Homeworld Walkthrough :
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Walkthrough - FAQ/Walkthrough v3.XHOMEWORLD WALKTHROUGH by Briareos Kerensky (briareos_hf@tiscali.it, briareos_HF), ver 3.X. 1/11/2002 Table of Contents 1-Update History 2-History Briefing 3-Technology Briefing 4-Tactics Briefing 5-Formations Briefing 7-Ships Briefing 8-Walkthrough 9-String Options 10-Submissions 11-Credits and misc **************** 1-UPDATE HISTORY **************** 23/10/2002-version 3.X. More submissions. 16/10/2002-version 3.X. Submissions and corrections. 17/09/2002-version 3.X. No new submissions, but some additions to the walktrhough as I've finished the game once again. Finally, even this document reached and passed 100k ;) 23/07/2002-version 2.X. Submissions only. 18/02/2002-version 2.0. Document completed. Minor corrections throughout the document. 19/01/2002-version 1.3. The Fellowship Of The Ring is here too! Finally (with Japan), after all countries in this world, Italy recieves this movie. Still have to see it (just let me find a free place in whatever theater), but...ehm, totally senseless here. Walktrhough completed. Sections needing update were updated. 16/01/2002-version 1.2. Removed Modified Ships section due to some technical problems. Walkthrough continued. Other sections needing update were updated. 11/01/2002-version 1.0. Basic sections online. Let me say why I'm doing this document: HomeWorld is still a wonderful game. I've found myself playing it throughout the night after I've stumbled on this document looking in my CDs. The original idea was thought after HW: Cataclysm (the sequel to HomeWorld and my first walkthrough) and was forgot due to time and, partially, to a limited PC. Now that I have both (well, time is always running away, but, hey, I'm on holiday!), it is time to seriously begin and end it. ****************** 2-HISTORY BRIEFING ****************** Kharak, the desert planet. An hell where only the poles are barely suited for living. Your race, the Kushans, have always lived here. From the ancient days the social structure is unchanged, divided into families, the Kiiths, but after 1106, when a mis-positioned satellite discovered a large metal formation in the Great Desert, the whole planet life has changed. In 1110 an expedition found the Khar-Toba, the First City, formed around an ancient starship, buried under the sands. In 1112, technicians were able to study and replicate the complicate technology that formed the starship's drive; most thought that Khar-Toba offered all it had to offer, until a young archeologist found a large piece of black stone with an interstellar map and a word, Hiigara, "our home". Since then, all efforts of the Kushan race were focused in building a massive starship, using the same hyperspace technology found in the Khar-Toba, to explore the space and reach the homeworld. This starship, later renamed MotherShip, was built in 55 years: 20 to collect all resources from the outer space, 10 to realize a giant Scaffold and 25 to actually build the MotherShip. The MotherShip has a living core, Karan Sjet, a scientist that voluntereed to become the center of the whole MotherShip's fleet after having perfectioned the technology that now traps her. The MotherShip also contains several thousands of colonists in cryogenic hybernation, a series of factories to build other ships and spare parts in order to maintain the MotherShip always functional. Hi-tech weaponries have been included for defense purpose, in case of unknown threats attack the MotherShip. It's 1214. The MotherShip is ready start its journey. ************************ 3-TECHNOLOGICAL BRIEFING ************************ In this secton you'll find description of the technology you have to research to obtain new vessels during the game. A brief description of weapon types is also provided. ---------------- --WEAPON TYPES-- ---------------- + Mass Drivers: projectile weapons. The weapon itself is small, so you'll find at least a small-caliber gun on every Fighter. Bigger ships will have mass-drivers in their secondary turrets. In HomeWorld, projectyle weapons are useful against fast strike crafts, as they travel at an higher velocity and do moderte damage to their thin armors. They