Cadet I/Technology paths: Difference between revisions

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<noinclude>{{:Cadet I/Week 2}}
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{{Nav|Phases of the game II|Week Two review}}</noinclude>
{{Nav|Phases of the game II|Week Two review}}
{{Title|Brief overview of Tech Paths available}}
{{Title|Brief overview of Tech Paths available}}


This is intended to give you a brief overview of the technology available to a team.
{{Optional|If you wish more indepth information visit the [[station index]] on the [[academy]].}}
{{Optional|If you wish more indepth information visit the [http://www.allegacademy.org/stations/stations.shtml Stations Index Page] on the academy.}}


===Stations===
===Stations===


In order to get certain kinds of equipment, ships and general upgrades, teams have to get technology stations. These include the Garrison, the Supremacy Center, the Tactical Laboratory, the Expansion Complex and the Shipyard. The [[Factions#Ga'Taraan Federation|Ga'Taraan Federation]] have the unique technology stations of Palisade and Research Station
In order to get certain kinds of equipment, [[ship index|ships]] and general upgrades, teams have to get technology stations. There are generally five types of techbase, but certain factions such as [[GT]] have unique "Research centres". Each of the five main techbases has its own tab within the Investments menu.
#[[Garrison]]
#[[Supremacy Center]]
#[[Expansion Complex]]
#[[Tactical Laboratory]]
#[[Shipyard]]  


===Summarized details===
===Summarized details===


Each technology station obviously brings different kinds of new equipment and upgrades. Also, all stations can be upgraded once at high costs, bringing more advanced ships, equipment and upgrades. Note that [[Factions#Bios|Bios']] and Ga'Taraan's stations are all already upgraded.
Each technology station obviously brings different kinds equipment, upgrades, and ships. All stations can be upgraded at least once to unlock more advanced ships, equipment and upgrades. Game-ending tech (i.e. the ability to destroy or capture the enemy's techbases) almost always requires upgrading the base.


*Every team starts with a Garrison, the most central building. A new one, if necessary, can be built on generic asteroids (the most common type). A garrison is necessary to allow you to build other technology stations. In addition to important equipment, a garrison can make bombers and gunships available. An upgraded garrison is known as a Starbase, which contains higher versions of equipment, heavy bombers and advanced scouts (and heavy scouts, the level after advanced scouts).
{{Note|[[Factions#Bios|Bios']] stations are already upgraded.}}


*A Supremacy Center must be built on Carbon asteroids (purple). It allows for good bombing technology and enhanced fighter crafts, the most versatile, mild in both attack and defense. Its general upgrades concern mostly ships and missiles. An upgraded sup is known as an Advanced Supremacy Center, allowing for the advanced fighter and better technology and upgrades.
In two team conquest games (the most widely played game type) a team that loses all technology bases loses the game. Pressing {{k|G}} will display a window where, among other information, you can view the percentage of technology bases. Both teams having the same number of tech bases will result in 50% each, for example. If a team has three tech bases, and another two, the ratio will be 60% to 40%.


*A Tactical Laboratory must be built on Silicon asteroids (green). It allows for stealth technology mostly specialized in offensive tactics, like destroying enemy utility ships (miners and constructors). The ship it provides is known as the stealth fighter, which can also serve as defense, but is not as efficient as an interceptor as an example, since it has to remain afar, firing long-range missiles and slowly but surely destroying the attackers. An Advanced Tactical Laboratory allows for advanced stealth fighters and higher-level technology. If your team has bomber technology, an adv. TAC allows you to get stealth bombers, an excellent asset to destroy all kinds of targets efficiently.
In games with more than two teams, keeping a technology base is not necessary for survival. Only a base containing red and green doors is necessary.
 
===Garrison===
[[Image:Ic-garr.jpg|thumb|right|Iron Coalition garrison]]
Every team starts with at least one Garrison, the most central building. The garrison is large, has a lot of hitpoints, and excellent scan range. Although the upgrades available within it are very basic the garrison is still very important, as no other techbase can be built without one.
 
Garrisons are built on generic asteroids (brown). The garrison is not normally considered a "real" techpath as the ships and equipment within it are not normally enough to overpower an enemy team. Furthermore any equipment you spend money can be stolen and used by the enemy team immediately. The equipment and ships researched in a garrison are unique in that they can continue being used after the garrison is destroyed.
{{clear}}
 
===Supremacy centre===
[[Image:Tf-sup.jpg|thumb|right|Technoflux supremacy centre]]
A Supremacy Center must be built on Carbon asteroids (purple). It allows for good [[bomber|bombing]] technology and [[fighter]]s, the most versatile ship, mild in both attack and defense. Its upgrades concern mostly ship improvements and missiles.  
 
