Author Topic: Many questions  (Read 1776 times)

rubikscube

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Many questions
« on: January 27, 2010, 07:59:32 pm »
if you can, answer them 1 by 1, many thanks ;)


1.What kind of turrets should i build defending a wormhole, and anywhere else i might put a turret( beach head).

i get that lightning turrets are great for a bunch of enemies but what about others? sniper turrets just do way to little damage.  also, how many tractor beams?


2. Like what kind of defensive things should i unlock to defend against ai special ships? ( how do you check their special ship anyway)


3.  what else defensive things do you like to unlock?



4. How does leeches reclaim things, still don't get it, does it have to kill it to reclaim or what?



5. so i check my planet and it has like 3 or 4 cloak ships, i can't find them with my tachyeon beam emmiter, how do i find them? i tried tachyeon warhead but still can't find them, leave them alone or try to kill them?


6.Which things do you like feel like is worth less to unlock



7.anyone ever use merchanary space dock?





8 When your ships say strong against or weak against, the types they are good or bad against are only in the game right?






9. how do you make a ship go to one place and go to another after it has reached it's first destination?

rubikscube

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Re: Many questions
« Reply #1 on: January 27, 2010, 08:01:24 pm »
also, how do you let your ships exit your transport?


what are the unlocks for "controls" for

Offline x4000

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Re: Many questions
« Reply #2 on: January 27, 2010, 08:24:46 pm »
My thoughts:

1. Really, this will vary by the situation.  Laser, basic, and mlrs are all popular choices.  Missile are good as well.  Don't put sniper turrets anywhere near your wormholes, they are better for shooting from afar.  Spider turrets can be great for slowing down enemy ships from great range.

2. It really varies.  You don't have to unlock any defensive techs, but depending on your playstyle you might prefer some versus others.  People prefer harvester exo-force-fields if they are getting their resources raided a lot.  Mark II force fields if you are losing a lot of command stations.  Mobile Repair Stations are great for taking with you on raids to keep your fleet running tip-top.  Transports are a must in some situations where you want to bypass permamines or planets with a powerful ion cannon.  But other techs are also useful, in a variety of different situations.  You seem to be looking for an ideal build order, and there is not one -- you have to make different decisions based on the map and scenario you are playing.

3. Pretty much answered by 2.

4. Yes, they have to kill the enemy, and then you get it if you aren't already at the cap for that type of enemy, and if you have enough energy to support it. And supposing that the enemy is not "immune to reclamation" in its abilities.  Most of the smaller enemy ships will be converted.

5. Most likely don't worry about it.  Probably stray mines, or else stray remains rebuilders or similar.  In the latest prereleases, the extra engineers and remains rebuilders will go elsewhere to stop bugging you with the count of extra cloaked ships, though.

6. Ha -- opinions on that vary widely, you won't get a straight answer from the group on that.  Also, it depends on your scenario.  Unless you are playing against a lot of cloaked ships, tachyon beam emitters are pointless, for instance.  But against cloaked ships, those are invaluable.  I think most people agree that the advanced warp sensor is basically just for newbies.  And, that armored missiles are almost never useful, though they are in some really really specific circumstances. Oh, and EMP mines aren't very popular.  Other than that, I think somebody likes most everything, but it varies by circumstance.

7. Yes, but that's only for when you have excess metal/crystal after having already built everything else.  In other words, if you're at ship cap already and have a bunch of cash flowing in that you otherwise can't use, spend it on mercenaries!  Otherwise, they are too expensive to be worthwhile; the overflow-cash scenario is what their purpose is.

8. Yes, it only shows stuff that is actually in the current game.  The full list is much longer.

9. Hold shift, and then give the orders.  So hold shift, and then right-click all the destinations you want on the galaxy map or on the current planet, for instance.  You can't give move orders to a ship on a planet it is not already at, though -- to make incoming ships gather at a certain location when they enter planets, you want to unlock and use a Rally Post (DEF category).

