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Jelrak

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PostPosted: Tue Jan 23, 2018 6:20 pm    Post subject:  
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13) Unit Types
a. Home Fleet:
i. Ships that can be built from generic ships and stations that will require crew in order to be accessible
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PostPosted: Tue Jan 23, 2018 6:29 pm    Post subject:  
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b. Mercenary:
i. Roving whole fleets available for hire on a one-time only basis, typically more expensive than home-fleet ships

ii. Mercenaries typically do not trust one another and so will only sign on if they are the exclusive fleet from their sector

iii. Each mercenary group has slightly different enhancements or skills that make them unique

iv. Dark Mercenaries are among the most nefarious
1. A player with a low honour rating will be restricted to these types
2. Hiring these mercenaries will cost a higher percentage of honour and R.U.s than other types

v. Neutral Mercenaries have average reputations
1. A player with an average honour rating will have access to these types
2. Hiring these mercenaries will cost an average amount of honour and R.U.s as compared to other types

vi. Light Mercenaries are among those with the best reputation
1. A player with a higher honour rating will have access to these types
2. Hiring these mercenaries will cost less honour and R.U.s than other types

vii. Available Dark Mercenaries and their skills include:
1. Faagan Sector:
a. Codox
i. A Mercenary Army Whose Ships Make Up In Speed What They Lack In Aesthetics

b. Devarni
i. A Strange And Twisted Race Of Beings Whose Health Enhancing Technology Is Truly Impressive

c. Tevetika
i. Masters Of Enhanced Targeting Technology

d. Kilrathi
i. A Fragmentary Army Comprising All That Remains Of The Former Imperialists, Their Overcharged Weaponry Is Capable Of Delivering Greater Damage Than Its Rating Would Normally Allow

e. Goauld
i. Quasi Energy Beings Whose Essences Extend Into Multiple Dimensions, Their Ships Are Highly Regenerative

f. Tobanar
i. A Secretive Race Whose Ships Rely On Enhanced Stealth For Success

2. Davine Sector:
a. Draconian
i. A Group Of Ravaging Marauders Whose Skills In Field Technology Have Led To Their Creation Of Shields Immune To Fusion Energy Weapons

b. Minbari
i. An Obscure Alien Race With Murky Technologies That Make Their Ships Stealthy And Fast

c. Dominion
i. All That Remains Of A Once Powerful House In The Ulmani Empire, Their Ships Are Known To Be Both Swift And Accurate

3. Dolicette Sector:
a. Frerrn
i. Owners Of Antimatter Shield Technology

b. United Front
i. Known For Increased Durability And Accuracy

c. Cabal
i. Improved Damage And Stealth

d. Division
i. Increased Ship Healing And Stealth

e. Zeon
i. A Combination Of Speed And Accuracy

f. Confederate
i. Highly Accurate And Stealthy

4. Megon Sector:
a. Borg
i. An Assimilation Cyborg Race With An Innate Ability Towards Self-Repair And A Higher Than Average Defense Strength

b. Wraith
i. A Mysterious Race Who Have Developed A Type Of Shielding Capable Of Deflecting Up To Level 3 Energy Weapons

c. Cylon
i. A Quasi-Robotic Race With Ships Capable Of Self-Regeneration And Afflicting Advanced Damage

5. Veiled Sector:
a. Nores
i. A Highly Technical Race With Technology Borrowed From The Kadeshi, Their Ships Are Capable Of Additional Accuracy And Damage

b. Buskamin
i. A Reclusive Race With Unclear Ties To The Vaygr Empire, Their Ships Are Capable Of Higher Damage And Improved Regeneration

c. Breen
i. A Mercenary Group Whose Science Team Has Developed A Plasma Shield That Renders All Ships Immune To Class Four And Lower Energy Weapons

6. Primobus Sector:
a. Rastan
i. A Highly Aggressive Nomadic Clan Who Have Refit Ships From A Variety Of Different Factions. Though Slightly Less Accurate, Their Ships Dole Out Truly Brutal Damage

b. Cerberus
i. A Very Shrewd Organization Whose Engineers Have Developed A Fusion Drive

c. Tiamite
i. A Relatively Slow-Moving Sentient Mineral-Based Lifeform Whose Ships Are Capable Of Accelerated Damage Control

