Difference between revisions of "Sezoia starting guide"
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Revision as of 03:55, 12 February 2018
Starting technologies
The 'Explorer' class of warp drives takes less time to research and also has the highest range compared to the 'Deadalus' class of drives.
Projectile Turrets are a Kinetic type of weapon.
Auto-Cannons have a high initial damage rating, but their accuracy can be lower than other types of turrets.
Mini-Guns have a high accuracy and rate of fire, but their damage is minimal. Excellent as Anti-Fighter batteries.
Laser Cannons are an Energy type of weapon which have a higher accuracy than Auto-Cannons and also ignores a portion of Shields dealing damage to Modules and Hulls before shields are depleted, but also have less initial damage than Auto-Cannons.
See Space weapon
'Labratory Network I' Allows the use of an additional Research Center, this should be a priority tech to learn as fast as possible as it can aid in the growth rate of your Faction.
Tutorial
Tutorial -Life Support Do not use speedups Select 'Fleet 1', go to 'characteristics', select 'Fusion'. Combine all ships under a single fleet.
-Power Do not use speedups
-Module production Do not use speedups Once production is complete, begin producing another research center, reactors, life support and more planetary mines. Speedup the research center.
-Mine instalation Do not use speedups
-Research Select 'Social I' under the SOCIAL tree, and then queue 'Advanced research'.
-Population Adjust value from '1,000, to '1'.
-Ship production Do not use speed-ups to install the Lance S. Microhauler; Cargo hold class 1; Ion 500 (2); LWR Reactor; Basic Beecell Cargo I Support
Create above design and then select your fleet, press 'ships' () and select 'Cargo I'. Modify existing ship with corresponding design.
Fits
Some fits have slots left open for support modules. Such modules would be AUX thrusters, Sensors, Shields or Armour.
Tier I
Item Name | Item Class | Research Time | Description |
---|---|---|---|
Microhauler | Engineering | Null | Basic transport chassis. Enough for the first Adventures in space. |
Basic beecell | Habitability | Null | Basic life support system |
LWR Reactor | Power | Null | Fission reactors use radioisotopes whose atomic core collide with one another to generate immense ammounts of energy. |
Ion 500 | Thrusters | Null | Thrusters allow ships to move through a system. the greater the relationship between its thrust and the mass of the ship, the greater the speed of the ship. |
Laser cannon | Armament | Null | Basic space cannon. It does not provide excessive firepower, but it gives a not inconsiderable protection against early hostile factions. |
Basic troop hangar | Troops | Null | Provides habitat for a full battalion. |
Microcargo hold | Industry | Null | Cargo hanger modules expand the cargo capacity of the ship or bases where they are instaled. |
Cargo hold class 1 | Industry | Null | Cargo hanger modules expand the cargo capacity of the ship or bases where they are instaled. |
Cargo hold class 3 | Industry | Null | Cargo hanger modules expand the cargo capacity of the ship or bases where they are instaled. |
Trooper MKI - Combat
A basic transport ship with a trooper bay.
Cargo Rig MKI - Support
A basic cargo vessel that can carry an assortment of goods or items across a star system.
Tier II
Trooper MKII - Combat Microhauler Basic Troop Hanger Life 001 125/150 Explorer 1 215/250 Ion 1000 300/350 Thor I
Cargo Rig MKII - Support Microhauler Cargo Hold 1A Life 001 125/150 Explorer 1 215/250 Ion 1000 300/350 Thor I
Corvette MK I - Combat (Projectile) Corvette AC 800mm Life 001 120/150 Explorer I 210/250 Ion 1000 250/350 Thor I
Corvette MK I - Combat (Laser) Corvette Laser Cannon 100-mk1 Life 001 120/150 Explorer I 230/250 Ion 1000 250/350 Thor I
NOTE
Laser cannons use more power than auto-cannons do, so using them in unison with modules that require a lot of power may no end very well with he ship.
Goal: Keep speed above 9.5 (95 for Atlas) Keep warp speeds above 0.9 (90 for Atlas)
Troops
Item | SA | PA | SD | PD | EXP | SUR | Description |
---|---|---|---|---|---|---|---|
Basic Trooper | |||||||
Militia | |||||||
Handguns | |||||||
Tactical Vest | |||||||
Basic Equipment | |||||||
Support Robot |
Roles: Police - Police are the main body that maintains law and order amongst your faction. Having decent PLANETARY stats are nice, however you should focus your stats into SURVAILLENCE.
Infantry - The senturies that protect your cities from foreign invars or units that are being calle to action if the existing Police foces cannot handle the situation. Focus on having High PLANETARY stats.
Marines - Rock-Hopping since the dawn of FTL travel, the Marines are the troopers responsable for maintaining a safe an secure zone across space here traders can roam free without fearo of being intercepted by pirates. Mainres should have high SPACE stats.
Explorers - From walking into abandone complexes, drifting wreckage, or into an unstable cave network inside an astroid, these troopers are dedicate to recording the unknown, as well as observe the present. These troops should have a balance between SPACE an PLANEARY stats, while you focused on EXPLORATION stats.