: 1200 Mass: 150 tons Strengths: It repairs your ships. It's also pretty useful to kamikaze. Weaknesses: Very weak. Support Frigates are usually a better choice. 002.4 - Salvage Corvette Cost: 220 RUs Firepower: 0 Maneuverability: Low Max Velocity: 425 m/s Coverage: 0% Armor: 1500 Mass: 400 tons Strengths: They steal enemy ships. Not only does this eliminate one ship that you'd have to destroy anyway, but now you can use it against your enemy. Salvage Corvettes are the key to winning any game in Homeworld; in the single player game, you gain ships that you normally wouldn't be able to until later at a bargain. Do the math: four Salvage Corvettes steal an enemy's Missile Destroyer (it takes three, but we'll assume one is destroyed). That means you score a 1500 RU ship for 880 RUs. And remember, Salvage Corvettes can be reused, so that's the low estimate. Weaknesses: They're fairly slow, which makes them an easy target to knock out if they come at a ship head-on. And any intelligent player will attack your group of Salvage Corvettes before you get the chance to steal anything. 002.5 - Minelayer Corvette Cost: 295 RUs Firepower: 183 Maneuverability: High Max Velocity: 425 m/s Coverage: 100% Armor: 1800 Mass: 150 tons Strengths: The mines are small, which makes picking them out if you aren't really looking a chore. The mines are also pack a punch, and even a capital ship will go down if it gets caught in a field. Weaknesses: Space contains a lot of wide, open space, so there's a good chance no one will ever stumble upon your group of mines unless they're placed in a heavily trafficked area (directly in front of the other Mothership or in patches of resources). 002.6 - Multi-Gun Corvette Cost: 225 RUs Firepower: 19 Maneuverability: High Max Velocity: 695 m/s Coverage: 74% Armor: 1400 Mass: 150 tons Strengths: Multiple guns with high armor and coverage. Multi-Gun Corvettes will annihilate any Strike Craft. Good for escorts. Weaknesses: Technology-wise, don't expect to see these for a while. And Multigun Corvettes won't make a dent against frigates or capital ships. 003.0 - Resource Class 003.1 - Resource Collector Cost: 650 RUs Firepower: 0 Maneuverability: Low Max Velocity: 325 m/s Coverage: 0% Armor: 10800 Mass: 400 tons Strengths: It collects resources for you, isn't that enough? It's also the largest ship that you can kamikaze. Weaknesses: It can't protect itself and it doesn't automatically repair. Collectors also attract enemies looking to interrupt your flow of resources, so make sure to send an escort with them or risk having to replace it. 003.2 - Resource Controller Cost: 680 RUs Firepower: 0 Maneuverability: Very Low Max Velocity: 300 m/s Coverage: 0% Armor: 13600 Mass: 600 tons Strengths: If you order a Controller to guard your Collectors, it'll follow them around, drastically decreasing the time it takes for a Collector to drop off its resources and begin harvesting again. They can also repair and refuel fighters and corvettes, which means they won't have to leave the Collectors that they're protecting to refuel. Weaknesses: Like the Collector, without any weapons, the Controller won't be able to defend against the enemies that will surely come after it. 004.0 - Frigate Class 004.1 - Assault Frigate Cost: 575 RUs Firepower: 82 Maneuverability: Low Max Velocity: 325 m/s Coverage: 33% Armor: 16000 Mass: 400 tons Strengths: The Frigate's turrets allow it to fire in multiple directions, unlike the Ion Cannon Frigate. It's one of the few non-Strike Craft ships that can take on Strike Craft. Weaknesses: It doesn't really serve any distinct purpose. If there's a specific job you need done, there's always a better ship to use than the Assault Frigate. 004.2 - Support Frigate Cost: 425 RUs Firepower: 28 Maneuverability: Very Low Max Velocity: 450 m/s Coverage: 1% Armor: 12000 Mass: 400 tons Strengths: Repairs and refuels Strike Craft, and can repair capital ships at 200 points per second. Great for using as a secondary base that's closer to your target. Weaknesses: None, really. Its firepower and coverage are laughable, but you aren't building a Support Frigate with the intentions of using it to fight. 004.3 - Drone Frigate (Kushan only) Cost: 800 RUs Firepower: 0 Maneuverability: Very Low Max Velocity: 325 m/s Coverage: 0% Armor: 16000 Mass: 400 tons Strengths: Good for protecting other ships. Weaknesses: The drones don't provide a lot of firepower; it's useless against anything stronger than a corvette. 