7. Bask Sector:
a. Covenant
i. A Secretive Organization With A Reputation For Speed, They Have Ion Drive Technology

b. B.E.M.
i. A Half-Animal Race Whose Moderate Innate Targeting Skills Are Enhanced By Their Ability To Inflict Slightly More Damage

c. Vong
i. A Truly Alien Race Whose Ships Are Half-Organic And Naturally Self-Healing

d. Beast
i. A Dangerous Group Whose Virulent Ships Allow The Swift Capture Of Enemy Vessels

e. Shinra
i. Well Trained Mercenary Pilots With Greatly Advanced Flying Skills Who Have Successfully Stolen Ships Formerly Belonging To The Shinra Empire That Are Equipped With Antimatter Drives!

8. Evia Sector:
a. Yao
i. An Entire Nomadic Empire Available To Assist If The Price Is Right, Their Ships Make Up For The Slight Underperformance In Net Damage With Their Well Above Average Accuracy

b. Reaper
i. A Fearsome Group Who Have Stolen Antimatter Shielding, Rendering Their Ships Immune To Class 5 And Under Energy Weapons

c. Thadian
i. Specializing In Taiidan Knock-Offs, Their Ships Are Heavily Reinforced At The Expense Of Some Motive Power

9. Vayjon Sector:
a. Pirates
i. Thieving Scoundrels Who Can Easily Board Enemy Ships, But Whose Weapons Are Slightly Less Powerful

b. Lizaanj
i. A Very Effective Group Of Pilots Whose Mechanical Skills Are Somewhat Lacking, They Are Able To Dole Out Additional Damage With High Accuracy, But Their Ships Are More Vulnerable To Attack

c. Ram
i. A Group Of Bandits Largely At Odds With The Pirates, They Also Have Superior Capturing Skills, But Their Targeting Computers Lack Accuracy

10. Jask Sector:
a. Porate
i. A Loose Band Of Quasi Criminals Who Have Superior Weapons And Armour, But Weaker Targeting Systems

b. Turanic
i. Notorious Raiders Whose Capturing Skills Are Unrivaled, But Whose Weapons And Accuracy Underperform

c. Radison
i. Bandits Whose Ships Can Capture At A Faster Rate, But Whose Engines Are Somewhat Antiquated

11. Croytum Sector:
a. Vaynor
i. A Vaygr Splinter Faction With Highly Advanced Sublight Engine Technology

b. Dactain
i. A Cybernetic Group Whose Weapons Are Highly Accurate, But Whose Damage Is Somewhat Reduced

c. Aisn
i. A Group With A Great Number Of Drone Ships Whose Weapons Are Fearsomely Overloaded, Even Though Somewhat Less Accurate

viii. Available Neutral Mercenaries And Their Skills Include:
1. Kile Sector:
a. Kapaduci
i. A Former Trade Group Who Has Taken Their Ships Into The Mercenary Realm, They Are Known To Have Above Average Durability, Speed, And Accuracy

b. Kushan
i. A Splinter Group Related To The Hiigaran, Their Ships Are Slightly More Durable, A Bit Faster, And Have Above Average Accuracy In Battle

c. Keprasori
i. A Drone Producing Group With Ships Capable Of Improved Accuracy And Damage, But With Slightly Reduced Durability

ix. Available Light Mercenaries And Their Skills Include:
1. Rajaga Sector:
a. Relic
i. An Ancient Race With Phase Drive Capabilities

b. Modu
i. A Highly Advanced Space-Faring Race With A Vast Number Of Ships

c. Czalkir
i. An Ethereal Race With Warp Drive Technology

2. Narn Sector:
a. Tobari
i. Once A Strong Fleet, They Now Drift Through Space Looking For Opportunities To Return To Glory. They Have Pulsar Shield Technology That Renders Them Immune To Up To Class 8 Energy Weapons

b. Usn
i. A Highly Technical Race Whose Collective Data Analysis Provide Them With Improved Targeting Information

c. Beta
i. An Almost Eradicated Space-Faring Creature That Is Naturally Immune To Up To Level 9 Energy Weapons

3. Joss Sector:
a. Sematrik
i. A Group Of Mercenaries With Improved Weaponry

b. Vorlon
i. An Overseer Group That Has Managed An Uneasy Alliance With An Alien Beast That Can Exist Directly In Space. They Have Co-Developed An Impulse Engine Capable Of High Speed

c. Shadow
i. A Mysterious Race Who Are Capable Of Interphase Speeds

4. Rabia Sector:
a. Sotoron
i. A Sophisticated Race With Strong Defense Field Capabilities

b. Unsc
i. A Highly Technical Group Capable Of Good Accuracy And Stronger Than Average Ships

c. Grendel
i. A Group Whose Speed And Accuracy Are Legendary

5. Quince Sector:
a. Ferral
i. An Exclusive Group Who Come Equipped With Particle Shields

b. Separatists
i. A Loose Aggregate Who Can Claim To Improved Damage And Increased Endurance

c. Rebel
i. A Group Whose Great Passion Make Them Faster And Stronger Than Their Rivals

d. Freedom Fighter
i. A Congregation Of Ships Capable Of High Speeds And Above Average Health

e. Carron
i. A Generally Aloof Race Whose Discovery Of The Hyper Drive Has Propelled Them Into A Streak Of Winning Engagements

6. Triuniva Sector:
a. Ultra Night Heroes
i. A Group So Named Because Of Their Strong Code Of Ethics, The UNH Are Known For Faster Speed And Greater Damage

b. Alos
i. A Nomadic Empire Whose Entire Fleet Lends Itself Out For Assistance

c. Holoit
i. A Small Group Who Has Coveted Their Discovery Of The Kerning Drive

7. Haamol Sector:
a. Preramnd
i. A Loose Association Of Disaffected Fighters From A Variety Of Neighboring Empires, United In Common Defense. They Have Exceptional Damage And Accuracy, But At The Expense Of Some Hull Integrity.

b. Galactica
i. Warriors From Deep Space In Search Of A New Home

c. Earth Alliance
i. A Grassroots Defense Armada That No Longer Serves A Purpose On Its Home Planet

8. Bashizi Sector:
a. Tauri
i. An International Group Of Fighters With A Gifted Set Of Engineers

b. EFSF
i. A Splinter Group That Has Mastered Fusion Technology. Their Main Goal Is To Defend All Free Space-Faring Races From Destruction

c. Earth Force
i. A Fanatical Group That Has Come Into Conflict With Other Earth-Based Militias. They Have Stronger Than Typical Armour

9. Ivian Sector:
a. Terran
i. A Strictly Disciplined Government Sponsored Force

b. Andoran
i. A Small Fleet With A Big Impact Owing To Their Photon Shield Technology

c. Combine
i. A Romulan Faction That Operates As A Quasi Religious Sect, Rendering Their Fighters Quite Fearless

d. Romulan
i. A Group Of Advanced Fighters Made Obsolete By Their Empire's Close Association With The Federation, They Operate As Soldiers Of Fortune

e. Tellarite
i. A Strange Race With Ion Shield Technology

f. Vulcan
i. Inventors Of The Black Engine, They Hire Out Their Fleet To Raise Funds For Further Development

10. Zadzak Sector:
a. Zaft
i. A Group Whose Omega Drive Technology Helps Offset Their Small Fleet Size

b. Omni
i. A Small Remnant Of What Was Once A Larger Group, They Have Survived With The Help Of Their Development Of Antimatter Shields And Drives

c. Orb
i. A Slow But Durable Race Whose Main Desire Is To Help The Peace

11. Miune Sector:
a. Nassar
i. An Oblique And Fiercely Independent Group, They Are Relatively New To This Sector

b. Geth
i. A Highly Advanced Civilization With Self-Healing Ships

c. Vant
i. A Somewhat Antiquated Race With Fortified Units

d. United Elite Fighters
i. A Multi-Galactic Specialist Force With Deadly Accuracy

e. Slipstream
i. A Break-Away Sub-Vaygr Group Whose Beliefs Run Contrary To Those Of That Empire

f. Amarr
i. A Group Whose Overpowered Weapons Have Been Known To Turn The Tide In Many Skirmishes
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Jelrak

