GUIDE TYPE ............................... Units FAQ
FILE SIZE .................................... 35 KB
FIRST RELEASED ...................... August 1, 2000
LAST UPDATED .................... September 26, 2004
LATEST VERSION ................................ 1.36
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<<< TABLE OF CONTENTS >>>
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1) Version History
2) Introduction
3) Formations
4) Tactics
5) Technology
[5.1] Fighter Systems
[5.2] Corvette Systems
[5.3] Capital Ship Systems
[5.4] Specialized Ship Systems
6) Units
[6.1] Fighter Class
[6.2] Corvette Class
[6.3] Resource Class
[6.4] Frigate Class
[6.5] Super Capital Class
[6.6] Non-Combat Class
[6.7] Mothership Class
7) Contact/Legal Information
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=~ 1) VERSION HISTORY ~=
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VERSION 1.36 - SEPTEMBER 26, 2004
Updated e-mail address.
VERSION 1.35 - SEPTEMBER 24, 2003
Revised the file's format and added/moved sections.
VERSION 1.25 - OCTOBER 14, 2002
Updated contact information and made a few other changes.
VERSION 1.21 - JULY 25, 2001
Changed posting notice.
VERSION 1.2 - JANUARY 17, 2001
Made some minor changes.
VERSION 1.15 - AUGUST 10, 2000
Added a little more information to the "Units" section.
VERSION 1.1 - AUGUST 2, 2000
Added the "Formations" and "Tactics" sections.
VERSION 1.0 - AUGUST 1, 2000
First version of the FAQ. All information in this guide is based on
version 1.05 of Homeworld. You can download the patch at www.sierra.com.
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=~ 2) INTRODUCTION ~=
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Homeworld shuffles fresh blood into the heavily crowded real-time strategy
genre by allowing players to explore and command their army in a full 3D space
environment. Ranging from puny Scouts to the mammoth Heavy Cruiser, you can
control a variety of spacecraft as you aid an alien race on their journey to
locate their true homeworld somewhere in the vast depths of space.
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=~ 3) FORMATIONS ~=
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This section contains information about the formations.
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Custom
------
Shortcut Key: F11
You can use this to create your own formation. Move your ships into the
desired position and then press F11. The units will stay in this formation
until you assign them another formation.
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Delta
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Shortcut Key: F5
Organizes your units into a 2D triangle. The units will not be able to fire
and maneuver that well, so you're better off sticking with another formation.
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Broad
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Shortcut Key: F6
Organizes your units into a straight flat line. Using Broad formation with
Fighters and Corvettes will not make them quite as effective. You might want
to use it for small groups of Capital Ships, though.
-
X
-
Shortcut Key: F7
One of the better formations for Strike Craft. It organizes them into a
small X, which allows them to concentrate their fire on a couple targets.
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Claw
----
Shortcut Key: F8
A great formation for Fighters and Corvettes. Use this when you want to
attack a single target. All of the units in this formation will be able to
concentrate all of their guns on the single target.
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Wall
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Shortcut Key: F9
The Wall formation is most effective for Capital Ships. It organizes them
into a wall with a good bit of space between each unit.
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Sphere
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Shortcut Key: F10
A deadly formation for Strike Craft. The units won't be able to move very
well, but they'll be able to fire from almost any angle. This formation is
great for guarding a unit since it gives it superb protection. When you attack
an enemy vessel using this formation, your units will surround it.
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=~ 4) TACTICS ~=
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This section contains information about the tactics.
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Evasive
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Shortcut Key: F2
When a unit is set to Evasive, more power is sent to the engine than the
weapons. This results in higher speed and maneuverability, but Fighters and
Corvettes will consume fuel faster. Use this when you're moving your units.
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Neutral
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Shortcut Key: F3
A unit set to Neutral has power equally distributed between the engine and
weapons. Ships in Neutral will fire from their current position instead of
following the enemy.
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Aggressive
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Shortcut Key: F4
More power is sent to the ship's weapons, which causes an increase in
firepower. But this also makes the craft move slower. Use this when you are
attacking the enemy.
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=~ 5) TECHNOLOGY ~=
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This section contains descriptions of the technologies and what units they
allow you to build.
NOTE: I based the Research Times on one Research Ship working on that one
technology. You can speed up research by having multiple Research Ships
working on the same technology.