004.4 - Defense Field Frigate Cost: 800 RUs Firepower: 0 Maneuverability: Very Low Max Velocity: 325 m/s Coverage: 100% Armor: 17600 Mass: 400 tons Strengths: Same as the Drone Frigate. It has different abilities, but it gets the same job done: protecting larger ships that are vulnerable to Strike Craft. Weaknesses: Same as the Drone Frigate. Missiles, ions, and mines aren't affected by it. 004.5 - Ion Cannon Frigate Cost: 650 RUs Firepower: 138 Maneuverability: Low Max Velocity: 300 m/s Coverage: 3% Armor: 15000 Mass: 400 tons Strengths: With its highly concentrated ion beam, you'll be able to begin considering taking on super capital ships and Motherships. Weaknesses: Low maneuverability and coverage; because of the single ion beam, the Ion Cannon Frigate has to completely shift its position before aiming and shooting. You'll be fine against the slow-moving capital ships, but they don't stand a chance against Strike Craft. 005.0 - Super-Capital Ship Class 005.1 - Destroyer Cost: 1350 RUs Firepower: 347 Maneuverability: Very Low Max Velocity: 315 m/s Coverage: 41% Armor: 44000 Mass: 1800 tons Strengths: The addition of turrets along with ion cannons means that, unlike the Ion Cannon Frigate, Destroyers can fend off Strike Craft, just not very well. Regardless, Destroyers are the backbone of your Battle Group, and will wreck havoc against almost any ship it encounters. Probably the most satisfying ship to steal with a group of Salvage Corvettes. Weaknesses: Expensive, and they take a while to build. 005.2 - Missile Destroyer Cost: 1500 RUs Firepower: 450 Maneuverability: Very Low Max Velocity: 295 m/s Coverage: 100% Armor: 42000 Mass: 1000 tons Strengths: It fires powerful homing missiles that will utterly decimate Strike Craft. Always have at least two of these with your Battle Group and you'll never have to worry about being picked apart by formations of fighters ever again. Weaknesses: Its missiles aren't as effective against other capital ships. In a one-on-one battle, the other ships will usually win. And after the initial volley of missiles, Missile Destroyers can only fire one or two missiles at a time without recharging. 005.3 - Heavy Cruiser Cost: 3700 RUs Firepower: 921 Maneuverability: Very Low Max Velocity: 250 m/s Coverage: 100% Armor: 90000 Mass: 10000 tons Strengths: Incredibly high firepower and armor, the Heavy Cruiser will obliterate any capital ship it targets. It has turrets all around it as well, which makes salvaging one a real chore. Weaknesses: Very slow, very expensive, and it takes forever to build one. Anyone with half a brain will send their entire Battle Group after the Heavy Cruiser first, so without an escort of other capital ships it's a sitting duck. Unless you know how to use it, don't waste the resources building a Heavy Cruiser - you can get three Destroyers for almost the same price. 005.4 - Carrier Cost: 2000 RUs Firepower: 109 Maneuverability: Very Low Max Velocity: 300 m/s Coverage: 100% Armor: 72000 Mass: 10000 tons Strengths: It's a miniature version of your Mothership that can build Strike Craft and Frigates. A great strategy in multiplayer is to build one of these with a heavy escort and send it to hide in a dust cloud, leaving your Mothership defenseless. When the other player destroys it, hyperspace your Carrier to their own Mothership and take them out. Weaknesses: Without the ability to build capital ships, using one as a last resort to survive won't get you very far. It also won't be able to defend itself. 006.0 - Non-Combat Class 006.1 - Probe Cost: 30 RUs Firepower: 0 Maneuverability: Very High Max Velocity: 4000 m/s Coverage: 0% Armor: 800 Mass: 25 tons Strengths: Four times as fast as a Scout, and it's cheap. It's a good tool to use when you want to get an idea of what your fleet is getting into. But be ready to survey the area, because people hate being spied on and will immediately go after a probe if they find it. Weaknesses: Its engine can only be used once, so make sure you're on target when you send it off. 006.2 - Proximity Sensor Cost: 50 RUs Firepower: 0 Maneuverability: Very High Max Velocity: 1000 m/s Coverage: 0% Armor: 800 Mass: 25 tons Strengths: Let's you know when cloaked enemies are in the area. They're also fast, cheap, and quick to build. Keep them around your Mothership and main Battle Groups to avoid be caught by surprise. Weaknesses: They have almost no defenses, so you'll have to build a few of them if you plan on attacking groups of cloaked ships, particularly fighters. 