have short/medium range values. + Energy Beams: Capital Ships only. The most common energy beam is the ion beam, mounted on a number of ships. Only Super-Capital Ships carry them in turrets, as an ion cannon is usually big as a whole Frigate. Medium/long range weapons with high damage values, mainly useful against Capital Ships, though a turret-mounted cannon can deal with Corvettes and reduce them in scraps within seconds. + Missiles: Missiles are the only weapon limited by ammunition supplies, but bigger ships can build them automatically, so just make an intelligent use of them. They were developed to provide anti-Fighter capabilities to Capital Ships. Though their damage value is lower than the Beam's one, they are fired in groups and have a longer range. + Fields: some ships come equipped with a field generator capable of deflecting enemy weapons or generating gravity to stop enemy's Strike Crafts. Those shields are useful to protect valuable ships (Carriers, Cruisers, MotherShips...) or to trap enemy vessels. The third type of field is the Stealth, capable of masking crafts to enemy eyes and standard sensors. Only advanced sensor suites will detect Stealth (or cloacked) units. + Plasma Bombs: large plasma spheres that do a lot of damage; they are a bit slow, however. Very effective against large ships and, if they hit, against fighters. ----------------------- --COMMON TECHNOLOGIES-- ----------------------- FIGHTER CHASSIS Pre-requisites: Fighter Drive Lead to: Defender Sub-System, Plasma Bomb, Cloacked Fighter, Defense Fighter Needed for: Interceptor, Defender, Cloacked Fighter, Defense Fighter, Attack Bomber Notes: basic technology FIGHTER DRIVE Pre-requisites: none Lead to: Fighter Chassis Needed for: Scout, Interceptor, Cloacked Fighter, Defense Fighter, Attack Bomber Notes: basic technology CORVETTE CHASSIS Pre-requisites: Corvette Drive Lead to: Heavy Corvette Upgrade, Fast Tracking Turret, Minelayer Technology Needed for: Light Corvette, Salvage Corvette, Multi-Gun Corvette, Heavy Corvette, Minelayer Corvette, Support Corvette Notes: Base for most of Corvette-related technologies. CORVETTE DRIVE Pre-requisites: none Lead to: Corvette Chassis Needed for: Light Corvette, Salvage Corvette, Multi-Gun Corvette, Heavy Corvette, Minelayer Corvette Notes: Research ASAP to build Salvage Corvettes CAPITAL SHIP DRIVE Pre-requisites: none Lead to: Capital Ship Chassis Needed for: Assault Frigate, Ion Frigate, Drone Frigate, Defense Frigate, Support Frigate, Gravity Generator, Cloack Device, Resource Controller Notes: Needed for Frigates CAPITAL SHIP CHASSIS Pre-requisites: Capital Ship Drive Lead to: Ion Cannon, Super-Capital Ship Drive, Super-Heavy Structure, Gravity Generator, Cloack Device Needed for: Ion Frigate, Drone Frigate, Defense Frigate Notes: Needed for Frigates SUPER-CAPITAL SHIP DRIVE Pre-requisites: Capital Ship Chassis Lead to: Heavy Guns, Guided Missile Needed for: Destroyer, Missile Destroyer, Carrier, Heavy Cruiser Notes: Basic technology for Super-Capital Ships. The drive only will allow you to build a Destroyer. PROXIMITY SENSOR Pre-requisites: none Lead to: Sensor System Needed for: Proximity Sensor Notes: maneuverable Probe PLASMA BOMB Pre-requisites: Fighter Chassis Lead to: none Needed for: Attack Bomber Notes: none MINELAYER TECH Pre-requisites: Corvette Chassis Lead to: none Needed for: Minelayer Corvette Notes: none ION CANNON Pre-requisites: Capital Ship Drive Lead to: none Needed for: Ion Frigate, Destroyer, Heavy Cruiser Notes: base technology for most Capital Ships HEAVY CANNON Pre-requisites: Super-Capital Ship Drive Lead to: none Needed for: Heavy Cruiser Notes: Needed for the most poweful ship in the game HEAVY CORVETTE UPGRADE Pre-requisites: Corvette Chassis Lead to: none Needed for: Heavy Corvette Notes: none GRAVITY GENERATOR Pre-requisites: Capital Ship Chassis Lead to: none Needed for: Gravity Well Generator Notes: traps enemy fighters DEFENDER SUB-SYSTEM Pre-requisites: Fighter Chassis Lead to: none Needed for: Defender Notes: none SENSOR SYSTEM Pre-requisites: Proximity Sensor Lead to: none Needed for: Sensor System Notes: Capable of tracking most ships and revealing Cloacked ones. FAST TRACKING TURRET Pre-requisites: Corvette