![]() ![]() Additionally, if a ship is interdicted, the controlling player will be notified of the interdiction and its source. In order to balance these changes, FTL Interdictors will be deactivated if the entitys shields go down. ![]() However, the combat timeout is still in place to prevent any potential abuse.įTL Interdiction systems have had their overall RC and power cost reduced. This change was made as Defense Fleets would get too easily distracted and lured away from their defense target.Īstrotech beams no longer require resources to be used, and can now be used to repair damaged ships and blocks, making them much more useful. The maximum distance a Defending Fleet will chase a target has been slightly reduced from 2 to 1.35. By default, if the fleet is in combat or enemies are close by, the fleet will first attempt to move to a safer distance before attempting repairs.įleet members will use FTL Interdictors if possible, preventing hostile ships from jumping out of the current sector. ![]() If the flagship is destroyed, the fleet will automatically switch to defend sector mode.įleet members will stay away from close combat in Standoff mode, and instead attempt to remain at the maximum range that their weapons can fire at.įleet members will make use of Astrotech beams to repair friendly ships (provided they possess them) and will prioritize ships under player control. This relative coordinate functionality has been incorporated into other coordinate input menus as well.įleet Escort will make members accompany their flagship, engaging in combat with nearby enemies while keeping a close distance to the flagship. For instance, ~ ~1 ~ would translate to the sector directly above the player. Moreover, if you register a command that requires coordinates as arguments, you can specify relative coordinates using the ~ operator. If you want to add a new command, just left click an empty slot, and if you want to remove one, right click it. Activation is simple - just press and hold the Left Control and Tab keys. By default, fleet sharing is set to Personal.Ī brand new quick-command wheel has been added for fleets, allowing players to send pre-defined commands to their fleets with ease. Take up minimal space.Fleets can now be shared according to faction permission levels. Mini Pods: 3-6 block ships used for escapes on ships to small for escapes. Have Shields and Cost 30,000-150,000 credits Cost 20,000-50,000 creditsįighter: The Brunt of Military’s they are small, maneuverable, and fast. If there is space they are the best escape pods. ![]() Cost between 5,000 and 10,000 creditsĮscape: Fast shielded ships that accelerate quickly. Swarm: Small light fighters with small cannons and only one shield disperser. Are slow and should be protected by Elite, and Fighter ships. Cost between 100,000 and 750,000 credits.Ĭarrier: Heavy ships that carry small ships and unleash them on the enemy. Recycler: Salvage ships with very powerful beams that break blocks near instantly. Mine: Salvage ships designed to mine valuable ores off of planets for manufacturing. Need to be protected because they are slow and not maneuverable. Cost 250,000-1,000,000 creditsĬargo: Carry all things the armada will need. Using them it would be quite possible to cross 100 sectors without getting bored. Will carry all types of beams and lots of power. Not usually made for war but will have some cannons and shields. Most cost 500,000-750,000 creditsĮxpedition: Long range, able to do everything ships. Usually quite maneuverable but are not always. Cost 750,000-1,000,000 credits usually.Įlite: Fast ships that can still hit and protect themselves. ![]()
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