20+ PSA: Mini-War Primer (Part 1)
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20+ PSA: Mini-War Primer (Part 1)
Quick Note - if you would like to join the Mini-War but haven't been invited, drop a line to Rarach or I.
Mini-War Primer
Mini-wars are used for many reasons in Star Pirates, but I'm only going to cover the upcoming war.
The goal of the upcoming mini-war is to do as much damage as possible to the opposing team. Normally, you can't attack your fleeties (except during sunspots), but this rule is suspended when in a mini-war. We haven't set a time for the start of the war, but I expect it will last for a day, allowing lots of people to get a few hits in.
A link to the Mini-War will be on your home-page. I'll talk more about it, and other elements of warring in Star Pirates in a later PSA.
Advisors
Other than killing each other, I don't foresee the Advisors having much of a direct role in the war. When possible, I'd like to see them in the fleet forum to give advice in real-time.
I've asked a couple of members of the [PC] fleet to join the mini-war as advisors. The [PC] fleet are the best fleet in the Star Pirates universe with the use of Mini-wars, and two of their leaders have agreed to join us for the war.
Strategy
There are two basic strategies for a mini-war like this:
The key is to be active - so long as you are actively participating, you will be effective.
In a war, unlike in peacetime, it is important to not sit around waiting for energy to recharge - you will get clobbered.
Preparation
There are several ways to prepare for a war.
Scouting: Look for the opponents that you can beat. Spy them (or attack them during sunspots) so you know who you can it.
Consumables: Accumulate consumables and points (more on that later)
Inventory: Buy or borrow gear that will make you more dangerous
Things to Avoid
I don't recommend using forays often. Try them, but they are very expensive to use repeatedly
Spending points to refill energy to kill more enemies is an option, but it can get expensive.
Using bombs is a rather expensive way to kill people. Don't do it often.
Consumables
Warfare in Star Pirates is weighted in favour of the players who are on-line. Offline players can put on their most effective build, and hope for the best. The online players can use consumables and boosts, and can spy their opponents to find the best build.
During the mini-war, the consumables and boosts that you may want to use are:
The Cheap
Hacked AI Escort
Cost: 2 Points
Duration: 30 minutes, 60 minutes for Notorious
Effect: Weapons: +60%, Shields: +60%, Engines: +60%, Malfunction: -5%
Cloak
Cost: 1 Point
Duration: 20-40 minutes
Effect: Malfunction: -5%, Enemy Malfunction: +5%, Damage Modifier: +2, Surprise Damage: +30, Surprise Chance: +5%
Alpha Centauri Rum
Cost: About 11,000
Duration: 30 minutes
Effects: Weapons: +10%, Malfunction Chance: +1%, Damage Modifier: +1, Hull Points: +20, Fuel: +1
Diverter Mod
Cost: About 15,000
Duration: 30 minutes
Effects: Weapons +10%, Engines: +50%, Malfunction Chance: +5%. Damage Modifier +3, Surprise Damage: +8, Hull Points: -10
The Middle Class
Eggnog
Cost: About 225,000
Duration: 30 minutes
Effects: Shields: +30%, Engines: -10%, Malfunction Chance: +2%, Damage Modifier: +2, Hull Points: +35, Energy: -2
Finely Aged Alpha Centauri Rum
Cost: About $135,000
Duration: 30 minutes
Effects: Weapons: +20%, Malfunction Chance: +3%, Damage Modifier: +4, Hull Points: +40, Fuel: +2
Sunburst Chardonnay
Cost: About $75,000
Duration: 30 minutes
Effects: Shields: +15%, Malfunction Chance: +5%, Critical Damage: +30, Critical Chance: +2%, Reduce Crit. Chance: +8%, Reduce Crit. Damage: +60,
The Expensive (Not Recommended)
AI Data Crystal
Long-Use Computer Kludge
Venusian Heart
The Silly (Never Recommended)
KramBuck
Mini-War Primer
Mini-wars are used for many reasons in Star Pirates, but I'm only going to cover the upcoming war.