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<<< [5.1] FIGHTER SYSTEMS >>>
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Fighter Drive
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Research Time: 1 minute 15 seconds
These updated drive systems are used for the larger fighters.
This weapon discharges orbs of superheated plasma that are devastating
against the hardened armor of Capital Ships.
Leads To: Nothing
Required For: Attack Bomber
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Cloaked Fighter
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Research Time: 6 minutes 42 seconds
Cloak Fighter technology enables the fighter to hide from visual and
electronic detection.
Leads To: Nothing
Required For: Cloaked Fighter
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Defense Fighter
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Research Time: 6 minutes 41 seconds
Defense Fighter technology combines excellent tracking ability and pulse
lasers that are used to destroy enemy projectiles.
Leads To: Nothing
Required For: Defense Fighter
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<<< [5.2] CORVETTE SYSTEMS >>>
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Corvette Drive
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Research Time: 1 minute 15 seconds
Corvette class ships require a powerplant of this size.
Leads To: Corvette Chassis
Required For: Heavy Corvette, Light Corvette, Minelayer Corvette,
Multi-Gun Corvette, Salvage Corvette
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Corvette Chassis
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Research Time: 3 minutes 20 seconds
The Corvette Chassis provides a large platform for the heavier, more
specialized Corvettes.
Leads To: Fast-Tracking Turrets, Heavy Corvette Upgrade, Minelaying Tech
Required For: Heavy Corvette, Light Corvette, Minelayer Corvette,
Multi-Gun Corvette, Salvage Corvette
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Heavy Corvette Upgrade
----------------------
Research Time: 4 minutes 10 seconds
The Heavy Corvette Upgrade increases armor strength and firepower.
Leads To: Nothing
Required For: Heavy Corvette
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Fast-Tracking Turrets
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Research Time: 5 minutes 2 seconds
These turrets are designed to track quickly and destroy fast targets.
Leads To: Nothing
Required For: Multi-Gun Corvette
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Minelaying Tech
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Research Time: 5 minutes
Minelayer technology enables the Minelayer Corvette.
Leads To: Nothing
Required For: Minelayer Corvette
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<<< [5.3] CAPITAL SHIP SYSTEMS >>>
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Capital Ship Drive
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Research Time: 1 minute 40 seconds
Frigates and other small Capital Ships require this drive system.
Leads To: Capital Ship Chassis
Required For: Cloak Generator, Defense Field Frigate, Drone Frigate, Gravity
Well Generator, Ion Cannon Frigate, Support Frigate,
Resource Controller
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Capital Ship Chassis
--------------------
Research Time: 5 minutes 22 seconds
The Frigate chassis is a versatile platform that enables the development of
several different weapon systems.
Leads To: Cloak Generator, Gravity Generator, Ion Cannons, Super-Capital Ship
Drive, Super-Heavy Chassis
Required For: Defense Field Frigate, Drone Frigate, Ion Cannon Frigate
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Ion Cannons
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Research Time: 7 minutes 30 seconds
These advanced weapons are carried specially modified Ion Cannon Frigates.
Leads To: Nothing
Required For: Destroyer, Heavy Cruiser, Ion Cannon Frigate
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Guided Missiles
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Research Time: 5 minutes
Guided missiles form part of the weapon system of the Missile Destroyer.
This massive engine system is required for Destroyers, Heavy Cruisers, and
Carriers.
Leads To: Guided Missiles, Heavy Guns
Required For: Carrier, Destroyer, Heavy Cruiser, Missile Destroyer
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Super-Heavy Chassis
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Research Time: 4 minutes 10 seconds
The Super-Heavy Chassis is required for the most massive Capital Ships --
Heavy Cruisers and Carriers.
Leads To: Nothing
Required For: Carrier, Heavy Cruiser
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Heavy Guns
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Research Time: 10 minutes 50 seconds
Heavy guns are the critical component of the massive weapon inventory on the
Heavy Cruiser.
Leads To: Nothing
Required For: Heavy Cruiser
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Drone Tech
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Research Time: 6 minutes 42 seconds
This technology is required by Drone Frigates to be able to launch and
control their 24 armed Drones.
Leads To: Nothing
Required For: Drone Frigate
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Defense Field
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Research Time: 6 minutes 42 seconds
Defense Field technology is employed by the Field Frigate to redirect enemy
projectiles.
