![]() ![]() Some ships have weaker armor on the front and aft sections, so it is recommendable to always try and hit them with your canons and missiles in exactly those spots. Now, proper positioning means the difference between life and death. When hull reaches zero, the ship explodes. When being hit, the armor gets depleted, and afterwards the ship starts taking hull damage. All ships have armor, fore and aft, left and right, below and above (remember the elevation?). Also, it takes several turns until they are recharged and can be used again, so think carefully when and how to employ them.Īll ships have their strengths and weaknesses, and you need to know them in order to win. The munition is limited, and while you can fire the normal cannons on all your vipers and ships for as long as you are fighting, the missiles and torpedoes can be depleted. You can issue move and attack orders to your ships, but in order to win you must know where your ships need to be in three, five or even ten turns! Most ships have additional special weapons, be it a squadron of vipers, guided missiles or torpedoes. After having lost two ships in otherwise perfect engagement through a collision caused by my lack of attention, I quickly learned to respect and monitor every movement of the elements in my fleet. If you do not pay attention to your ships, they might easily bump into each other, or you might get rammed by a Cylon vessel. Elevation mostly serves to avoid collision of the ships, which is actually a real thing in this game. If you ever played Starfleet Command, you will recall the concept. The turn-based occurs in 3D “pizza box space”, which means that all the ships can move in all directions, but elevation movement (going up and down) is somewhat limited. When you engage Cylons, you will deploy your fleet and try to keep your shipyard alive. You decide what you want to do on the campaign map, where to send your fleet or what ships to build, and hit turn. And So Say We Allīoth the campaign and the battles are turn-based. In order to survive each engagement, the shipyard must be kept alive. Your first fleet consists from a flying shipyard that excels in two thing producing new ships for your fleet and acting as a formidable target for Cylons, without packing any significant punch (except for two squadrons of Vipers). Essentially, if you do not protect colonies, you will lose them as well as the game you are playing. Fail to do so and colonies they harass will start losing faith in you, becoming unstable, which will cause a decreased production of Tylium and less resources at your disposal. Their fleets will be popping up all over the place and you will need to intercept and destroy them. ![]()
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