006.3 - Sensors Array Cost: 800 RUs Firepower: 0 Maneuverability: Very Low Max Velocity: 280 m/s Coverage: 0% Armor: 4500 Mass: 300 tons Strengths: It let's you see every ship on the map, and Heavy Cruisers, Carriers, and Motherships actually appear on the sensors manager. Everything else is still a red dot, but now there's a red dot for every ship instead of one dot representing an entire group. It's good to have one to get an idea of what's going on. Weaknesses: It takes a lot of researching to get one, it's slow, and it doesn't have any defenses. 006.4 - Research Ship Cost: 700 RUs Firepower: 0 Maneuverability: Low Max Velocity: 280 m/s Coverage: 0% Armor: 7500 Mass: 300 tons Strengths: Probably the most important ship in your fleet, next to the Mothership. Without one, you can't research new technology and build newer, better ships. Weaknesses: Defenseless. 006.5 - Gravity Well Generator Cost: 800 RUs Firepower: 0 Maneuverability: Very Low Max Velocity: 325 m/s Coverage: 0% Armor: 8000 Mass: 400 tons Strengths: Immobilizes Strike Craft and prevents anyone from hyperspacing into your area. Weaknesses: Strike Craft can still attack it even if they can't move. And since capital ships aren't affected by it, you know the first thing they'll do is target your Gravity Well Generator to rescue their Strike Craft. 006.6 - Cloak Generator Cost: 500 RUs Firepower: 0 Maneuverability: Very Low Max Velocity: 325 m/s Coverage: 0% Armor: 6000 Mass: 400 tons Strengths: Can cloak small groups of ships for a limited amount of time. If you combine a few Cloak Generators working at different times (while one is cloaking, the others are recharging), you can keep ships cloaked indefinitely. Weaknesses: Slow, and far down the technology tree. The only time I've ever used Cloak Generators was in the Bridge of Sighs level. 007.0 - Mothership Class 007.1 - Mothership Cost: N/A Firepower: 7500 Maneuverability: N/A Max Velocity: 50 m/s Coverage: 60% Armor: 160000 Mass: 5000000 tons Strengths: It stores your ships, builds new ones, and can take a beating. Without it, you can't play the game. Weaknesses: Motherships can't defend themselves, and they can only move by making hyperspace jumps. III - General Strategies 001.0 - Offense 001.1 - Strike Craft - Strength in numbers This one's a no-brainer. With a few exceptions, Strike Craft are similar enough that in an even match, you're bound to lose as many fighters as the enemy will. Besides sending a Scout to spy on someone, always keep multiple wings on hand. - Different Strike Craft are better in different situations Again, this should be obvious. As a blanket statement, it's always good to have about twenty Interceptors, twenty Defenders, and fifteen Scouts as your Strike Craft's foundation. An extra group of fifteen Heavy Corvettes can knock out any escorts the enemy capital ships, and later on a group of twenty Multi-Gun Corvettes will plow through any formation of fighters like it's nothing. On the other hand, Attack Bombers are pretty much the only Strike worth using against capital ships, along with Heavy Corvettes. - Sphere formation is the best way to attack lone capital ships. Strike Craft suffer from a lack of firepower, so you'll want your attacks to be highly concentrated. In Sphere, all of your shots become a constant stream of fire, quickly knocking down the ship's armor. This only works if the capital ship is left unguarded, though, because having your ships that close together makes them easy to target and destroy by other Strike Craft. - Claw formation is the best formation to use against opposing Strike Craft When fighting groups of Strike Craft or Missile Destroyers, Sphere formation is suicide. With Claw, your ships remain mobile while only sacrificing a small part of that constant stream of fire. - Attack enemy Resource Collectors If they can't harvest resources, then they can't build more ships, right? Early on, if you see a Collector far enough from the main Battle Group, send your Strike Craft to pick away at them while your own Battle Group deals with the enemy's. Besides, Collectors are quick enough and take irregular paths that they'll be able to escape from your slower Battle Group. Obviously, Attack Bombers will work the best, but make sure to have a group of Multi-Gun Corvettes with them to take care of the Collector's own escort. Of course, if you're looking to do this early on, Heavy Corvettes and Interceptors will get the job done as well. Likewise, this strategy can also be applied to Research Ships in multiplayer games. - Use Salvage Corvettes to capture enemy ships I