Chassis Lead to: none Needed for: Multi-Gun Corvette Notes: Needed for the most versatile Corvette in the game CLOACKING DEVICE Pre-requisites: Super-Capital Ship Chassis Lead to: none Needed for: Cloack Generator Notes: it is not the same technology needed for the Cloaked Fighter SUPER-HEAVY STRUCTURE Pre-requisites: Super-Capital Ship Chassis Lead to: none Needed for: Carrier, Heavy Cruiser Notes: Needed for the most powerful ships in the game ------------------------ --KUSHAN TECHNOLOGIES -- ------------------------ CLOACKED FIGHTER Pre-requisites: Fighter Structure Lead to: nothing Needed for: Cloacked Fighter Notes: it is not the same technology needed for the Cloak Generator DRONE TECHNOLOGY Pre-requisites: Capital Ship Structure Lead to: nothing Needed for: Drone Frigate Notes: basically useless ------------------------ --TAIIDAN TECHNOLOGIES-- ------------------------ DEFENSE FIGHTER Pre-requisites: Fighter Structure Lead to: nothing Needed for: Defensive Fighter Notes: basically useless DEFENSE FIELD Pre-requisites: Capital Ship Structure Lead to: nothing Needed for: Defense Frigate Notes: basically useless ****************** 4-TACTICS BRIEFING ****************** +Evasive: only Strike Crafts really benefits of this behaviour, as they are the only vessels capable of tigh maneuvers. With evasive tactics, your units will travel toward the opponent without keeping formation, each one using at maximum efficiency its engines and firing only when sure that enemy fire won't hit. Ideal for high-speed strafing runs on enemy Capital Ships with anti-fighter guns, where tight formations usually result in a single ion cannon vaporizing a good number of crafts. Also, when crafts using Evasive tactic reach red and yellow health status, they immediately return to the nearest support ships for repair +Neutral: the standard behavior of new units; in Neutral mode crafts will attach only if attached first, and then will return to inactivity until someone fires against. It will be used in the single palyer (see the walkthru below), but I've never seen someone using it in multiplayer games +Aggressive: units will maintain formations, and when a target is within range, they will fire. The drawback of this tactic is that crafts only do strafing runs or maintain position to have an optimal aim over the targets, and won't dodge any enemy projectile, missile or energy beam. Useful for Capital vs Capital and Fighter vs Fighter dogfights. ********************** 5-FORMATIONS BRIEFING ********************** +Delta: vessels will form a 2D triangle. Though it is a very classic formation and very useful for parades, the top craft will be the most vulnarable to damage, effectively broking the formation. +Broad: an other 2D formations, but this time the vessels will form a straight line. Deadly for crafts, especially for big groups, as the combined firepower of a formation should give is centered around few elements. Quite effective for Capital Ships as you can use it for positioning them along the enemy's front and sides. I will describe this tactic later on. +X: one of the best formations for fighters: the X formations allows relatively small groups (maximum 15) to concentrate fire. Drawbacks? As the formations is compact, enemy turrets will enjoy in destroying your fighters. +Claw: the best formations for fighters, and if you have some Frigates, even for them. Recomended for maximum 15 crafts, like X formation, the Claw maximizes the effects of concentrated fire of an X formation while reducing the compactness of the formation. +Wall: ideal for large groups of ships and every Capital Ship formation, the wall creates a...wall (¬_¬...) of ships, maximizing firepower. If you have large fighter formations (10+) or at least 4/6 Frigates, the Wall will be THE choice. +Sphere: though I use this formation mainly for defensive purposes, I know that someone uses it for single Capital Ships with large Fighter escorts. In a Sphere formation, the bigger ship will be the center of the sphere, while the lighter ones will produce a defensive bubble around it. When usued cleverly, this formation will break any defense line and/or assault. +Military Parade: the only way to use this formation is to include Carriers. Any