Jump to navigation Jump to search
(added ship weapons)
(cleanup, added battle strategies)
Line 22: Line 22:
====Navigation====
====Navigation====
Normally, ships cannot move on their own unless they have a navigation console manned and energy allocated to engines. (The exception occurs when exiting battle.) The speed of the ship is determined by the formula: (speed class x engine energy) + (0.03 x crewman navigation level) = pixels per second in battle. Map speed will be 1.25 times the speed of the fastest ship in the fleet.
Normally, ships cannot move on their own unless they have a navigation console manned and energy allocated to engines. (The exception occurs when exiting battle.) The speed of the ship is determined by the formula: (speed class x engine energy) + (0.03 x crewman navigation level) = pixels per second in battle. Map speed will be 1.25 times the speed of the fastest ship in the fleet.
*'''Navigation:''' Sold at Trade Co HQ and Anoa. Enables movement.
*'''Navigation:''' Sold at Trade Co and Anoa. Enables movement.
*'''Navigation MKII:''' Sold at Yunqi and Ongmon. Provides 0.05 extra speed. Is not worth the extra energy.
*'''Navigation MKII:''' Sold at Yunqi and Ongmon. Provides 0.05 extra speed. Is not worth the extra energy.
*'''Navigation MKIII:''' Sold at Yunqi. Provides 0.1 extra speed, but extends that and the crewman's bonus to all ships in the fleet. Is only worthwhile with multiple ships.
*'''Navigation MKIII:''' Sold at Yunqi. Provides 0.1 extra speed, but extends that and the crewman's bonus to all ships in the fleet. Is only worthwhile with multiple ships.
Line 32: Line 32:
====Scanning====
====Scanning====
Most ships have a base accuracy of 60%. (Scouts only have 15%.) If you have a scanner manned on any ship, you will be able to see ship profiles on the map screen. You will also be able to see the entirety of the battle screen. Crewman add 1% accuracy per scanning level when assigned to any scanner. Accuracy cannot exceed 100%.
Most ships have a base accuracy of 60%. (Scouts only have 15%.) If you have a scanner manned on any ship, you will be able to see ship profiles on the map screen. You will also be able to see the entirety of the battle screen. Crewman add 1% accuracy per scanning level when assigned to any scanner. Accuracy cannot exceed 100%.
*'''Scanner:''' Sold at Trade Co HQ and New Terra. +5% accuracy.
*'''Scanner:''' Sold at Trade Co and New Terra. +5% accuracy.
*'''Scanner MKII:''' Sold at Cyala and Ongmon. +10% accuracy for the ship.
*'''Scanner MKII:''' Sold at Cyala and Ongmon. +10% accuracy for the ship.
*'''Scanner MKIII:''' Sold at Wiegre. +20% accuracy for all ships in the fleet. Also extends the crewman's bonus to all ships in the fleet. With this and a high level crewman, you do not need any more scanners in the fleet.
*'''Scanner MKIII:''' Sold at Wiegre. +20% accuracy for all ships in the fleet. Also extends the crewman's bonus to all ships in the fleet. With this and a high level crewman, you do not need any more scanners in the fleet.
====Engineering====
====Engineering====
Engineering consoles repair armor and shields over time, and auto repair hull breaches and fires. They only affect the ship they are equipped on. Crewman increase the ship's engineering stat by one for each engineering level. The added bonus from the higher tiers is not worth the energy, so you are better off equipping multiple MKI's, unless you are using the auto repair function frequently.
Engineering consoles repair armor and shields over time, and auto repair hull breaches and fires. They only affect the ship they are equipped on. Crewman increase the ship's engineering stat by one for each engineering level. The added bonus from the higher tiers is not worth the energy, so you are better off equipping multiple MKI's, unless you are using the auto repair function frequently.
*'''Engineering:''' Sold at Trade Co HQ and Eshk. +1 engineering. Enables a slower auto repair.