Leads To: Nothing
Required For: Defense Field Frigate
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<<< [5.4] SPECIALIZED SHIP SYSTEMS >>>
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Proximity Sensor
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Research Time: 1 minutes 42 seconds
A Proximity Sensor can find cloaked enemy ships within a substantial radius.
Leads To: Sensors Array
Required For: Proximity Sensor
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Sensors Array
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Research Time: 6 minutes 40 seconds
The Sensors Array uses a complete suite of instruments to locate and track
enemy ships at great distances.
Leads To: Nothing
Required For: Sensors Array
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Gravity Generator
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Research Time: 8 minutes 42 seconds
The Gravity Well Generator creates a field that can stop any Strike Craft
that enters it.
Leads To: Nothing
Required For: Gravity Well Generator
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Cloak Generator
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Research Time: 8 minutes 41 seconds
Cloak Generator technology creates a powerful area-effect cloaking field
where all friendly ships are rendered invisible.
Leads To: Nothing
Required For: Cloak Generator
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=~ 6) UNITS ~=
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This section contains stats and descriptions of the units.
NOTE: Some units have slightly different statistics depending on what race
you are playing as. If a stat has two different ratings, the first one
is for Kushan and the second is for Taiidan.
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<<< [6.1] FIGHTER CLASS >>>
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The units in this class are cheap and can be built quickly. While they are
weak in firepower and armor compared to the other units, Fighters can take
down almost any unit when used in great numbers. All units in this class can
use the Kamikaze command, which can cause significant damage to an enemy unit.
Fighters cannot generate a self-sustaining drive torch, so they have to be
refueled by a Support Frigate, Mothership, etc.
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Defender
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Cost: 65 RUs
Build Time: 9 seconds
Firepower: 5
Armor: 325
Coverage: 11% / 20%
Maneuverability: High
Max. Velocity: 385 m/s
Special Function: None
The Defender is the slowest Fighter Class craft, but it has the highest
amount of armor. As the name implies, this unit is mainly used for guarding
others. The Defender's guns are very weak, so don't attempt to use them
against Frigates and Destroyers. It can hold its ground fairly well against
Strike Craft, though.
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Scout
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Cost: 35 RUs
Build Time: 12 seconds
Firepower: 12
Armor: 110
Coverage: 12%
Maneuverability: Very High
Max. Velocity: 1,000 m/s
Special Function: Speed Burst
The Scout is the first Fighter Class unit you will have access to. It's
cheap to build, very maneuverable, and fast. Its special ability, Speed Burst,
gives the Scout a boost in speed for a short distance. But this ability also
consumes fuel faster.
While the Scout is good in almost every area, you should avoid using it for
combat because it won't hold out that long. So just use the Scout for
exploring around your area.
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Interceptor
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Cost: 55 RUs
Build Time: 18 seconds
Firepower: 26
Armor: 160
Coverage: 12%
Maneuverability: Very High
Max. Velocity: 875 m/s
Special Function: None
This unit is basically an improved version of the Scout. It's a bit slower
but not by much (125 m/s). The Interceptor works very well at taking down
other Fighters and Corvettes. It can also defeat Frigate Class ships if you
use it in great numbers.
Firepower: 42
Armor: 110
Coverage: 12%
Maneuverability: Very High
Max. Velocity: 750 m/s
Special Function: None
This craft drops plasma bombs on a target. The Attack Bomber should be used
for taking down Destroyers and Frigates. Some other Fighter Class units will
be able to outrun the bombs. The Attacker Bomber is more expensive than the
other units, so make sure you have plenty of resources when building a large
group of them.
Firepower: 39
Armor: 150
Coverage: 12%
Maneuverability: High
Max. Velocity: 775 m/s
Special Function: Cloak / De-cloak
The Cloaked Fighter is very useful for making a surprise attack on the
opponent. Activating its special ability enables it to cloak. Remember that it
must de-cloak in order for it to attack. Also remember that Proximity Sensors
will detect the Cloaked Fighter even if it is cloaked. It's best to use this
unit against Fighter and Corvette Class craft.
Firepower: 192
Armor: 300
Coverage: 69%
Maneuverability: Very High
Max. Velocity: 875 m/s
Special Function: None
The Defense Fighter fires beams to stop enemy fire from hitting your units.
The beams cannot stop every weapon. You'll only need to use this if your being
attacked by a group of fighters.