kind of formation including such ships will be changed in a Military Parade formation, a roughly rectangular formation where the Carriers are at the lateral edges, Strike Crafts at the "frontal" edge and the Capital Ships at the "rear" edge. Useless during combat (friendly fire) but good if you want to snap few screenshots. **************** 7-SHIPS BRIEFING **************** First of all, a brief description of ship classes and main capabilities. + Strike Crafts: Fighters and Corvettes. Fast and Maneuverable, these ships are useful for fast-raiding parties and to harras larger ships until rienforcmentes arrives. Fighters lacks the turrets and firepower of Corvettes, though they are faster. + Capital Ships: a group divided into Frigates and Super-Capital Ships. Frigates features a decent firepower and armor protection while mantaining a decent maneuverability; this class features a large number of vessels, each with differents armaments. Super-Capital Ships are Carriers, Cruisers, Destroyers and every other kind of ship capable of delivering massive firepower or build Strike Crafts and Frigates. To counteract one of these behemoths, use a similar vessel or a group of Frigates. Worst of all, these crafts are usually accompained by fighter escorts. + Non-Combatant Ships: ships dedicated to recon, repair and harvesting. Bigger ships usually mount only defensive turrets. They are not intended for combant, so use them for their main tasks. + MotherShips: massive ships capable of building any other vessel class, except other MotherShips. Your main task is to defend yours, though the armor and firepower can support attack vessels. However, defend it. Immobile in all single-player missions. Note: under the coverage section I put the descripton of the weapon and type (projectile or mass drivers, missile, ion and plasma). I divided turrets into two categories: sponson turrets can track enemies in limited arcs but they aren't fixed nor can turn 360°. Normal Turrets are mounted on a fixed mount and can fire in 360° degrees. Enjoy. 16/10/2002 adittion: while searching infos on HomeWorld 2 (can't wait it!), I stubled on this beautiful website, HomeWorld Shipyard: http://www.well-of-souls.com/homeworld/hws/index.html It contains very detailed infos on every ship in both HomeWorld and HomeWorld: Cataclysm. I'm not going to copy them in this document as they are not my work and the site definitively is worth of a visit. Check it out. ---------------- --COMMON SHIPS-- ---------------- SCOUT Mass: 40 tons Armor: 110 Firepower: 10 Coverage: 48% (single forward-fixed projectile weapon) Maneuverability: very high Max Velocity: 1050 m/s Special Action: speed burst Required Tech: none RU Cost: 35 Available from: mission 1 A reconaissance fighter. The fastest and most maneuverable ship in the game, the Scout is used for scounting missions, though in first missions it will be your main attack force or a good complement to the Interceptors. Note that its Special Action consumes fuel, and can be used until the fuel load is exhausted. INTERCEPTOR Mass: 60 tons Armor: 160 Firepower: 18 Coverage: 10% (two forward-fixed mass drivers weapons) Maneuverability: high Max Velocity: 875 m/s Required Tech: Fighter Drive Fighter Chassis RU Cost: 55 Available from: mission 1 Interceptors benifit from a particular reinforce structure, allowing them to carry more armor and weapons at expense of speed. Also, due to the particular position and construction of their guns, mixed with their minor agility, their firing arc is more limited than a Scout's one. Interceptors will become the backbone of your Strike Craft formations as they mix firepower, armor and speed. DEFENDER Mass: 60 tons Armor: 280 Firepower: 30 Coverage: 90% (three mass drivers on sides and bottom, mounted in turrets) Maneuverability: medium Max Velocity: 385 m/s Required Tech: Fighter Drive Fighter Chassis Defender Subsystem RU Cost: 65 Available from: mission 5 A slow fighter with very fast turning rates and awesome coverage and firepower; the Defender has three guns which can fire to three separate targets , making it ideal for escort operations. Large groups of Defenders are able to fend off any attack made by other fighters with minimum losses, and can