*'''Engineering:''' Sold at Trade Co and Eshk. +1 engineering. Enables a slower auto repair.
*'''Engineering MKII:''' Sold at Cyala and Ongmon. +2 engineering. Enables auto repair.
*'''Engineering MKII:''' Sold at Cyala and Ongmon. +2 engineering. Enables auto repair.
*'''Engineering MKIII:''' Sold at Eshk. +3 engineering. Enables a faster auto repair.
*'''Engineering MKIII:''' Sold at Eshk. +3 engineering. Enables a faster auto repair.
Line 44: Line 44:
====Food====
====Food====
Crew get hungry often, so you should consider having multiple fridges. Food stations follow the same requirements pattern that combat stations use.
Crew get hungry often, so you should consider having multiple fridges. Food stations follow the same requirements pattern that combat stations use.
*'''Fridge:''' Sold at Trade Co HQ and Delna for 750dy.
*'''Fridge:''' Sold at Trade Co and Delna for 750dy.
*'''Stove:''' Sold at Yunqi and Anoa for 1500dy.
*'''Stove:''' Sold at Yunqi and Anoa for 1500dy.
*'''Kitchenette:''' Sold at Anoa for 6000dy.
*'''Kitchenette:''' Sold at Anoa for 6000dy.
====Sleep====
====Sleep====
Crew get sleepy less often than they get hungry. All stasis tubes require one station slot, but the energy requirement matches the tier.
Crew get sleepy less often than they get hungry. All stasis tubes require one station slot, but the energy requirement matches the tier.
*'''Stasis Tube:''' Sold at Trade Co HQ and Wiegre for 750dy.
*'''Stasis Tube:''' Sold at Trade Co and Wiegre for 750dy.
*'''Stasis Tube MKII:''' Sold at Yunqi, Cyala, Ongmon, and Wiegre for 4000dy.
*'''Stasis Tube MKII:''' Sold at Yunqi, Cyala, Ongmon, and Wiegre for 4000dy.
*'''Stasis Tube MKIII:''' Sold at Cyala for 8000dy.
*'''Stasis Tube MKIII:''' Sold at Cyala for 8000dy.
====Entertainment====
====Entertainment====
Crew rarely need entertainment, especially since disembarking them will cure all boredom. You only need entertainment stations on your accessory ships, and that only if they have normal crew aboard. Entertainment stations' energy requirements match their tiers. The Jukebox and Game Console normally fill one station slot, but you can slide them underneath Med Boxes and TV's if both are already installed on the same ship. TV's take one slot ''horizontally,'' so you will probably want to slide something under them to conserve space.
Crew rarely need entertainment, especially since disembarking them will cure all boredom. You only need entertainment stations on your accessory ships, and that only if they have normal crew aboard. Entertainment stations' energy requirements match their tiers. The Jukebox and Game Console normally fill one station slot, but you can slide them underneath Med Boxes and TV's if both are already installed on the same ship. TV's take one slot ''horizontally,'' so you will probably want to slide something under them to conserve space.
*'''Jukebox:''' Sold at Trade Co HQ and Paren for 750dy. Plays Jukebox-specific sound effects when activated.
*'''Jukebox:''' Sold at Trade Co and Paren for 750dy. Plays Jukebox-specific sound effects when activated.
*'''TV:''' Sold at Kibou and Yunqi for 1500dy. Flashes pictures and plays voice recordings when activated.
*'''TV:''' Sold at Kibou and Yunqi for 1500dy. Flashes pictures and plays voice recordings when activated.
*'''Game Console:''' Sold at Kibou for 4000dy. Do not buy this unless you are annoyed by the other stations' sound effects or have energy to spare.
*'''Game Console:''' Sold at Kibou for 4000dy. Do not buy this unless you are annoyed by the other stations' sound effects or have energy to spare.
====Medical====
====Medical====
Healing stations will relieve the stress on your Healthpack supply, allowing you to save those for situations where you cannot get back to the ship without dying. Healing stations follow the standard requirement pattern, except that the Med Box only requires half of a station slot.