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<<< [6.2] CORVETTE CLASS >>>
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The Corvettes are a small step above Fighters. They have more armor and
firepower, so you'll probably use these more often. Most of these units also
have a special function, such as the Salvage Corvette. Like Fighters,
Corvettes can use the Kamikaze command and also have to be refueled.
Firepower: 9
Armor: 900
Coverage: 16% / 33%
Maneuverability: Medium
Max. Velocity: 575 m/s
Special Function: None
The 'Scout' of the Corvette Class. Just like the Scout, it's fairly quick,
maneuverable, and cheap. Compared to the other Corvettes, it has poor
firepower and armor. The Light Corvette can hold out against other Strike
Craft but that's about it.
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Heavy Corvette
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Cost: 240 RUs
Build Time: 25 seconds
Firepower: 23 / 22
Armor: 1,700
Coverage: 33%
Maneuverability: Medium
Max. Velocity: 520 m/s
Special Function: Charged Burst Attack
The 'Interceptor' of the Corvette Class. You should stick with this unit
over the Light Corvette. It has better armor and firepower. And it only takes
a couple seconds more to build compared to the Light Corvette. This craft
works well against other Corvettes and Capital Ships if used in a large group.
The Heavy Corvette has a special ability called Charged Burst Attack. This
ability charges the Corvette's guns for a couple seconds, then launches a
charged blast at the target. It works well against units that have a good bit
of armor.
Firepower: 5
Armor: 1,200
Coverage: - / 1%
Maneuverability: Low
Max. Velocity: 500 m/s
Special Function: Repair / Refuel Units
The Repair Corvette's main purpose is to refuel and repair units.
Unfortunately, the Repair Corvette repairs slowly and can only refuel one unit
at a time. Once you have access to the Support Frigate, you really won't need
to use this unit.
Firepower: -
Armor: 1,500
Coverage: -
Maneuverability: Low
Max. Velocity: 425 m/s
Special Function: Capture Enemy Vessel
The Salvage Corvette can capture almost any enemy craft, regardless of that
unit's health. Once your Corvettes take control of the unit, they will take it
back to your Mothership or Carrier and 'convert' it to your side. You can
easily save resources by making use of this unit. Bigger units require more
Salvage Corvettes in order to capture, and here are how many Corvettes you
need:
Firepower: 183
Armor: 1,800
Coverage: 100%
Maneuverability: High
Max. Velocity: 425 m/s
Special Function: Lay Mines
The Minelayer Corvette does exactly what its name says, it lays space mines.
Each Corvette holds six mines and manufactures new ones when it runs out of
mines to lay. Once you put some mines out, they will follow any enemy ship
that comes near them. The mines can do some damage against slow units such as
Destroyers, but Fighters can easily run away.
Firepower: 19
Armor: 1,400
Coverage: 74% / 24%
Maneuverability: High
Max. Velocity: 695 m/s
Special Function: None
A Multi-Gun Corvette is best used against other Striker Craft. It is
equipped with six gun turrets that can track and attack six different targets
at one time. Don't expect them to work well against Capital Ships.
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<<< [6.3] RESOURCE CLASS >>>
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The Resource Collector and Controller are vital units. These units will help
with collecting Resource Units for you to use, and they can also refuel
Fighters and Corvettes.
Firepower: -
Armor: 10,800
Coverage: -
Maneuverability: Low
Max. Velocity: 325 m/s
Special Function: Refuel Units
The Resource Collector does exactly what it says. It can harvest asteroids
and dust clouds, and then it will drop it off to a Carrier, Mothership, or
Resource Controller. Remember that you gain more RUs from harvesting dust
clouds.
Firepower: -
Armor: 13,600
Coverage: -
Maneuverability: Very Low
Max. Velocity: 300 m/s
Special Function: Refuel Units
The Resource Controller is a drop-off point for the Resource Controller to
help speed up harvesting. A controller can also refuel six Fighters and two
Corvettes.
It's good to have a controller for every two collectors. Then have the
controller guard the two collectors. If you do this, the controller will stay
equally between the two collectors, which helps to speed things up.
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<<< [6.4] FRIGATE CLASS >>>
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Frigates should be the part of any fleet because they have a good amount of
armor and firepower. Unlike Strike Craft, Frigates are able to move around
without ever having to refuel.