The sup tech path is a "Jack of all trades", very flexible and adaptable but somewhat weak in certain aspects. Sup teams can research the galvonic blaster, a fighter weapon capable of destroying minor stations, making sup unique in having small-class ships with base destroying ability. A sup team will rely on galving, regular bombing, [[fighter bomber]]s, and teleport probe attacks to win.
{{clear}}
 
===Expansion complex===
[[Image:Giga-exp.jpg|thumb|right|Gigacorp expansion complex]]
An Expansion Complex must be built on Uranium (orange) asteroids. It allows for good economic upgrades and [[interceptor]]s, the best dogfighting ships.
 
The exp tech path is a "brute force" approach and is very popular among players. An exp team will rely on [[heavy troop transport]]s to capture enemy stations, however these are difficult to use and often the exp team will use their improved economy to pursue a second techpath to finish their opponents off.
{{clear}}


*An Expansion Complex must be built on Uranium (orange) asteroids. It specializes in defense technology: interceptors. It also allows the team to get troop transports and technology related to these two crafts. The general upgrades it contains are varied, useful both for the economy and all kinds of ships. The Advanced Expansion Complex allows heavy interceptors, heavy troop transports and higher-level technology and upgrades.
===Tactical laboratory===
[[Image:Bios-tac.jpg|thumb|right|Bios tactical laboratory]]
A Tactical Laboratory must be built on Silicon asteroids (green). It has few upgrades, although all of them are useful for the [[stealth fighter]].  


*A Shipyard can be built on generic asteroids. It allows the team to get high-cost capital ships, massive and beautiful crafts that specialize in different tasks, from head-on heavy assault with many turrets and large missiles to stealth behemoths that serve as teleport receivers. Note that all these ships cost money, meaning that a pilot must get money from the commander to get one, and they often cost many thousands of dollars. Capital ships are not always a good choice, since small-class ships can have the necessary technology to take them down efficiently, technology available in all 3 tech paths (SUP, TAC, EXP). Different [[factions]] require different technology before being able to build a shipyard. Some can build it right from the start, and others require a fully upgraded tech station before being able to build one. The shipyard can be upgraded to a Drydock when certain technological conditions are met, where it provides more advanced ships, related equipment and upgrades. Finally, note that the shipyard includes only one GA, the ship speed upgrade. Each level of these upgrades increases the speed of all ships by 10%, a great upgrade.
By itself, the tac tech path is a "win big - lose big" choice. The stealth fighter excels at destroying the enemy's economy completely and utterly and if you can continue killing miners faster than they build them you are well on your way to victory. However, with no miners to defend the enemy team will often respond by engaging on massive bomb runs and the stealth fighter is a poor defender. Tac relies on [[stealth bomber]]s to destroy the enemy team which are very powerful ships - as long as they are escorted to the enemy sector, as they are sure to be camping the alephs.
{{clear}}


*A Palisade, unique to the Ga'Taraan Federation, plays a similar role as a garrison. It is required for the faction to build technological stations. It also provides the team with Corvettes, a very functional craft. It is usually built instead of an outpost, but costs a lot of money, putting incredible pressure on GT early in every game. A Research Station can also be built right from the start and only by the Ga'Taraan Federation. It provides the team with all kinds of unique pieces of equipment that enhance the function of every ship in the fleet. It also allows the team to build Mustangs, the GT replacement for Gunships, considered a particularly lethal craft.
===Shipyard===
[[Image:Rix-shipyard.jpg|thumb|right|Rixian Unity shipyard]]
A Shipyard can be built on generic asteroids (brown). It allows the team to get high-cost [[capital ship]]s, massive and beautiful crafts that specialize in different tasks, from head-on heavy assault to stealth behemoths that serve as [[teleport receiver]]s. Note that all these ships cost money, meaning that a pilot must get money from the commander to get one, and they often cost many thousands of dollars.  


===Survival===
Shipyards are not always a good choice because small-class ships, which are free, can have the necessary technology to take them down. Most factions require that you build a regular techbase before you can build a shipyard, further increasing its cost.
{{clear}}


In two team conquest games (most widely played game type), a team that loses all technology bases loses the game. Pressing {{k|G}} will display a window where, among other information, you can view the percentage of technology. Both teams having the same number of tech bases will result in 50% each, for example. If a team has three tech bases, and another two, the ratio will be 60% to 40%.
===Unique techbases===
[[Image:Gat-rs.jpg|thumb|right|Ga'Taraan Federation research station]]
At this stage the main [[core]], [[CC]], contains only one faction-unique station which also counts as a techbase - the [[Ga'Taraan Federation|Ga'Taraan Federation's]] [[Palisade]]. It has all the same attributes as the garrison, with the addition that it must be built before GT techbases can be upgraded - making it a vital structure.  


