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The main construction hub, required to build structures. Top secret protocols, as well as Superweapons and Ultimate Weapons require a Construction Yard. Can be packed up into a Mobile Construction Vehicle. | The main construction hub, required to build structures. Top secret protocols, as well as Superweapons and Ultimate Weapons require a Construction Yard. Can be packed up into a Mobile Construction Vehicle. | ||
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Revision as of 18:59, 17 July 2010
Structures
All Allied structures are built within the Construction Yard and placed on the battlefield upon completion. Allied production structures such as the Boot Camp must be within range of a Command Hub or the Construction Yard to receive encrypted signals, which allows the production of higher tier units.
Construction Yard
Cost | 5000 |
---|---|
Requirements | Deploy an MCV |
Abilities | Unpack itself |
Role | Command Center |
Build Time | instant |
Power | Provides 150 |
The main construction hub, required to build structures. Top secret protocols, as well as Superweapons and Ultimate Weapons require a Construction Yard. Can be packed up into a Mobile Construction Vehicle.
Boot Camp
Cost | 500 |
---|---|
Requirements | Conyard |
Role | Train infantry |
Build Time | 0:10 |
Power | takes 25 power |
Produces Allied infantry. Can only be built on land.
Power Plant
Cost | 800 |
---|---|
Requirements | Conyard |
Role | Provides power |
Build Time | 0:10 |
Power | provides 150 |
Grants 150 Power.
Armor Facility
Cost | 2000 |
---|---|
Requirements | Conyard+Refinery |
Abilities | Repair Tanks |
Role | Repair and build tanks |
Build Time | 0:20 |
Power | takes 75 power |
Produces Allied vehicles. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on land.
Seaport
Cost | 1000 |
---|---|
Requirements | Refinery |
Abilities | repair ships |
Role | Make and repair ships |
Build Time | 0:20 |
Power | 50 |
Produces Allied naval units. Can repair up to 3 nearby non-infantry units at any given time. Can only be built on water. To build Assault Destroyers deploy a Tier 2 MCV or Prospector near it.
Airbase
Cost | 1000 |
---|---|
Requirements | Power Plant |
Abilities | Call back all jets back to base |
Role | Repair and make jets |
Build Time | 0:15 |
Power | 50 |
Produces Allied aircraft. Can repair up to 3 nearby non-infantry units at any given time. Can re-arm up to four Allied aircraft, excluding the Cryocopter and the Harbinger Gunship.
Ore Refinery
Cost | 2000 |
---|---|
Requirements | Power Plant |
Abilities | build Prospector |
Role | Makes cash out of ore |
Build Time | 0:15 |
Power | takes 50 power |
Turns Ore collected by Prospectors into usable credits. Produces Prospectors.
Command Hub
Requirements | Deploy Prospector |
---|---|
Abilities | Upgrade itself |
Upgrades | Heightened Clearance |
Role | Base Expansion |
Build Time | 0:20 |
Power | doesn't take power |
Expands the field of construction, allowing for base expansions.
Defense Bureau
Cost | 1500 |
---|---|
Requirements | Airbase |
Role | Tech Structure |
Build Time | 1:00 |
Power | takes 75 power |
Tech structure that unlocks high tier units by allowing Maximum Clearance Upgrades for the Construction Yard and Command Hubs.
Support Structures
Multigunner Turret
Cost | 800 |
---|---|
Requirements | Conyard |
Abilities | Release passenger |
Role | All purpose base defense |
Build Time | 0:20 |
Damage type | Missiles, weapon changes depending on infantry inside it |
Power | takes 25 power |
Can be garrisoned by one infantry unit, allowing its weapon to change depending on the infantry. Its default weapon is a powerful anti Air and Anti Tank missile launcher that can also devastate infantry.
Its rockets are stronger than the Defender VX's missiles but the desolator airstrike and the Conscripts molotov Cocktails can clear infantry out of these structures.
Spectrum Tower
Cost | 1200 |
---|---|
Requirements | Defense Bureau |
Role | Anti Surface Base Defense |
Build Time | 0:20 |
Damage type | Spectrum |
Power | takes 75 power |
Spectrum Towers are strong base defenses that can easily dispatch enemy vehicles, ships and infantry. Multiple Spectrum Towers within range of each other are able to focus their beams on one tower, allowing for greater damage output. They are also able to charge each other up if needed. The player can do this by selecting a Spectrum Tower (on land only) and select another tower while the cursor is red.
Weaknesses
This tower is ineffective against aircraft and artillery and requires too many power plants to maintain a spectrum tower defense system.
Chronosphere
Cost | 3000 |
---|---|
Requirements | Defense Bureau |
Role | Superweapon |
Build Time | 1:00 |
Damage type | Kills Infantry |
Power | takes 75 power |
The Chronosphere is able to transport vehicles and ships in a radius to a target location instantly. Enemy vehicles can be transported by the Chronosphere. Units that are unable to stay at the target location are immediately destroyed, such as when structures or impassable terrain are in the way; land units that are not amphibious will sink in water, while naval units are destroyed on land. The effect is also lethal on all infantry including Commandos.
Proton Collider
Cost | 5000 |
---|---|
Requirements | Defense Bureau |
Role | Ultimate weapon |
Build Time | 1:00 |
Damage type | Explosive |
Power | takes 75 power |
The Proton Collider delivers multiple shots of proton matter, which explode and deal heavy damage, in a large radius. Units and structures closer to the epicenter of each blast will receive significantly more damage.
Base Wall
Cost | 10 |
---|---|
Requirements | Conyard |
Role | block movement |
- Costs 10 per segment.
Blocks small arms fire and is impassable by infantry and light vehicles. Can be crushed by heavy vehicles.