Firepower: 82
Armor: 16,000
Coverage: 33% / 100%
Maneuverability: Low
Max. Velocity: 325 m/s
Special Function: None
The Assault Frigate comes with four gun turrets and two plasma bomb
launchers. It cannot take down Fighters easily, but it works well against
annoying groups of Corvettes.
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Support Frigate
---------------
Cost: 425 RUs
Build Time: 1 minute 5 seconds
Firepower: 28 / 36
Armor: 12,000
Coverage: 1% / 21%
Maneuverability: Very Low
Max. Velocity: 450 m/s
Special Function: Repair / Refuel Units
The Support Frigate is much better at refueling and repairing units than the
Repair Corvette. It can refuel 10 Fighter Class and 4 Corvette Class units at
once. You can also use the Support Frigate to repair any unit. This frigate is
not designed for battle.
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Ion Cannon Frigate
------------------
Cost: 650 RUs
Build Time: 1 minute
Firepower: 138
Armor: 15,000
Coverage: 3%
Maneuverability: Low
Max. Velocity: 300 m/s
Special Function: None
An Ion Cannon Frigate fires a powerful ion beam at a single target. This
frigate works well against other Capital Ships but don't waste your time in
trying to shoot down Corvettes or Fighters with it.
You can create a small ion 'storm' with the Ion Cannon Frigate or any other
unit with an ion cannon. Simply force fire (Ctrl + Shift) the ion cannon at a
dust cloud. It creates an ion storm that will damage any nearby units.
Firepower: -
Armor: 16,000
Coverage: -
Maneuverability: Very Low
Max. Velocity: 325 m/s
Special Function: Launch / Retract Drones
The Drone Frigate reminds me of the Carrier from StarCraft. The frigate can
launch 24 drones, which automatically go into Sphere formation when they come
out. The drones work well against Fighters. Remember that drones can be easily
destroyed, since they apparently don't have much armor.
------------------------------------
Defense Field Frigate (Taiidan Only)
------------------------------------
Cost: 800 RUs
Build Time: 1 minute 15 seconds
Firepower: -
Armor: 17,600
Coverage: -
Maneuverability: Very Low
Max. Velocity: 325 m/s
Special Function: Defense Field
An improved version of the Defense Fighter. The Field Frigate always has a
small field activated that stops incoming enemy fire. Because the field is so
small, it makes this unit almost useless. If you do decide to use it, build a
group and set them to Sphere formation.
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<<< [6.5] SUPER CAPTIAL CLASS >>>
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The units of the Super Capital Class are incredible. While they are very
slow, these units have great firepower and a huge amount of armor. Because
Super Capital Class units are so powerful, they require a lot of RUs and time
to build. You should have smaller units, such as Frigates, to help defend
these units from Strike Craft.
Firepower: 347
Armor: 44,000
Coverage: 41% / 88%
Maneuverability: Very Low
Max. Velocity: 315 m/s
Special Function: None
The Destroyer has two ion cannons and two large turrets. This unit works
well against taking out other Capital Ships, but it's bad against very fast
units. The Destroyer is the fastest and cheapest Super Capital unit, so you
should start building these when you have access to them.
Firepower: 450
Armor: 42,000
Coverage: 100%
Maneuverability: Very Low
Max. Velocity: 295 m/s
Special Function: Missile Volley
The Missile Destroyer can easily destroy a squadron of Fighters. It has an
excellent tracking system and 100% coverage. It can carry up to 32 missiles,
and they can be manufactured inside of the ship. If you're going to attack a
Capital Ship with this, you should use the Missile Volley attack to launch
every missile that it currently contains at the target.
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Heavy Cruiser
-------------
Cost: 3,700 RUs
Build Time: 7 minutes
Firepower: 921
Armor: 90,000
Coverage: 100%
Maneuverability: Very Low
Max. Velocity: 250 m/s
Special Function: None
The Heavy Cruiser is the result of many advances in technology. This goliath
requires many resources and a lot of time to build, but it's worth it. It
comes with four ion cannons, six heavy turrets, and the second highest amount
of armor in the game. And it even has 100% coverage! If you can, try to
capture one. It'll save you a lot of cash and time.
Firepower: 109
Armor: 72,000
Coverage: 100%
Maneuverability: Very Low
Max. Velocity: 300 m/s
Special Function: Repair / Refuel Units
The Carrier basically acts as a small Mothership. It can construct units up
to Frigate Class, and Resource Collectors can drop off their contents here. It
also can refuel units and store 50 Fighters and 25 Corvettes. The Carrier has
a lot of armor, so it can take a while to destroy.
