Unlike other weapon types, ion pulse cannons can only be mounted on battleships, titans, mammoths, and starbases. Ion pulse cannons are late-game weapons that are more effective against structure than shields or armor however, the weapon does more damage to structure if the enemy has shields by overloading the shields. Missiles and torpedoes can be countered with point-defense and ECM systems. Photon torpedoes also fire once per three turns and are less effective against armor, but travel faster, do significantly more damage, especially against shields, and are more resistant to point-defense. Nuclear missiles have long range but fire once every three battle turns and do less damage to shields and armor but have a bonus against structure damage is not reduced by range. damage increases with range) and are more effective against shields, but are fairly weak and have a reduced effect on armor. Plasma turrets are for extremely long-range fights (i.e. Gauss turrets are close-range weapons that completely ignore armor but are terrible against shields. Lasers are, usually, the earliest to be researched: weak damage decreased with distance, cheap building cost, double damage against shields but half against structure. There are only six types of weapons, although each type of weapon has three stages of improvement unlocked through research which increase damage and reduce cost. Since ships don't gain experience in Starbase Orion, there is really no benefit to keeping existing ships versus brand-new ones. Thus, players can imagine that a scrapped cruiser whose resources are applied to the production of a new cruiser is actually being refitted. Refitting ships is not possible, but existing ships can be scrapped either for cash or to speed up production on a colony in the same system. Equipment can be faster engines, larger fuel tank, thicker armor, shield generators, etc. For example, Frigates can initially fit only one weapon and two pieces of equipment, but can be increased to three weapons and four pieces of equipment. The number can be increased through research. Instead of size, each ship type has a certain number of weapon slots and a certain number of equipment slots. Extra food that is not used is sold for profit. Freighters are not built separately, but extra food is automatically transported between non-blockaded colonies at a cost. However, Battleships need to be researched as well. As before, Titans and Mammoths need to be researched. Ship types are identical to Master of Orion II, except Doomstars are called Mammoths. This was likely done to speed up multiplayer games, as turn-based tactical combat between large fleets can take a long time. All non-missile weapons always hit (unless the target ship is either commanded by Eesathu or has Auxiliary Thrusters), so firepower is usually the deciding factor. A battle may last more than one turn if not all ships of either side have been destroyed or if reinforcements have arrived. Already knowing the final result, the players may watch the battle simulation. Beyond that, players have no effect on the battle, the results of which are displayed at the start of the next turn. Behavior includes maneuvering (close to short-range, maintain medium range, maintain long range, stay close, evade, retreat), targeting (largest, smallest, weakest), primary target and primary escort. When two or more hostile fleets meet at a star system, the players set battle behavior for each ship or ship type. Tactical battles in Starbase Orion are, basically, real-time simulations. By far, the largest difference between Master of Orion and Starbase Orion is tactical combat.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |