en:games:star_trek_armada_1:factions
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en:games:star_trek_armada_1:factions [2023-05-12-18-08] – [Federation] 7saturn | en:games:star_trek_armada_1:factions [2024-08-04-00-52] (current) – [General Faction Traits] 7saturn | ||
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====== Star Trek: Armada Factions ====== | ====== Star Trek: Armada Factions ====== | ||
===== Main Factions ===== | ===== Main Factions ===== | ||
- | The game //Star Trek: Armada// features four main factions which also are the main protagonists of the four first [[en: | + | The game //Star Trek: Armada// features four main factions which also are the main protagonists of the four first [[en: |
==== Unit Concepts ==== | ==== Unit Concepts ==== | ||
All factions have two ships they can build right away in the [[tier_1_yard|tier one ship yard]], a [[scout|scout ship]] and a weak attack ship ([[destroyer|destroyer]]). Depending on the selected tech tree, also two other ships may be available right away ([[cruiser|cruisers]]). If limited by the tech tree the [[tier_1_research|first research station]] might be necessary to unlock the second pair of ships. The two stronger ships consist of one only featuring phaser weapons, the other only featuring torpedoes. Torpedoes cause more damage when hitting but have a certain chance to miss smaller targets. Pulse weapons will also mostly hit but do less damage. Phasers never miss but may be reflected by [[corbomite_reflector|Corbomite Reflector]]. An active [[shield_remodulation|Shield Remodulation]] will negate all those weapons. | All factions have two ships they can build right away in the [[tier_1_yard|tier one ship yard]], a [[scout|scout ship]] and a weak attack ship ([[destroyer|destroyer]]). Depending on the selected tech tree, also two other ships may be available right away ([[cruiser|cruisers]]). If limited by the tech tree the [[tier_1_research|first research station]] might be necessary to unlock the second pair of ships. The two stronger ships consist of one only featuring phaser weapons, the other only featuring torpedoes. Torpedoes cause more damage when hitting but have a certain chance to miss smaller targets. Pulse weapons will also mostly hit but do less damage. Phasers never miss but may be reflected by [[corbomite_reflector|Corbomite Reflector]]. An active [[shield_remodulation|Shield Remodulation]] will negate all those weapons. | ||
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The [[super_weapons|super weapons]] of all factions are a powerful advantage, but their [[tier_3_yard|buildings]] and built units are rather expensive, both in time and resources cost. They seem to be designed to be used specifically against players that are [[en: | The [[super_weapons|super weapons]] of all factions are a powerful advantage, but their [[tier_3_yard|buildings]] and built units are rather expensive, both in time and resources cost. They seem to be designed to be used specifically against players that are [[en: | ||
==== General Faction Traits ==== | ==== General Faction Traits ==== | ||
- | Some aspects of the different factions come down to the numbers primarily, e.g. how fast they fire, once crew is reduced below a certain | + | Some aspects of the different factions come down to the numbers primarily, e.g. how fast they fire, once crew is reduced below a certain |
^ Aspect | ^ Aspect | ||
^ Repair Strength | +25\_% | +50\_% | -25\_% | +0\_% | | ^ Repair Strength | +25\_% | +50\_% | -25\_% | +0\_% | | ||
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* Repair Strength: How fast does the crew repair a damaged ship? The more crew is missing, the slower will the repair rate be. | * Repair Strength: How fast does the crew repair a damaged ship? The more crew is missing, the slower will the repair rate be. | ||
- | * Boarding Strength: How effective is beaming over to another ship? This is affected by both, the target | + | * Boarding Strength: How effective is beaming over to another ship? This is affected by both, the target' |
* Retreat Strength: At or below this level of shields the AI will retreat a ship. | * Retreat Strength: At or below this level of shields the AI will retreat a ship. | ||
* Crew Retreat Ratio: At or below of this level of crew remaining on a ship, the AI will retreat that ship. | * Crew Retreat Ratio: At or below of this level of crew remaining on a ship, the AI will retreat that ship. | ||
- | * Crew Accumulation Rate: How much crew does one starbase gather? | + | * Crew Accumulation Rate: How much crew does one [[starbase]] gather? |
* Planet Crew Accumulation: | * Planet Crew Accumulation: | ||
* Crew Yellow Status at: When crew drops below this value, the ship enters yellow crew state. (Not to be mistaken with yellow alert!) | * Crew Yellow Status at: When crew drops below this value, the ship enters yellow crew state. (Not to be mistaken with yellow alert!) |
en/games/star_trek_armada_1/factions.1683907737.txt.gz · Last modified: 2023-05-12-18-08 by 7saturn