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PostPosted: Tue Jan 23, 2018 6:39 pm    Post subject:  
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c. Ally:
i. Available in limited numbers, based on honor ranking, from select allied bases, they less up-front cost than home fleet ships, but may have elevated maintenance costs

ii. Ally stations can only be built once so if they are destroyed they will not return and that ally will no longer be available

iii. Allies are choosy about who they work with and so will only join the player if the player’s honour is compatible with their minimum requirements

iv. Available Dark Allies include the:
1. Shivan

2. Clan
a. A Faction Of The Klingon Empire That Believes In Speed. Their Ships Will Be Faster On Average

3. Junta
a. A Faction Of The Klingon Empire That Emphasizes Power. Their Ships Will Have Greater Firepower

4. Klingon
a. The Core Klingon Is A Faction That Believes In Defense. Their Ships Will Have Greater Staying Power

5. Block
a. A Faction Of The Klingon Empire That Believes In Efficiency. Their Ships Will Take Less Time To Build

6. Vasudan

7. Black Hand
a. The Black Hand Will Provide Faster Ships. Rumor Has It They Have The Means Of Building The Eclipse Super Dreadnaught!

8. Dark Fleet
a. The Dark Fleet Put Their Focus On The Raw Power Of Their Ships. They Also Fully Intend To Build The Vengeance Super Dreadnaught!

9. Empire
a. The Core Empire Is At The Heart Of The Empire.

10. Fire Branch
a. The Fire Branch Is Known To Build At A Frenetic Pace. Ships Are Produced Much More Quickly. They Bring Access To The Sovereign Super Dreadnaught!

11. Overlord
a. Prominent Technicians, The Overlords Have Perfected Automated Ship Repair. Ships Larger Than Fighters Will Self-Heal. It Has Also Been Noted They Have Plans For The Executor Super Dreadnaught!

12. Taiidan

13. Vaygr
a. The Core Faction Of The Vaygr Empire

14. Outlaw
a. A Faction Of The Vaygr Empire

15. Root
a. A Faction Of The Vaygr Empire

16. Seventh Fleet
a. A Faction Of The Vaygr Empire

v. Available Light Allies include the:
1. Bentusi

2. Progenitor

3. Fifth Order
a. A Faction Of The Republic That Believes In Efficiency. Their Ships Will Take Less Time To Build And Will Be Faster On Average

4. Old Republic
a. The Old Republic Values Power. Choose This Faction For Higher Firepower And Possible Access To The Mandator Super Dreadnaught!

5. Golden Pillar
a. The Golden Pillar Believe In War As A Last Resort. Look To Them For Stronger Defense And Lower Costing Ships

6. Council

7. Union
a. A Faction Of The Federation That Believes In Speed. Their Ships Will Be Faster On Average

8. Entente
a. A Faction Of The Federation That Focuses On Power. Their Ships Will Take Less Time To Build And Will Have Stronger Weapons Than Average

9. Federation
a. The Core Federation Is A Faction That Focuses On Defense. Their Ships Will Have Stronger Hull Integrity

10. Coalition
a. A Faction Of The Federation That Believes In Efficiency. Their Ships Will Take Less Time To Build

11. Outer League
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PostPosted: Tue Jan 23, 2018 6:42 pm    Post subject:  
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d. Trade Group:
i. Available in 6 flavors, these ships are typically drones that are produced automatically according to resources and instructions provided in the fleet command orders. They require less time and cost less to build than home-fleet ships, but are generally less powerful

ii. Trade Groups require contracted periods during which they will be the player’s exclusive source of ships

iii. Each trade group has slightly different strengths and weaknesses

iv. The Dark Trade Groups are the:
1. C.I.S.

2. Kadaha

v. The Neutral Trade Groups are the:
1. Gundam

2. Kadeshi

vi. The Light Trade Groups are the:
1. Keepers

2. Kadahrs
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PostPosted: Tue Jan 23, 2018 8:28 pm    Post subject:  
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14) Unit Classes
a. Probe:
i. Sensory Class With A Basic Single Purpose Function
ii. Base Health: 5
iii. Base Unit Cost: 25
iv. Base Speed: 1200
v. Base Build Time: 1
vi. Base Officers: N/A
vii. Base Crew: N/A

b. Munition:
i. Ordinance Class With The Ability Of Causing Contact Damage At Short Range

c. Small Missile:
i. Ordinance Class With The Ability Of Causing Contact Damage At Long Range

d. Large Missile:
i. Ordinance Class With The Ability Of Causing Devastating Damage At Medium Range

e. Drone:
i. Crewless High Speed, Low Health Strike Class Fighter Released In Large Squadrons ( 7 – 24)
ii. Base Health: 22
iii. Base Unit Cost: 15
iv. Base Speed: 400
v. Base Build Time: 3
vi. Base Officers: 0
vii. Base Crew: 0

f. Scout/Recon/Light Fighter:
i. Light, High Speed Strike Class Fighter Typically Built In Single Squadrons
ii. Base Health: 44
iii. Base Unit Cost: 21
iv. Base Speed: 360
v. Base Build Time: 4
vi. Base Officers: 0
vii. Base Crew: 1

g. Fighter:
i. Strike Class Fighter Typically Built In Squadrons Of Medium Size (5 – 7)
ii. Base Health: 110
iii. Base Unit Cost: 39
iv. Base Speed: 310
v. Base Build Time: 6
vi. Base Officers: 0
vii. Base Crew: 1

h. Elite/Heavy Fighter:
i. Strike Class Fighter With More Mobility And Better Armour Than An Average Fighter Typically Built On Specialty Carriers
ii. Base Health: 143
iii. Base Unit Cost: 40
iv. Base Speed: 330
v. Base Build Time: 7
vi. Base Officers: 1
vii. Base Crew: 0

i. Bomber:
i. Anti-Capital Strike Class Fighter Capable Of Crippling Large Ships And Stations, Built In Medium Sized Squadrons (5 – 6)
ii. Base Health: 186
iii. Base Unit Cost: 41
iv. Base Speed: 290
v. Base Build Time: 9
vi. Base Officers: 0
vii. Base Crew: 1

j. Utility:
i. Support Class Units Necessary For Maintaining The Fleet And The Economy
ii. Base Health: 549
iii. Base Unit Cost: 100
iv. Base Speed: 270
v. Base Build Time: 11
vi. Base Officers: 0
vii. Base Crew:1

k. Sentinel:
i. Crewless Single Squadron Invasionary Class Automated Robots Which Are Typically More Powerful Than Fighters With Half The Armour Of Corvettes
ii. Base Health: 857
iii. Base Unit Cost: 119
iv. Base Speed: 260
v. Base Build Time: 14
vi. Base Officers: 0
vii. Base Crew: 0

l. Corvettes:
i. Invasionary Class Ships With Multiple Crew To Manage The Increased Weaponry, Typically Released In Small Squadrons (3 – 5)
ii. Base Health: 1,715
iii. Base Unit Cost: 203
iv. Base Speed: 220
v. Base Build Time: 17
vi. Base Officers: 0
vii. Base Crew: 3

m. Elite Corvettes/Gunship:
i. A Special Invasionary Class Ship With Improved Armour And Manoeuverability Than A Standard Corvette That Is Available Only On Select Carriers
ii. Base Health: 3,430
iii. Base Unit Cost: 350
iv. Base Speed: 240
v. Base Build Time: 20
vi. Base Officers: 1
vii. Base Crew: 2

n. Heavy Corvette:
i. The Weakest Member Of The Escort Class, These Ships Are Typically Released In Small Squadrons (3 – 4)
ii. Base Health: 6,859
iii. Base Unit Cost: 610
iv. Base Speed: 200
v. Base Build Time: 23
vi. Base Officers: 0
vii. Base Crew: 6

o. Platform:
i. A Strong Defensive Class Gun Capable Of A Single Movement To Reach Its Stationary Position
ii. Base Health: 13,718
iii. Base Unit Cost: 1,072
iv. Base Speed: 150
v. Base Build Time: 26
vi. Base Officers: 0
vii. Base Crew: 6

p. Capturer:
i. An Escort Class Vessel With The Ability To Capture Rival Ships And Stations
ii. Base Health: 20,577
iii. Base Unit Cost: 1,424
iv. Base Speed: 190
v. Base Build Time: 29
vi. Base Officers: 0
vii. Base Crew: 25

q. Heavy Utility:
i. Escort Class Transports And Controllers Necessary For Maintaining The Economy
ii. Base Health: 24,693
iii. Base Unit Cost: 1,524
iv. Base Speed: 180
v. Base Build Time: 32
vi. Base Officers: 0
vii. Base Crew: 4

r. Subsystem:
i. A Facility Class Addition To Many Capital Ships To Provide Enhanced Functionality Or Production Capabilities

s. Frigate:
i. The Strongest Member Of The Escort Class, Typically The Backbone Of The Early To Mid-Game Fleet
ii. Base Health: 29,631
iii. Base Unit Cost: 1,560
iv. Base Speed: 170
v. Base Build Time: 38
vi. Base Officers: 0
vii. Base Crew: 12

t. Heavy Frigate:
i. With Half The Health Of Destroyers And More Than Twice That Of Regular Frigates, This Sub-Capital Class Ship Is Often An Overlooked Asset Available Only Through Special Production Facilities
ii. Base Health: 59,762
iii. Base Unit Cost: 2,822
iv. Base Speed: 160
v. Base Build Time: 42
vi. Base Officers: 1
vii. Base Crew: 24

u. Destroyer:
i. The Backbone Of The Sub-Capital Class Ships, The Destroyer Is Capable Of Strong Zone Control
ii. Base Health: 118,524
iii. Base Unit Cost: 5,131
iv. Base Speed: 150
v. Base Build Time: 46
vi. Base Officers: 2
vii. Base Crew: 48

v. Light Cruiser:
i. The Strongest Member Of The Sub-Capital Class, Light Cruisers Provide Improvements In Everything Except Speed Over Their Much Lighter Cousins
ii. Base Health: 237,048
iii. Base Unit Cost: 9,369
iv. Base Speed: 140
v. Base Build Time: 51
vi. Base Officers: 3
vii. Base Crew: 96

w. Cruiser/Battlecruiser:
i. The Mid-Range Cruiser Is Actually The First Entry In The Capital Class Of Ships
ii. Base Health: 308,163
iii. Base Unit Cost: 11,165
iv. Base Speed: 130
v. Base Build Time: 55
vi. Base Officers: 4
vii. Base Crew: 192

x. Heavy Cruiser:
i. Heavy Cruisers Are The Most Dangerous Members Of The Capital Class In Terms Of Firepower And Health, With Many Capable Of Carrying Small Squadrons Of Fighters Within Them
ii. Base Health: 400,611
iii. Base Unit Cost: 13,354
iv. Base Speed: 120
v. Base Build Time: 60
vi. Base Officers: 5
vii. Base Crew: 384

y. Heavy Platform:
i. Ranked As A Member Of The Capital Class Due To Its Strong Attack And Defensive Capabilities, The Heavy Platform Is A Manned, Stationary Sub-Base Useful For Defending Strategic Points
ii. Base Health: 520,795
iii. Base Unit Cost: 16,024
iv. Base Speed: 50
v. Base Build Time: 65
vi. Base Officers: 1
vii. Base Crew: 125

z. Carrier:
i. The Only Ship Aside From Flagships Capable Of Hyperspace, This Is Perhaps Not Always Necessarily The Largest Member Of The Capital Class, But Is Most Certainly The Most Heavily Plated
ii. Base Health: 781,192
iii. Base Unit Cost: 22,256
iv. Base Speed: 100
v. Base Build Time: 70
vi. Base Officers: 6
vii. Base Crew: 768

aa. Battleship:
i. The Main Fighting Ship Of The Ultra-Capital Ships, It Is Large And Heavily Defended
ii. Base Health: 1,015,550
iii. Base Unit Cost: 26,866
iv. Base Speed: 90
v. Base Build Time: 76
vi. Base Officers: 8
vii. Base Crew: 1,536