In games with more than two teams, keeping a technology base is not necessary for survival. Only a base containing red and green doors is necessary.
GT can also build a [[research station]] on any type of tech rock (green, orange or purple). Although it is not a techbase it unlocks several new technologies in every other techpath. If the GT team has both a palisade ''and'' a research station then they can research very powerful ships such as the Mustang.  
{{clear}}




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Latest revision as of 04:04, 9 October 2010


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Brief overview of Tech Paths available


Arrow.png
Optional: If you wish more indepth information visit the station index on the academy.

Stations

In order to get certain kinds of equipment, ships and general upgrades, teams have to get technology stations. There are generally five types of techbase, but certain factions such as GT have unique "Research centres". Each of the five main techbases has its own tab within the Investments menu.

  1. Garrison
  2. Supremacy Center
  3. Expansion Complex
  4. Tactical Laboratory
  5. Shipyard

Summarized details

Each technology station obviously brings different kinds equipment, upgrades, and ships. All stations can be upgraded at least once to unlock more advanced ships, equipment and upgrades. Game-ending tech (i.e. the ability to destroy or capture the enemy's techbases) almost always requires upgrading the base.


Info.png
Note Bios' stations are already upgraded.

In two team conquest games (the most widely played game type) a team that loses all technology bases loses the game. Pressing G will display a window where, among other information, you can view the percentage of technology bases. Both teams having the same number of tech bases will result in 50% each, for example. If a team has three tech bases, and another two, the ratio will be 60% to 40%.

In games with more than two teams, keeping a technology base is not necessary for survival. Only a base containing red and green doors is necessary.

Garrison

Iron Coalition garrison

Every team starts with at least one Garrison, the most central building. The garrison is large, has a lot of hitpoints, and excellent scan range. Although the upgrades available within it are very basic the garrison is still very important, as no other techbase can be built without one.

Garrisons are built on generic asteroids (brown). The garrison is not normally considered a "real" techpath as the ships and equipment within it are not normally enough to overpower an enemy team. Furthermore any equipment you spend money can be stolen and used by the enemy team immediately. The equipment and ships researched in a garrison are unique in that they can continue being used after the garrison is destroyed.

Supremacy centre

Technoflux supremacy centre

A Supremacy Center must be built on Carbon asteroids (purple). It allows for good bombing technology and fighters, the most versatile ship, mild in both attack and defense. Its upgrades concern mostly ship improvements and missiles.

The sup tech path is a "Jack of all trades", very flexible and adaptable but somewhat weak in certain aspects. Sup teams can research the galvonic blaster, a fighter weapon capable of destroying minor stations, making sup unique in having small-class ships with base destroying ability. A sup team will rely on galving, regular bombing, fighter bombers, and teleport probe attacks to win.

Expansion complex

Gigacorp expansion complex

An Expansion Complex must be built on Uranium (orange) asteroids. It allows for good economic upgrades and interceptors, the best dogfighting ships.

The exp tech path is a "brute force" approach and is very popular among players. An exp team will rely on heavy troop transports to capture enemy stations, however these are difficult to use and often the exp team will use their improved economy to pursue a second techpath to finish their opponents off.

Tactical laboratory

Bios tactical laboratory

A Tactical Laboratory must be built on Silicon asteroids (green). It has few upgrades, although all of them are useful for the stealth fighter.

By itself, the tac tech path is a "win big - lose big" choice. The stealth fighter excels at destroying the enemy's economy completely and utterly and if you can continue killing miners faster than they build them you are well on your way to victory. However, with no miners to defend the enemy team will often respond by engaging on massive bomb runs and the stealth fighter is a poor defender. Tac relies on stealth bombers to destroy the enemy team which are very powerful ships - as long as they are escorted to the enemy sector, as they are sure to be camping the alephs.

Shipyard

Rixian Unity shipyard

A Shipyard can be built on generic asteroids (brown). It allows the team to get high-cost capital ships, massive and beautiful crafts that specialize in different tasks, from head-on heavy assault to stealth behemoths that serve as teleport receivers. Note that all these ships cost money, meaning that a pilot must get money from the commander to get one, and they often cost many thousands of dollars.

Shipyards are not always a good choice because small-class ships, which are free, can have the necessary technology to take them down. Most factions require that you build a regular techbase before you can build a shipyard, further increasing its cost.

Unique techbases

Ga'Taraan Federation research station

At this stage the main core, CC, contains only one faction-unique station which also counts as a techbase - the Ga'Taraan Federation's Palisade. It has all the same attributes as the garrison, with the addition that it must be built before GT techbases can be upgraded - making it a vital structure.

GT can also build a research station on any type of tech rock (green, orange or purple). Although it is not a techbase it unlocks several new technologies in every other techpath. If the GT team has both a palisade and a research station then they can research very powerful ships such as the Mustang.


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