don't think I can say this enough: Salvage Corvettes are the key to being successful in Homeworld. It's the easiest and most cost-efficient way to build your fleet, and at the same time it takes a ship from your enemy to use against you. One of the better ways to capture ships is by having a small group of Ion Cannon Frigates coax a Destroyer or two to chase after it. While your Frigates return to the Mothership, send in your group of Salvage Corvettes at an angle to capture as many ships as you want. By the time they realize what's going on, it'll be too late to shift around and attack. Another great strategy to use involves Cloak Generators. By keeping a small group of Salvage Corvettes, along with an escort of Multi-Gun Corvettes or Interceptors, invisible until the last moment, you can sneak out with a nice prize without even being noticed. Here's a list of how many Salvage Corvettes you need to capture a particular ship: Strike Craft - 1 Salvage Corvette Frigates - 2 Salvage Corvettes Destroyers - 3 Salvage Corvettes Heavy Cruisers - 5 Salvage Corvettes Carriers - 5 Salvage Corvettes Keep in mind that Strike Craft can only be salvaged if they're immobile, either from a Gravity Well Generator or a lack of fuel. It's also a good idea to send one extra Salvage Corvette than needed, just in case one is destroyed. This way, you can still capture it, instead of leaving it swinging in circles until another ship comes by and targets the other Corvettes. And if you don't need it, simply send it to steal something else or follow after the others back to the Mothership. - Missile Destroyers spell disaster for Strike Craft For the most part, capital ships aren't able to seriously defend against Strike Craft, but Missile Destroyers almost make using them obsolete. The best strategy to use is to distract it with a small group of Scouts flying in evasive tactics at first to draw the initial volley of missiles. Afterwards, send your Attack Bombers in on evasive and simply continue pounding it. On the other hand, not having a Missile Destroyer in your own fleet is an entirely new level of foolishness. - When all else fails, kamikaze Sure, it's a cheap shot, but it's actually pretty effective, particularly late in the game when your enemy has multiple Missile Destroyers protecting its fleet. It's always worth keeping Attack Bombers and Heavy Corvettes, but your weaker ships like Interceptors and Scouts will do more damage this way than trying to survive and attack. This also applies to Resource Collectors, which are the biggest ship you can kamikaze. Once you reach the point where you've built your fleet, consider sending them headlong into your enemy's Mothership. 001.2 - Capital Ships and your Battle Group - Keep your Battle Group in Wall formation Wall formation isn't just the best, but probably the only formation worth using with your big, lumbering capital ships. It prevents your ships from getting tangled together, and it allows you to align them and attack a single target. - Have at least two Missile Destroyers in your Battle Group It was mentioned before, but it's worth repeating. With a pair of Missile Destroyers around, Strike Craft have almost no chance of making a dent in your powerful capital ships' armor before being shot down. - Concentrate your attacks on one ship at a time Sure, it's easier to simply drag a box around the enemy fleet and let your Battle Group take care of them, but unless you have an incredibly stronger fleet you won't be as successful. Think of it this way, you each have five ships that do the same amount of damage, and you order you ships to attack one at a time while they attack all five at once. Yeah, more of your ships are taking damage, but you're destroying theirs five times faster. And as each ship goes down, you decrease their overall firepower while yours remains the same. By the end of the battle, you'll have a few damaged ships, but their ships are now space junk. - Always make sure to have enough firepower - and then some Never go into a battle without at least having an idea of what you're up against. Before deciding to attack, send a probe out to see how many ships are waiting for you. You should have enough firepower to wipe out an enemy's Battle Group, with a large escort of Multi-Gun Corvettes and Attack Bombers to keep smaller capital ships and Strike Craft at bay. In multiplayer games, you also have to worry about Salvage Corvettes stealing your ships and being able to do enough damage to drain 160,000 points from the opposition's Mothership. 