bb. Flagship/Mothership:
i. The Only Other Ultra-Capital Class Vessel, These Ships Are Typically Mobile Ship Production Vessels With Optional Hyperspace Capabilities
ii. Base Health: 1,320,215
iii. Base Unit Cost: 32,518
iv. Base Speed: 80
v. Base Build Time 81:
vi. Base Officers: 16
vii. Base Crew: 3,072

cc. Warship:
i. A Member Of The Warlord Class, This Ship Is Capable Of Truly Brutal Damage
ii. Base Health: 1,716,280
iii. Base Unit Cost: 39,455
iv. Base Speed: 70
v. Base Build Time: 87
vi. Base Officers: 32
vii. Base Crew: 6,144

dd. Dreadnaught/Dreadnought:
i. Dwarfing Its Slightly Smaller Warlord Class Cousin, These Ships Are Typically Constructed Near The End-Game
ii. Base Health: 2,231,164
iii. Base Unit Cost: 47,982
iv. Base Speed: 60
v. Base Build Time: 93
vi. Base Officers: 64
vii. Base Crew: 12,288

ee. Heavy Dreadnaught:
i. If Absolute Dominion Of Space Is What One Craves, This Titan Class Ship Will Hand Out Ready Victories
ii. Base Health: 2,900,513
iii. Base Unit Cost: 58,478
iv. Base Speed: 50
v. Base Build Time: 99
vi. Base Officers: 128
vii. Base Crew: 24,576

ff. Battle Dreadnaught:
i. Larger In Every Way, These Titan Class Ships Will Truly Dominate A Very Late-Game Encounter
ii. Base Health: 3,770,666
iii. Base Unit Cost: 71,414
iv. Base Speed: 40
v. Base Build Time: 106
vi. Base Officers: 256
vii. Base Crew: 49,152
gg. War Dreadnaught:
i. Unbelievably Massive, These Triton Class Ships Will Be Almost Impossible To Destroy Without A Focused Assault
ii. Base Health: 4,901,866
iii. Base Unit Cost: 87,377
iv. Base Speed: 30
v. Base Build Time: 112
vi. Base Officers: 512
vii. Base Crew: 98,304

hh. Super Dreadnaught:
i. The Most Monumental Ship Available, These Triton Class Vessels Will Almost Certainly Assure Victory Unless Countered By A Well-Coordinated Offensive Between Bursts Of Its Powerful Weapons
ii. Base Health: 6,372,426
iii. Base Unit Cost: 107,100
iv. Base Speed: 20
v. Base Build Time: 119
vi. Base Officers: 1,024
vii. Base Crew: 196,608

ii. Emplacement:
i. A Truly Massive Stationary Cosmic Class Structure Capable Of Withstanding Waves Of Attacks
ii. Base Health: 8,284,154
iii. Base Unit Cost: 131,495
iv. Base Speed: 20
v. Base Build Time: 126
vi. Base Officers: 12
vii. Base Crew: 2,304

jj. Station:
i. A Rarely Armed Member Of The Cosmic Class, These Typically Stationary Bases Are Built To Withstand Attacks While Performing Their Production Or Commercial Purposes
ii. Base Health: 10,769,401
iii. Base Unit Cost: 80,851
iv. Base Speed: 20
v. Base Build Time: 133
vi. Base Officers: 8
vii. Base Crew: 1,200

kk. Battlestation:
i. The Armed Version Of The Cosmic Class Station With Warfront Defenses In Mind
ii. Base Health: 14,000,221
iii. Base Unit Cost: 199,150
iv. Base Speed: 10
v. Base Build Time: 141
vi. Base Officers: 48
vii. Base Crew: 9,216

ll. Heavy Battlestation:
i. Though Rarely Deployed Due To Their Impressive Costs, These Cosmic Class Superstructures Do Still Have Their Uses
ii. Base Health: 17,000,000
iii. Base Unit Cost: 250,000
iv. Base Speed: 5
v. Base Build Time: 158
vi. Base Officers: 96
vii. Base Crew: 18,450

mm. Debris/Mining Bases:
i. Heavenly Class Objects Typically Used For Wealth Enhancement
ii. Base Health: 18,200,287
iii. Base Unit Cost: 245,618
iv. Base Speed: 5
v. Base Build Time: 148
vi. Base Officers: 0
vii. Base Crew: 0

nn. Planet/Moon:
i. Objects Typically So Large That They Can Only Be Listed Among The Heavenly Class Ships
ii. Base Health: 23,660,373
iii. Base Unit Cost: 303,338
iv. Base Speed: 5
v. Base Build Time: 156
vi. Base Officers: 1,536
vii. Base Crew: 393,216
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Jelrak

