Difference between revisions of "Sezoia starting guide"
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Revision as of 10:33, 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.
Bases
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 amounts 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 actions. |
Basic troop hangar | Troops | Null | Troop hangars are housing modules designed for the transport of troops. Each module provides capacity for a given number of troops. Provides habitat for a full battalion. |
Microcargo hold | Industry | Null | The most compact storage systems allow to install cargoholds in ships with little capacity. |
Cargo hold class 1 | Industry | Null | Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed. |
Cargo hold class 3 | Industry | Null | Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed. |
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
Item Name | Item Class | Research Time | Description |
---|---|---|---|
Corvettes | Engineering | 1d15h | Light combat chassis. The corvette is the first warship design. It can be equipped with a flexible configuration of combat and recognition. |
Life 001 | Habitability | 1d3h | Life support systems are modules that provide the unit that installs everything necessary for the survival of the staff or the crew: an optimal atmosphere, living areas, basic food, etc ... |
Thor I | Power | 15h | Fission reactors use radioisotopes whose atomic core collide with one another to generate immense amounts of energy. |
Fusion-in mk1 | Power | 21h | Fusion reactors join atomic cores of light element isotopes to generate immense amounts of energy. It uses inertial confinement. |
Ion 1000 | Thrusters | 1d3h | 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. |
5k auxilliary thrusters | Thrusters | 1d3h | Auxiliary thruster provide an extra push that increases the agility of the ship to perform evasive maneuvers. Ships with higher agility levels are harder to reach when shot. |
Basic warp drive | Physics | 3h | Warp drives provide hyperspatial jump capability to a ship. Each drive has a maximum range and a quantum mass, which determines the amount of mass that can move per unit of time, and therefore its jumping speed. |
Eplorer 0 drive | Physics | 9h | Basic Explorer warp drive. |
Eplorer 1 drive | Physics | 21h | Warp drives provide hyperspatial jump capability to a ship. Each drive has a maximum range and a quantum mass, which determines the amount of mass that can move per unit of time, and therefore its jumping speed. |
800mm AC | Armament | 21h | Autocannons provide greater power as your gauge increases. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis. |
1000mm AC | Armament | 21h | Autocannons provide greater power as your gauge increases. They use an advanced system to compensate for recoil, but larger cannons can only be installed on bases or large chassis. |
Gatling 1MG | Armament | 1d21h | Space weapons are the modules that are used to provide firepower to a base or ship. During a space combat, the units use these weapons to cause damage to the enemy. |
Laser Cannon 100 mk1 | Armament | 1d21h | Laser cannons are high-energy weapons that are more accurate than projectile weapons. |
Shields 50M | Systems | 1d | Shield generators produce a plasma field that absorbs or deflects shots. Generators increase the shield capacity of the ship. The shield of a base or ship has a total absorption capacity. Once exhausted, the damage begins to penetrate the armor and structure of the object. |
Sensor class 1 | Systems | 9h | Sensors are modules that allow the tracking of objects in space. Each sensor has a force that can be accumulated to increase detection probabilities. |
Auto R93 | Engineering | 1d12h | Basic repair system that can be installed on a ship or base to increase its speed of repair. |
Cargo hold Class 1A | Industry | 21h | Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed. |
Cargo hold Class 2A | Industry | 1d21h | Cargo hangar modules expand the the cargo capacity of the ships or bases where are installed. |
Basic Astroid Mine | Industry | 1d12h | Asteroid mines are modules that can be installed as industrial buildings and that allow the spraying and processing of asteroids in order to extract planetary resources. |
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
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.
See Troop
Tier I
Item | SA | PA | SD | PD | EXP | SUR | Research Time | Description |
---|---|---|---|---|---|---|---|---|
Militia | 15 | 15 | 25 | 25 | 10 | 10 | Null | Militia is a unit of combat with little training but a time of very reduced deployment. |
Handguns | 5 | 5 | 5 | 5 | 0 | 0 | Null | Basic infantry armament: handguns and melee weapons. |
Tactical Vest | 5 | 5 | 5 | 5 | 0 | 0 | Null | Basic infantry protection. |
Basic Equipment | 5 | 5 | 5 | 5 | 0 | 0 | Null | Basic survival kit for the hard life of space. |
Support Robot | 0 | 5 | 0 | 5 | 0 | 0 | Null | The support robot is a quadruped that is capable of carrying a huge load, freeing the soldiers from having to load it themselves. |
Tier II
Item | SA | PA | SD | PD | EXP | SUR | Research Time | Description |
---|---|---|---|---|---|---|---|---|
Infantry | 30 | 30 | 30 | 30 | 5 | 10 | 1d21h | Infantry is the basic unit of combat. It is composed of half a battalion of soldiers with a complete military instruction. |
Assault Rifles | 8 | 9 | 8 | 9 | 0 | 0 | 21h | Troops equip a type of armament that modifies its force of combat. There are types that give a greater bonus to space combat and better ones for planetary combat. The type of armament of a troop can be replaced by a more advanced one at any time, if the troop is in a base and it has available that new type in the cargo hold. |
Non-lethal weaponry | 5 | 5 | 5 | 5 | 0 | 10 | 21h | Armament for troops that does not produce civilian casualties. |
Deflect Vest | 8 | 8 | 8 | 8 | 0 | 0 | 1d21h | Deflector protection against ballistic projectiles and energy weapons. |
Anti Riot Protection | 7 | 7 | 7 | 7 | 0 | 10 | 21h | The armour of troops is part of the equipment of a troop. Award a bonus to space and planetary combat by providing soldiers with a resistance to damage. Like any troop team, the armour can be replaced by another type available at the base in which the troop is located. |
Magnetic Devices | 10 | 0 | 10 | 0 | 0 | 0 | 21h | Magnetic devices provide support points on metal surfaces that allow soldiers a tactical advantage in zero gravity combat situations. |
Assault Ship | 15 | 0 | 0 | 0 | 0 | 0 | 1d21h | Assault ships offer a quick access to the troops to the vital positions of the enemy. |
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COLUMN1 | COLUMN2 |
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ROW1 | ROW1/COL2 |
ROW2 | ROW2/COL2 |