The goal of the upcoming mini-war is to do as much damage as possible to the opposing team. Normally, you can't attack your fleeties (except during sunspots), but this rule is suspended when in a mini-war. We haven't set a time for the start of the war, but I expect it will last for a day, allowing lots of people to get a few hits in.
A link to the Mini-War will be on your home-page. I'll talk more about it, and other elements of warring in Star Pirates in a later PSA.
Advisors
Other than killing each other, I don't foresee the Advisors having much of a direct role in the war. When possible, I'd like to see them in the fleet forum to give advice in real-time.
I've asked a couple of members of the [PC] fleet to join the mini-war as advisors. The [PC] fleet are the best fleet in the Star Pirates universe with the use of Mini-wars, and two of their leaders have agreed to join us for the war.
Strategy
There are two basic strategies for a mini-war like this:
1) Do damage for your team
The strategy is simple - kill as many of your opponents as possible.
This is a good strategy for the stronger members of the side.
2) Avoid getting killed
The strategy is fairly simple - attack third parties (or do Belt runs) and spend time in the shipyard.
This is a good strategy for the smaller members of the side.
The key is to be active - so long as you are actively participating, you will be effective.
In a war, unlike in peacetime, it is important to not sit around waiting for energy to recharge - you will get clobbered.
Preparation
There are several ways to prepare for a war.
Scouting: Look for the opponents that you can beat. Spy them (or attack them during sunspots) so you know who you can it.
Consumables: Accumulate consumables and points (more on that later)
Inventory: Buy or borrow gear that will make you more dangerous
Things to Avoid
I don't recommend using forays often. Try them, but they are very expensive to use repeatedly
Spending points to refill energy to kill more enemies is an option, but it can get expensive.
Using bombs is a rather expensive way to kill people. Don't do it often.
Consumables
Warfare in Star Pirates is weighted in favour of the players who are on-line. Offline players can put on their most effective build, and hope for the best. The online players can use consumables and boosts, and can spy their opponents to find the best build.
During the mini-war, the consumables and boosts that you may want to use are:
The Cheap
Hacked AI Escort
Cost: 2 Points
Duration: 30 minutes, 60 minutes for Notorious
Effect: Weapons: +60%, Shields: +60%, Engines: +60%, Malfunction: -5%
Cloak
Cost: 1 Point
Duration: 20-40 minutes
Effect: Malfunction: -5%, Enemy Malfunction: +5%, Damage Modifier: +2, Surprise Damage: +30, Surprise Chance: +5%
Alpha Centauri Rum
Cost: About 11,000
Duration: 30 minutes
Effects: Weapons: +10%, Malfunction Chance: +1%, Damage Modifier: +1, Hull Points: +20, Fuel: +1
Diverter Mod
Cost: About 15,000
Duration: 30 minutes
Effects: Weapons +10%, Engines: +50%, Malfunction Chance: +5%. Damage Modifier +3, Surprise Damage: +8, Hull Points: -10
The Middle Class
Eggnog
Cost: About 225,000
Duration: 30 minutes
Effects: Shields: +30%, Engines: -10%, Malfunction Chance: +2%, Damage Modifier: +2, Hull Points: +35, Energy: -2
Finely Aged Alpha Centauri Rum
Cost: About $135,000
Duration: 30 minutes
Effects: Weapons: +20%, Malfunction Chance: +3%, Damage Modifier: +4, Hull Points: +40, Fuel: +2
Sunburst Chardonnay
Cost: About $75,000
Duration: 30 minutes
Effects: Shields: +15%, Malfunction Chance: +5%, Critical Damage: +30, Critical Chance: +2%, Reduce Crit. Chance: +8%, Reduce Crit. Damage: +60,
The Expensive (Not Recommended)
AI Data Crystal
Long-Use Computer Kludge
Venusian Heart
The Silly (Never Recommended)
KramBuck
Bridgeburners- Posts : 121
Join date : 2011-03-28
Age : 103
Location : Ottawa
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