be used to harras Frigates and other Super-Capital Ships without anti-fighter defenses, but are in trouble when facing Missile Destroyers, Carriers and most fighting Corvettes. ATTACK BOMBER Mass: 90 tons Armor: 300 Firepower: 45 Coverage: 5% (two forward fixed small plasma bombs launchers) Maneuverability: medium Max Velocity: 700 m/s Required Tech: Fighter Drive Fighter Chassis Plasma Bombs RU Cost: 85 Available from: mission 5 My favourite fighter, both technically and graphically. Though a bit slow for a Strike Craft, the raw firepower of a group of 20 Bombers can devastate Frigates in seconds. The Plasma Bombs are slow, so they are a bit ineffective against other Strike Crafts, but the idea of a fast moving, small and cheap craft is a good one. Do not pretend to destroy Super Capital Ships with a group of them, but big groups in wall formation can support larger units in all-out attacks. LIGHT CORVETTE Mass: 400 tons Armor: 900 Firepower: 100 Coverage: 40 % (one medium projectile on sponson turret) Maneuverability: medium Max Velocity: 575 m/s Required Tech: Corvette Drive Corvette Chassis RU Cost: 135 Available from: mission 2 Slighlty slower than an Attack Bomber, but more armored and with a turreted weapon, the Light Corvette is a medium-range patrol fighter capable of dealing with Fighters and Corvettes of the same class. It costs less than Heavy Corvettes, but its cost-to-performance ratio is relatively low. HEAVY CORVETTE Mass: 750 tons Armor: 1700 Firepower: 200 Coverage: 50 % (two medium projectile on sponson turrets) Maneuverability: medium Max Velocity: 350 m/s Special Action: Powered Attack Required Tech: Corvette Drive Corvette Chassis Heavy Corvette Update RU Cost: 250 Available from: mission 2 Slow, but powerful. It carries almost twice the armor of a Light Corvette and carries two guns (each in one turret under its nose), effectively doubling the firepower. The Heavy Corvette is perfect to spearhead assaults set on Strike Crafts, thanks to its endurance; groups of these can defeat Ion Cannon Frigates easily, and if used cleverly and backed up by Attack Bombers, even Destroyers. MULTI GUN CORVETTE Mass: 750 tons Armor: 1400 Firepower: 180 Coverage: 78% (6 mass dirvers on turrets -2x front, 2xsides-) Maneuverabilty: medium Max Velocity: 695 m/s Required Tech: Corvette Drive Corvette Chassis Fast Tracking Turrets RU Cost: 250 Available from: mission 7 The best escort Corvette; groups of Multi-Gun Corvette can easily dispatch Fighters and other Corvettes easily. Used with evasive tactic and relatively loose formations this corvette can deal some damage on Frigates and Super-Capital Ships thanks to its excellent coverage. MINELAYER CORVETTE Mass: 750 tons Armor: 800 Firepower: 300 (for each mine) Coverage: none (theorically 100%; mines can engage any target) Maneuverability: medium Max Velocity: 425 m/s Special Action: Mine Laying Required Tech: Corvette Drive Corvette Chassis Minelayer Technology RU Cost: 295 Available from: mission 10 Based on the original Taiidan technology, the Minelayer Corvette is used to establish unmanned defense lines. The mines can track down all types of crafts, but they are pretty useless again fast Strike Crafts due to their poor agility. Capital Ships can be easily destroyed by cleverly placed mines. Also, the Minelayer Corvette is capable of sending mines toward targets, but only in a roughly straight line; mines are very slow, so most ships (aside the MotherShip in singleplayer games) will be able to easily outmanuever them. REPAIR CORVETTE Mass: 750 tons Armor: 1200 Firepower: 65 Coverage: 10 % (one mass driver on stern turret) Maneuverability: medium Max Velocity: 350 m/s Special Action: Repair Required Tech: none RU Cost: 150 Available from: mission 1 Repair Corvettes are used as mobile repair units for single Strike Crafts. As with Support Frigates, Repair Corvettes can use "heal guns" to repair friendly units as Support Frigates do. SALVAGE CORVETTE Mass: 1200 tons Armor: 1200 Firepower: none Coverage: none Maneuverability: medium Max Velocity: 425 m/s Special Action: Salvaging Required Tech: Corvette Drive Corvette Chassis RU Cost: 220 Available from: mission 1 Totally unarmed. The Salvage Corvette is capable to overrun all