Healing stations will relieve the stress on your Healthpack supply, allowing you to save those for situations where you cannot get back to the ship without dying. Healing stations follow the standard requirement pattern, except that the Med Box only requires half of a station slot.
*'''Medical Box:''' Sold at Trade Co HQ for 1000dy.
*'''Medical Box:''' Sold at Trade Co for 1000dy.
*'''Med Bay:''' Sold at Yunqi and Wiegre for 1500dy.
*'''Med Bay:''' Sold at Yunqi and Wiegre for 1500dy.
*'''Med Vat:''' Sold at Wiegre for 4000dy.
*'''Med Vat:''' Sold at Wiegre for 4000dy.
Line 73: Line 73:
| 15mm Machine Gun || 600 || Oloke, Anoa || 150 || 1 || 2 || 3 || 9
| 15mm Machine Gun || 600 || Oloke, Anoa || 150 || 1 || 2 || 3 || 9
|-
|-
| 30mm Gatling Cannon || 4000 || Yunqi || 1000 || 1 || 3 || 5 || 10
| 30mm Gatling Cannon || 4000 || Yunqi || 1000 || 1 || 5 || 3 || 10
|-
|-
| 30mm Gatling Cannon || 4000 || New Terra, Kibou || 1000 || 2 || 3 || 6 || 9
| 30mm Gatling Cannon || 4000 || New Terra, Kibou || 1000 || 2 || 3 || 6 || 9
Line 101: Line 101:
| Particle II || 6000 || Cyala || 1700 || 2 || 2 || 8
| Particle II || 6000 || Cyala || 1700 || 2 || 2 || 8
|}
|}
Particles travel slightly faster than projectiles. The damage dealt by a particle is equal to its Damage Multiplier times the firing ship's Total Weapon Energy (TWE). This means that a Particle 1's base damage can vary from 1.5 to 18. With 10 energy allocated to weapons, it will deal more damage than a Terran 30mm Gatling Cannon. The Particle-Adv only needs 8 energy to reach that approximate amount, so it is better if you can afford it. The Particle II is rather expensive for not actually providing a damage boost (due to reloading slightly less quickly).
Particles travel slightly faster than rockets, but slower than projectiles. The damage dealt by a particle is equal to its Damage Multiplier times the firing ship's Total Weapon Energy (TWE). This means that a Particle 1's base damage can vary from 1.5 to 18. With 10 energy allocated to weapons, it will deal more damage than a Terran 30mm Gatling Cannon. The Particle-Adv only needs 8 energy to reach that approximate amount, so it is better if you can afford it. The Particle II is rather expensive for not actually providing a damage boost (due to reloading slightly less quickly).
===Damage over time===
===Damage over time===
{| {{prettytable}}
{| {{prettytable}}
Line 113: Line 113:
| Disintegrater || 10000 || Paren || 4000 || 3 || ??? || 35
| Disintegrater || 10000 || Paren || 4000 || 3 || ??? || 35
|}
|}
Since DOT weapons attack the hull regardless of shields, they are especially good against Suna ships. They can also be used against scouts, but cheaper weapons are more versatile. Unless you are planning an extended stay in Suna space, do not buy DOT weapons, especially not the Disintegrator.
Since DOT weapons attack the hull regardless of shields, they are especially good against Suna ships. They can also be used against scouts, but cheaper weapons are more versatile. Unless you are planning an extended stay in Suna space, do not buy DOT weapons, especially not the Disintegrator. If you see a multi-colored projectile coming your way, it's a DOT weapon.