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<<< [6.6] NON-COMBAT CLASS >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
As the name says, all units in these class do not have a weapon. But each
unit provides a special function they can really help you. These units can do
different things, such as cloaking units and revealing the locations of enemy
units.
-----
Probe
-----
Cost: 30 RUs
Build Time: 6 seconds
Firepower: -
Armor: 800
Coverage: -
Maneuverability: Very High
Max. Velocity: 4,000 m/s
Special Function: None
The Probe is pretty useless. It's the fastest and cheapest unit in the game.
The only thing you'll use it for is to get a quick look at the enemy's units.
Remember that a Probe has a one-time use engine, so make sure you move it
where you want it.
Firepower: -
Armor: 800
Coverage: -
Maneuverability: Very High
Max. Velocity: 1,000 m/s
Special Function: None
You should use this unit over the Probe. It can move quickly and detect
cloaked ships. Use it to take a look at the enemy. Unlike the Probe, the
Proximity Sensor's engine can be used as much as you want.
Firepower: -
Armor: 4,500
Coverage: -
Maneuverability: Very Low
Max. Velocity: 280 m/s
Special Function: None
The Sensors Array is vital if you want to see your enemies' movements. It
provides full data of almost everything on the map. It shows you where the
enemy is and how many units they have. The Sensors Array cannot detect cloaked
ships.
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Research Ship
-------------
Cost: 700 RUs
Build Time: 1 minute
Firepower: -
Armor: 7,500
Coverage: -
Maneuverability: Low
Max. Velocity: 280 m/s
Special Function: None
A Research Ship is a science facility that can develop new technology to
construct new units. If you build multiple Research Ships, they will link up
with each other, which results in increased armor. You can speed up research
by having all of the Research Ships work on the same tech. Remember that you
can only have six Research Ships out at once.
----------------------
Gravity Well Generator
----------------------
Cost: 800 RUs
Build Time: 1 minute
Firepower: -
Armor: 8,000
Coverage: -
Maneuverability: Very Low
Max. Velocity: 325 m/s
Special Function: Activate / Deactivate Field
The Gravity Well Generator's special ability creates a large field around
itself. This field will stop all enemy Fighter and Corvette Class units that
are inside it from moving or firing. Once they're stuck in the trap, move your
own units to take them out.
Unlike the Cloak Generator, this generator cannot restart after its power is
used up. The field will last for 3 minutes and 30 seconds. And once that time
is up, the Gravity Well Generator will self-destruct.
Firepower: -
Armor: 6,000
Coverage: -
Maneuverability: Very Low
Max. Velocity: 325 m/s
Special Function: Activate / Deactivate Cloaking Field
The Cloak Generator's special ability creates a small field that cloaks
almost any craft inside it. The field can last up to five minutes. When you
deactivate the cloaking field, the generator will gradually regenerate its
power.
Firepower: 7,500
Armor: 160,000
Coverage: 60%
Maneuverability: -
Max. Velocity: 50 m/s
Special Function: None
The Mothership is one of the most important units in the game. Just about
everything in the game occurs here. This unit can construct any class of
ships, once you have the technology to do so. She can also refuel and store
300 Fighters and Corvettes. The Mothership has an incredible amount of armor,
so she'll be able to take quite a few blows before she explodes.
Unfortunately, the Mothership has poor weaponry, so make sure you defend her.
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
=~ 7) CONTACT / LEGAL INFORMATION ~=
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Copyright Information
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(c) Copyright 2000-2004 Ryan "MetroidMoo" Ammerman
This FAQ cannot be distributed in books, magazines, etc. or in any other
form of printed or electronic media (CDs, etc.) in any way. It may not be
given away as some sort of prize or bonus with a purchase, and it may not be
used for promotional or profitable purposes.
Any characters, names, or other objects are copyright their respective
companies. This document and its author are in no way affiliated with any
company involved with this game.
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E-mail Information
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E-mail Address: ryanammerman[at]gmail[dot]com
Before you e-mail me a question, make sure you've looked through the FAQ to
see if your question is answered. If you send me a question that is answered
in the FAQ, it WILL be ignored.
--------------
Posting Notice
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