computer defenses of any enemy vessel to immobilize and bring it to the MotherShip (or Carrier if Frigates) to be analized and/or captured. Salvage Corvettes can capture only Capital and Super-Capital Ships, and only if they are badly damaged. Also, bigger is the ship, more Corvettes you'll need: Frigates can be captured with two ships, Destroyers require three, Carriers and Heavy Cruisers five. ASSAULT FRIGATE Mass: 400 tons Armor: 16000 Firepower: 82 Coverage: 100% (2 forward-fixed medium plasma; 4 medium mass drivers on frontal turrets) Maneuverability: low Max Velocity: 325 m/s Special Action: none Required Tech: Capital Ship Drive Capital Ship Chassis RU Cost: 575 Available from: mission 3 The first combat Frigate you will be able to build. Reasonably fast and maneuverable for a ship of its size, the Assault Frigates sports four turrets that grant a good coverage and twin Plasma Bombs launchers for extra punch when needed. Though Ion Frigates can be better for Capital/Super-Capital ships battles, Assault Frigates can still hope to defeat slow moving Fighters or Corvettes. ION FRIGATE Mass: 425 tons Armor: 15000 Firepower: 138 Coverage: 3% (large ion, forward-fixed) Maneuverability: low Max Velocity: 300 m/s Special Action: none Required Tech: Capital Ship Drive Capital Ship Chassis Ion Cannons RU Cost: 650 Available from: mission 4 This Frigate is built around an Ion Cannon, which gives it extreme firepower but it must sacrifice speed and agility. Also, the Ion Cannon is so big that the Frigate has to turn itself to aim the Cannon, meaning that all Strike Crafts will be able to escape from its beam. However, against other Capital and Super-Capital ships, the Ion Cannon performs way better, being able to deal tremendous amounts of damage in a single blow. SUPPORT FRIGATE Mass: 400 tons Armor: 12000 Firepower: 36 Coverage: 21% (2 medium mass drivers on frontal sponson turrets) Maneuverability: very low Max Velocity: 450 m/s Special Action: none Required Tech: Capital Ship Drive RU Cost: 425 Available from: mission 3 Supports Frigates are especially designed to help Strike Crafts in extra long-range operations. They have 14 hardpoints and are capable of repairing and refuelling them just like MotherShips and Carriers do. Those Frigates are also more agile than other combat Frigates and lightly armed to fend off small attacks. Support Frigates can also repair larger Ships thanks to their repair gun in the nose. Just select a Support Corvette and double click on the damaged unit. DESTROYER Mass: 1800 tons Armor: 44000 Firepower: 347 Coverage: 88% (2 forward fixed large ion; four big mass drivers -upper side-) Maneuverability: very low Max Velocity: 315 m/s Special Action: none Required Tech: Super-Capital Ship Drive Ion Cannons RU Cost: 1350 Available from: mission 6 Destroyers mounts two Ion Cannons and two hi-power mass drivers on four turrets, allowing them to aim Capital Ships and, partially, Strike Crafts without moving. Destroyers are superior to any Frigate, except for anti-Strike Craft duties, where they lack fast-tracking or homing weapons. They represent the balance between the huge, time- and resource- consuming, powerful and slow Heavy Cruiser and the relatively fast, cheap and weak Frigates. MISSILE DESTROYER Mass: 1000 tons Armor: 42000 Firepower: 450 Coverage: 100% Maneuverability: very low Max Velocity: 295 m/s Special Action: all-out attack Required Tech: Super-Capital Ship Drive Missile Technology RU Cost: 1500 Available from: mission 9 Missile Destroyers were designed after engineers were able to develop space-capable missiles, usually ignored for cheaper and more efficent Ion Cannons and mass drivers. Missiles are especially good against Strike Crafts and for long-range attacks. Each Destroyer carries 32 missiles divided into four separate canisters, each with a fully automated production line to manufacture extra missiles if the original payload runs out. Missile Destroyers are also capable to fire all missiles in storage bays in a single, powerful salvo, especially useful against other Super-Capital Ships. Deadly against Strike Crafts, they need support from normal Destroyes and Cruisers for Capital Ship battles, where those Destroyers are usually assigned