===Electronic warfare===
===Electronic warfare===
{| {{prettytable}}
{| {{prettytable}}
Line 151: Line 151:
| Suna Pod || 6000 || Wiegre || 4 || 2/15 || 1 || 3 || 6
| Suna Pod || 6000 || Wiegre || 4 || 2/15 || 1 || 3 || 6
|-
|-
| Human A2 Fighter || 7500 || Trade Co HQ || 8 || 15/0 || 1 || 3 || 6
| Human A2 Fighter || 7500 || Trade Co || 8 || 15/0 || 1 || 3 || 6
|-
|-
| Kaidun Miner Craft || 8000 || Eshk || 4 || 16/0 || 2 || 4 || 6
| Kaidun Miner Craft || 8000 || Eshk || 4 || 16/0 || 2 || 4 || 6
Line 165: Line 165:
| Suna Corvette || 16000 || Wiegre || 3 || 10/75 || 1 || 10 || 14
| Suna Corvette || 16000 || Wiegre || 3 || 10/75 || 1 || 10 || 14
|-
|-
| Old Empire Corvette || 17000 || Trade Co HQ, Delna || 3 || 100/0 || 3 || 9 || 11
| Old Empire Corvette || 17000 || Trade Co, Delna || 3 || 100/0 || 3 || 9 || 11
|-
|-
| Anoa Corvette || 18000 || Oloke || 3 || 125/0 || 2 || 8 || 10
| Anoa Corvette || 18000 || Oloke || 3 || 125/0 || 2 || 8 || 10
Line 216: Line 216:


==Battle Strategies==
==Battle Strategies==
There are multiple ways to win space fights.
===Slug fest===
If you do not have speed, but you do have defense, you can stay put, take damage, and leave your weapons on. Depending on your opponent, you will need your engineering to be as high as possible, preferably at least 20, if not 30.
===Run and gun===
There are three variants to this method. In type A, you simply try to dodge bullets while leaving your guns on. This is what you were probably doing at the beginning of the game. In type B, you equip a particle weapon (or two) on a high energy ship. You then dash in close, transfer energy from engines to weapons, fire, and transfer the energy back before moving away to recharge. This method allows you to deal high damage without good accuracy. In type C, you need at least two ships. One ship is designed for map speed to get away/catch up, and the other is loaded with high powered weapons to blast any enemies you meet. This method works well if you choose to fly with the two unique ships.
===Bullet swarm===
This method involves loading numerous Gatling cannon on your ships and firing walls of projectiles at the enemy. It often works better when you have poor accuracy then when you have good accuracy, since ''something'' will hit. This is the technique favored by pirates and Terrans.
===First strike===
This method requires Artillery or Death Beams. Artillery can punch through asteroids, but you should still try to avoid as many asteroids as possible with it. Death Beams cannot travel through asteroids, but they can do more damage. When using this method, try to fire one (or two) weapons at one target, pause, fire at another target, and repeat until you are out of either ammunition or fresh targets. The downside of this method is that it is expensive to set up.
===Electronic lock===
This method requires at least one Small Emp Generator, preferably more. The plan is to keep the enemy from doing anything while you sit next to him and hit him with whatever you have. If you are using more than one Small Emp Generator, try to stagger them. This technique doesn't work with large fleets, unless every ship is capable of doing it solo.
===General tips===
*'''Aim vertically:''' The easiest targets to hit on most ships are the upper and lower sides.
*'''Carry your weapons charged:''' The enemy always charges their weapons when they enter battle. You can get an edge by charging yours beforehand.
*'''Take one for the team:''' If you have multiple ships and a choice as to which ship gets hit by a projectile, choose the ship with more defense and/or higher engineering. If the projectile doesn't do damage, choose the ship that will be least hindered by the status effect.
*'''Use the pause button:''' You can pause at any time outside of a menu or dialog. This helps with firing at multiple targets. If you see a red damage number on one of your ships, and the damage is greater than the current defense, you can pause and remove as many crew and stations as possible before the ship gets hit. If your captain's ship is doomed, you can avert that by promoting someone on another ship to captain, thus killing them instead.
{{Footer Nav|game=Interstellaria|prevpage=Crew management|nextpage=Walkthrough}}
{{Footer Nav|game=Interstellaria|prevpage=Crew management|nextpage=Walkthrough}}