002.0 - Defense 002.1 - Escorts - Strike Craft are the best ships for escorts This is important for several reasons. For one, if you have capital ships guard other capital ships, it means you're dividing your fleet. And as I mentioned above, you really don't want to unnecessarily divide your fleet. Second, Strike are quick enough to move from one place to another in case they get separated from what they're protecting. And just to top it off, Strike Craft are quick and cheap to build, so you don't have to worry about losing and replacing them. - Sphere formation is the only formation to use with an escort The idea behind surrounding a ship in a large sphere is that any incoming fire will hit the escort, not the ship that they're protecting. Of course, Sphere isn't the best offensive formation, so you'll want to make sure you have enough firepower to at least hold off anything that's going to attack you. If you need that extra punch, stick with Claw. - They're called "Defenders" for a reason Early on when your fleet consists mainly of Strike Craft, you'll want to protect any capital ships you already have. While some of the more expensive ships like the Heavy Corvette are great to use, the Defender - as the name implies - is designed to defend stuff. For its price, the Defender has good coverage and armor. - Mutli-Gun Corvettes are the best anti-Strike Craft ship Once you finish researching the technology, Multi-Gun Corvettes are the best ships to use for escorts. A strong Battle Group to attack enemy capital ships with an escort of Multi-Gun Corvettes to deal with other Strike is almost unstoppable. 002.2 - Defending the Mothership - Have a diverse fleet defending your Mothership Don't try to guess what the enemy will throw at you. With a strong fleet of quite a few different types of ships, you'll be prepared for anything. For example, you can have as many Destroyers and Ion Cannon Frigates as you want, but without a Missile Destroyer or Strike Craft to defend against enemy Strike, you're in trouble. That being said, don't build ships for the sake of wasting resources. To effectively defend the Mothership, you should have a strong group of frigates and maybe a spare Destroyer or two as your main defensive Battle Group with a large wing of Multi-Gun Corvettes, Attack Bombers, and Heavy Corvettes. You may want to include a few Gravity Well Generators to immobilize Strike Craft and Proximity Sensors to reveal any cloaked ships. If you have the spare resources, consider building an extra Missile Destroyer to keep at home. - Make sure your Battle Group is prepared for an attack This means setting them up in a formation and positioning them correctly. Frequently check the sensors manager for any red dots moving towards your position, and have your Battle Group facing in that direction. There's nothing worse than watching the enemy blast away at your Destroyers while your capital ships slowly spin around to counter-attack. 003.0 - Resource Collecting 003.1 - Using and defending Resource Collectors - Your Collectors should always be harvesting This is common sense. If you don't use them, your Collectors end up being a waste of resources. For best results, send them to the largest pack of resources first and then order them to harvest. That way, you'll be getting more resources in a shorter amount of time. - Send Resource Controllers to guard your Collectors Perhaps the most annoying part of collecting resources is when you need RUs immediately and have to wait for your Collector on the other side of the map to reach a Controller or the Mothership. Ordering your Controller to guard the Collectors ensures that the Controller will be as close as possible to your harvesters at all times. Ideally, you'd want the Controller/Collector ratio to be 1:1, but this is probably unrealistic. Still, two or three Collectors to a Controller is fine. - Never send out an unprotected Collector Unless you have the entire map to yourself (after one of the single-player levels, for example), an unprotected Resource Collector is a dead Resource Collector. An escort of Heavy Corvettes, Attack Bombers, and Multi-Gun Corvettes will keep them safe. Likewise, make sure your Controllers are protected even more, since they'll be the main targets for your opponent. Another positive is that Controllers can refuel Strike Craft, and you can send the extra ships out to one of your Collectors if it's attacked. Later in the game when you have the extra resources, send out a small group of Ion Cannon Frigates near the main resource areas in case your Collectors come across anything bigger than an Assault Frigate. 