to long-range fire support and/or fighter hunt. CARRIER Mass: 10000 tons Armor: 72000 Firepower: 109 Coverage: 100% (six mass drivers spread all along the hull) Maneuverability: very low Max Velocity: 315 m/s Special Action: none Required Tech: Super-Capital Ship Drive Super Heavy Structure RU Cost: 2000 Available from: mission 9 Carriers are praticall smaller MotherShips. Totally independent, they have two docking bays for Reosurce Collectors, can build and dock all ships up to Frigates and are decently armed and have enough armor to withstand attacks until reinforcments arrive of the Carrier finishes building ships. However, they are very expensive and due to their great tactical value, they are usually protected by large groups of ships, sometime including Heavy Cruisers, that often act as shield for Carriers. HEAVY CRUISER Mass: 10000 tons Armor: 90000 Firepower: 921 Coverage: 100% (4 large ion on two frontal sponson turrets; 6 turrets -2xtop, 2xbottom, sides- with big mass drivers) Maneuverability: very low Max Velocity: 250 m/s Special Action: none Required Tech: Super-Capital Ship Drive Ion Cannons Heavy Guns RU Cost: 3700 Available from: mission 13 The largest and most powerful ship in your fleet, MotherShip aside, the Heavy Cruiser is especially designed for combat, rather than fleet support like Carriers. Its payload is impressive, with four Ion Cannons mounted on twin sponson turrets and six large mass drivers mounted all around the hull to provide excellent coverage. The Heavy Cruiser is slow, but heavily armored, and its often used as a phisical protection for Carriers, as they can withstand more punishment. RESOURCE COLLECTOR Mass: 40000 tons Armor: 10800 Firepower: none Coverage: none Maneuverability: medium Max Velocity: 300 m/s Special Action: none Required Tech: none RU Cost: 650 Available from: mission 1 The ships you need to collect resources. Totally unarmed and slow, but decently armed, Resource Controllers must be defended against anything. RESOURCE CONTROLLER Mass: 79000 tons Armor: 13600 Firepower: none Coverage: none Maneuverability: low Max Velocity: 300 m/s Special Action: can support Strike Crafts Required Tech: Capital Ship Drive RU Cost: 680 Available from: mission 3 Controllers are used as mobile drop points for Collectors. Slow, unarmed and decently armored, Controllers need protection as Collectors do. Every Controller has eight hardpoints for Strike Crafts (three per side, for Fighters, and 2 uder the nose, for Corvettes) ; it also one of the first vessels not needing refuel and with complete hyperspace capabilities. Later, Controllers can be replaced with Carriers, has they are more armored, have self-defense guns and two hardpoints for Collectors, plus the ability to build vessels. PROBE Mass: 40 tons Armor: 800 Firepower: none Coverage: none Maneuverability: medium Max Velocity: 4000 m/s Special Action: none Required Tech: none RU Cost: 30 Available from: mission 1 A small device used for long-range reconaissance missions. Once the Probe as been launched, there is no way to change its trajectory, nor it is possible to move it once it has reached its intended position. It is also impossible to decommission built Probes, store them in docking bays or the collect them for hyperspace jumps. GRAVITY WELL GENERATOR Mass: 65000 tons Armor: 8000 Firepower: none Coverage: none Maneuverability: low Max Velocity: 325 m/s Special Action: traps Fighters and Corvettes Required Tech: Capital Ship Drive Gravity Generator RU Cost: 800 Available from: mission 9 Gravity Well Generators are capable of trapping Strike Crafts in strong gravity fields. The gravity doesn't affect other ships as their engines are too powerful for this relatively small ship. CLOACK GENERATOR Mass: 22000 tons Armor: 6000 Firepower: none Coverage: none Maneuverability: low Max Velocity: 325 m/s Special Action: Cloack Required Tech: Capital Ship Drive Cloacking Device RU Cost: 500 Available from: mission 13 Identical to the Gravity Well, but its cloack field will affect all ships within range. Cloacked ships can be detected by Sensor Systems, but they will automatically releav themselves when firing. If a ship decloacks and then decloacks, Ion Cannons and projectiles will still hit