Cadet I/Floating technology
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When to grab that floating tech!
Lost and found
This applies to both technology found in space and technology that your team can no longer build because of the loss of a station. When you find technology superior to yours in space, you can mount it on your ship and use it immediately, assuming your ship has the proper slot. For example, if you pickup PW Plasma Gattling Gun 2 from a destroyed enemy scout, you can mount it as your weapon. However, that technology cannot be built by any other faction than Technoflux, and so even bringing it back to base will give your team nothing. What you must do is simply keep it as a unique item. The same goes for any other item. Conversely, if you have LRM Hunter Missile 3, and your team loses its tactical laboratory, you will lose the ability to build stealth fighters and LRM Hunter Missile 3. However, you don't lose what you already have loaded on your ship. As such, you can still use the stealth fighter that you last docked at the station, until it is destroyed.
When you are in possession of technology that your team is unable to build, you can keep it and use it as long as it does not get destroyed. However, if you transfer from one station to another, you will lose the unique technology because only you, the pilot, can use inter-station transfer points. At that point, your unique technology disappears.
Example If your team is Iron Coalition, and has an Advanced Expansion Complex and a Garrison. You can use Heavy Interceptors. Now let's say an enemy Stealth Bomber destroys the Advanced Expansion Complex, your team loses the ability to produce Heavy Interceptors. As such, all pilots without a Heavy Int can't have one. However, those who still have their Heavy Int can dock them at a station, and relaunch at that same station with the Heavy Int. However, if they transfer to another station, they immediately lose the Heavy Int. This is true for every piece of technology in the game.
Regarding tech pickups...
What should I grab?
A new player asks, "So tech is expensive, and it's good to pick up tech. When I'm picking up tech, I understand that it's good to let someone know. Should I tell the team or just the Comm? Till I learn the whole tech tree, any advice on priorities for initial tech? That must be less than simple, since it would depend on faction and strategy...
The Staff replies: iirc, with the exception of Belters, tech of any level can be used if you have the prerequisite base. With Belters, tech can be used anytime it's picked up.
So this means that when the game begins, any Garrison level tech you should pick up ASAP, since it can be used by your team immediately. The randomly generated tech pickups which fall under this category are:
Garrison Tech
- Nan 2
- Seeker 2
- Quickfire 2
- Lt Boost 1
- If you are TF MAKE EXTRA SURE YOU PICK THIS UP since their scouts can use it; also very useful for Belters, and Giga if you have patrollers)
- Aleph Res 1
- Will give you $1000 when you bring it in (since that is how much these missiles cost to purchase)
Expansion:
- Prox Mine 2
- Minigun 2
- Retro Booster 1
- EMP Cannon 1
Supremacy:
- Dumbfire 2
- Gattling Gun 2
- Disrupter 2
- Booster 2
- Probe 2
Tactical:
- Sniper 1
- Hunter 2
- Util 2
If you know which path your team is going, it's always good to get tech that belongs to your path. Factions which either have expensive tech (Belters), or slow tech (Bios, TF, again Belters) benefit greatly from pickups.
Tip: But one of the things that's important to recognize is that if you have the base, get the tech, even if the tech can't be researched yet.
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