003.2 - Attacking enemy Resource Collectors - Attack enemy resource teams early and continuously In multiplayer games, the first thing you should do is create a wing of Interceptors to go out and hunt the enemy Collectors. As the game progresses, add Attack Bombers and Multi-Gun Corvettes to deal with the Collectors and Strike Craft escorts, respectively. - Don't attack Collectors unless you can win The one time you shouldn't be aggressive against enemy Resource Collectors is when they stay close to their Motherships. In this case, it's better to leave them alone rather than risk losing your ships. In multiplayer games, more often than not you'll find that you and the other player set unspoken boundaries where it's safe to harvest without having to worry about being attacked. Of course, if they cross into your territory, feel free to let them know. - Destroy the Controllers first, and then the Collectors Just like you want to attack the ship with the most firepower in a major battle, it's a good idea your ships on the most important part of the resource team - the Controller. Once it's destroyed, the Collectors will have to retreat all the way back to the Mothership, giving you enough time to chase them down and destroy (or salvage) them. IV - Multiplayer Strategies 001.0 - Starting Out Your first goal is to build a few Resource Collectors and Research Ships: three or four of each is good. You'll want to build the Collectors first, though, since technology is useless without the resources to put them to use. As each ship is built, immediately begin using it. The multiplayer games start out as a race to see who can harvest and research the fastest and most effectively, so an idle Collector or Research Ship is a waste. Early on, one question that you'll probably be asking is, "What should I be researching?" You have so much technology available to you and you'll eventually want all of it, but where to start? While it may seem logical to start with fighters and work your way up to capital ships, it's actually better to research Capital Ship Drive first. For one, you'll be able to build a Resource Controller, which means you'll be getting resources more frequently. After you have Capital Ship Drive, begin researching Capital Ship Chassis and Ion Cannons, it'll allow you to build Ion Cannon Frigates and it's a step towards Destroyers. Also consider building a few Assault Frigates in the meantime. But you do still need Strike. Decide at the beginning which Strike class you'll be using more and use them exclusively, at least in the beginning. On one hand, Defenders are good for protecting your frigates early on, but Multi-Gun Corvettes wipe out any Strike Craft foolish enough to attack you. Whichever you decide doesn't really matter, but the fact that you only advance one class at the moment gives you an advantage over someone who tries to get both at the same time. But besides building ships, is there anything in terms of offense you should be doing? Well, nothing much, but there's always ways to harass the other player regardless of how far along you are. In the very beginning, send out a group of Scouts to attack the enemy's Research Ships. Remember that they're trying to research as quickly as possible, and if you manage to destroy their Research Ship before they can add a second one to it (which double its armor) they'll just have to spend that much more time building a replacement. If it's burning up and about to explode, you can always kamikaze into it to finish it off. But if a suicide mission isn't your thing, there's always the option to go after Resource Collectors. At this point, it's unlikely that they're very well protected, which is the perfect opportunity to attack. Max out your Scouts and hunt them down. Like destroying a Research Ship, it hurts to replace it. 002.0 - Developing Your Fleet Alright, so you have a large harvesting operation going on and enough new technology to play with - it's time to get serious about building a fleet. The first step towards this is to build a group of Ion Cannon Frigates. They're the best ship you have at the moment, and they'll more or less hold their ground for the rest of the game. From here, it depends on how your opponent is playing. If you find that they're attacking you and your Resource Collectors, focus on researching and building more advanced Strike Craft, either Attack |