and allocate damage, but missiles will probably lose their lock-on. PROXIMITY SENSOR Mass: 40 tons Armor: 800 Firepower: none Coverage: none Maneuverability: very high Max Velocity: 1000 m/s Special Action: none Required Tech: Proximity Sensor RU Cost: 50 Available from: mission 10 An upgrade of the Probe, the Proximity Generator featurs a small reactor and thruster to change course during flights and even to moe after it has been deployed. Think to it as a Scout without weapons, and built only for reconaissance. SENSOR SYSTEM Mass: 2900 tons Armor: 6000 Firepower: none Coverage: none Maneuverability: low Max Velocity: 280 m/s Special Action: none Required Tech: Proximity Sensor Sensor System RU Cost: 800 Available from: mission 14 The Sensor System is pratically a large, semi-mobile antennae capable of detecting cloacked ships and Capital and Super-Capital ships within the map. This won't give you the chance to see them with the camera system, but you'll know that there are such ships on the Sensor Manager. It cannot detect Strike Crafts at long ranges; it will also be a favourite target for your enemies, so take care of it. RESEARCH SHIP Mass: 11000 tons Armor: 4500 Firepower: none Coverage: none Maneuverability: low Max Velocity: 280 m/s Special Action: none Required Tech: none RU Cost: 700 Available from: mission 1 You can build a maximum of six Research Ships. Once linked, these ships will effectively become a semi-mobile research station. Purpose of these ships is clear, so I won't bother you in useless descriptions; however, it is remarkable that a single technology can be researched in more than one laboratory (just click once more on the technology to be researched) and that a group of ships can handle different researches. MOTHERSHIP Mass: 5000000 tons Armor: 160000 Firepower: 7500 Coverage: 60% (six mass drivers spread all along the hull) Maneuverability: very low Max Velocity: 50 m/s (only in multiplayer) Special Action: none Required Tech: none Available from: mission 1 An huge Ship capable of building any other class of ship present int he game, MotherShip class vessels excluded. If you lose it in single player, you'll lose. Lose it in multiplayer without any Carrier under your control and you'll lose. It is well armored, but unable to move if not by hyperspace (in single player; during a multiplayer match the MotherShip can move at a very sluggish pace). It is protected by six small mass drivers located along the hull (two on front, one on each side and two on rear); they are powerful enough to repel attacks made by Strike Crafts, but even a large number of Heavy/Multi-Gun Corvettes will be hard to fight off; the MotherShip can build one type of unit at once, meaning at you can build an Interceptor, a Defender, a Carrier, a Destroyer and an Assault Frigate togheter, if your resuorces allows it. It has two docking hardpoints for Resource Collectors and can accept up to 40 Fighters and 20 Corvettes in its docking bays. Frigates cannot dock with the MotherShip for repairs. ---------------- --KUSHAN SHIPS-- ---------------- CLOAKED FIGHTER Mass: 40 tons Armor: 150 Firepower: 10 Coverage: 10% (two forward-fixed mass drivers) Maneuverability: high Max Velocity: 775 m/s Special Action: cloaking Required Tech: Fighter Drive Fighter Structure Cloaked Fighter RU Cost: 35 Available from: mission 12 A strange looking Fighter with the capability to cloak. This ability grants it to pass unseen from any standard sensor; only Sensor Systems can detect Cloaked Fighters, but it decloaks when fires. DRONE FRIGATE Mass: 60,000 tons Armor: 16,000 Firepower: 4,900 Coverage: 100% (24 drones with one mass driver each) Maneuverability: low Max Velocity: 325 m/s Special Action: drones Required Tech: Frigate Drive Frigate Structure Drone Tedchnology RU Cost: 800 Available from: mission 6 Uhm...This Frigate should be useful against Strike Crafts, only if you get used to the drones; when activated, 24 drones will create a sphere around the Frigate herself and will attack any craft daring to pass near the Frigate. Useless, however. ----------------- --TAIIDAN SHIPS-- ----------------- DEFENSE FIGHTER Mass: 75 tons Armor: 300 Firepower: none Coverage: 80% Maneuverability: high Max Velocity: |