10. To get your ships out of your transport, there is an unload button.  I think there is a hotkey for that, also, but you have to hover over the button for it to tell you.  Might be U, I forget.  Your ships will also safely disembark if the transport dies, so no worries there.

11. The Control Nodes have a variety of functions.  You'll have to read the in-game text to see what each one does, but it should be pretty clear.  Mainly they affect the global behavior of some of your ships.  If you're new, there's no need to worry with those just yet, but they do provide some opportunities to fine-tune your ship behaviors.
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Offline Lancefighter

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Re: Many questions
« Reply #3 on: January 27, 2010, 08:28:38 pm »
1: I like a combination of the 4 main turrets - basic, MLRS, missile, and laser, along with about 100 tractor beams (so 10 mk1s, 5 mk2, etc) for early game

2: The above turrets should all be at least mk1, and I like decloakers as well.

3: ... err.. the above stuff?

4: if a leech hits a target, it will be reclaimed when it dies. it will probably have low health though

5: decloakers have a much wider tachyon range

6: i often unlock engineers and control stations mk2, and later in the game I tend towards transports and MRS.. I usually dont unlock the warp jammer station..

7: i dont myself

8: yes

9: you can give shift-orders, hold down shift and they do stuff in order

there is a button on the transport for unload
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rubikscube

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Re: Many questions
« Reply #4 on: January 28, 2010, 07:00:29 pm »
ok, lancefighter made the answer for me complicated AGAIN, it gets reclaimed when WHO KILLLS IT, does it have to leech, or does it just have to die after being damaged by the leech?

Offline x4000

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Re: Many questions
« Reply #5 on: January 28, 2010, 07:36:24 pm »
When it dies, after whoever kills it. It will have health equal to half however much damage was inflicted by parasites or leeches.
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Offline RCIX

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Re: Many questions
« Reply #6 on: January 28, 2010, 08:56:32 pm »
Out of curiosity, what would happen if forces from both sides managed to tag a hostile reclaimable minor faction unit? :)
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Offline x4000

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Re: Many questions
« Reply #7 on: January 28, 2010, 09:01:43 pm »
Out of curiosity, what would happen if forces from both sides managed to tag a hostile reclaimable minor faction unit? :)

Actually, this sort of thing can happen quite frequently in multiplayer, I should note.  A few corollaries to my earlier notes:

1. The accumulated damage-from-reclamators is per-player, so in a multiplayer game each ally has their own accumulated totals if they are all using leeches.

2. Only the accumulated damage from the player whose ship dealt the killing blow is valued.  So if you have parasites and your ally is fighting right alongside you, they might steal some of your killing blows and thus cost you some reclaimed units.  Better to have their units hit outposts a little away from yours if you are working on the same planet together.

3. If the target ship leaves the current planet, its accumulated parasite damage is cleared (it has escaped, in essence).


So to answer your question, if both sides tagged it it would be just like case #2, just with enemies instead of allies.  Good point! :)
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Offline RCIX

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Re: Many questions
« Reply #8 on: January 28, 2010, 10:58:07 pm »
Out of curiosity, what would happen if forces from both sides managed to tag a hostile reclaimable minor faction unit? :)

Actually, this sort of thing can happen quite frequently in multiplayer, I should note.  A few corollaries to my earlier notes:

1. The accumulated damage-from-reclamators is per-player, so in a multiplayer game each ally has their own accumulated totals if they are all using leeches.

2. Only the accumulated damage from the player whose ship dealt the killing blow is valued.  So if you have parasites and your ally is fighting right alongside you, they might steal some of your killing blows and thus cost you some reclaimed units.  Better to have their units hit outposts a little away from yours if you are working on the same planet together.

3. If the target ship leaves the current planet, its accumulated parasite damage is cleared (it has escaped, in essence).


So to answer your question, if both sides tagged it it would be just like case #2, just with enemies instead of allies.  Good point! :)
aww man! i was hoping it would make 2 or more ships :)
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