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canada
PostPosted: Tue Jan 23, 2018 8:39 pm    Post subject:  
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15) Weapons: There are 6 main weapon types
a. Kinetic
i. These weapons are typically comprised of physical material accelerated at a deadly rate
1. Damage: very low
2. Range: low
3. Frequency: high
4. Velocity: high
5. Duration: very low

ii. They can be countered by defensive shields

b. Beam/energy
i. These weapons are typically comprised of one of 11 different types of energy and can fire either as continuous beams or pulses

ii. They can be countered by one of the 11 specific shield types designed to negate their frequency. Each level of shield is capable of negating the lower intensity energy below it

iii. They are listed as follows, in order of increasing intensity (countering shields are of the same name):
1. Fusion Weapons
a. Damage: High
b. Range: Average
c. Frequency: Very Low
d. Velocity: Low
e. Duration: High

2. Antimatter Weapons
a. Damage: High
b. Range: Low
c. Frequency: Average
d. Velocity: High
e. Duration: Average

3. Disruptor Weapons
a. Damage: High
b. Range: High
c. Frequency: Very Low
d. Velocity: Very High
e. Duration: Low

4. Plasma Weapons
a. Damage: Very High
b. Range: Very Low
c. Frequency: Average
d. Velocity: Very Low
e. Duration: Very High

5. Neutron Weapons
a. Damage: Low
b. Range: Very High
c. Frequency: Average
d. Velocity: Average
e. Duration: Average

6. Phase Weapons
a. Damage: Average
b. Range: Low
c. Frequency: Very High
d. Velocity: High
e. Duration: Average

7. Pulsar Weapons
a. Damage: Average
b. Range: High
c. Frequency: Average
d. Velocity: Low
e. Duration: Very High

8. Radiation Weapons
a. Damage: Low
b. Range: High
c. Frequency: High
d. Velocity: Average
e. Duration: High

9. Particle Weapons
a. Damage: Average
b. Range: Very High
c. Frequency: Low
d. Velocity: High
e. Duration: Average

10. Photon Weapons
a. Damage: Very Low
b. Range: Very High
c. Frequency: High
d. Velocity: Very Low
e. Duration: Very High

11. Ion Weapons
a. Damage: Very High
b. Range: Average
c. Frequency: Low
d. Velocity: Very Low
e. Duration: Very High

c. Missile
i. These weapons are typically comprised of ordinances that follow targets and detonate on impact

ii. Many cause sphere burst damage

iii. They can be countered by drones and point-defense weapons

d. Munition
i. These weapons are typically comprised of ordinances that either slowly home in on targets or remain in place such as in a mine field

ii. They are countered by some drones and point-defense weapons, but are particularly effective at piercing shields

e. Bomb
i. These weapons are particularly devastating against larger craft

ii. They cannot be countered
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PostPosted: Tue Jan 30, 2018 9:02 pm    Post subject:  
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Nice work there. This guide will be a very useful facility.

Jelrak wrote:


v. Available Light Allies include the:

2. Progenitor

The Progenitor are reduced to being Light Allies!

You have introduced a lot of firepower there amongst the race options.
I seek several factions of Klingons, will they be equipped with authentic Klingon vessels?

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...No Neutron Blasters...
In that case I'll have a glove...
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PostPosted: Wed Jan 31, 2018 1:48 am    Post subject:  
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ALC wrote:
Nice work there. This guide will be a very useful facility.

Jelrak wrote:


v. Available Light Allies include the:

2. Progenitor

The Progenitor are reduced to being Light Allies!

You have introduced a lot of firepower there amongst the race options.
I seek several factions of Klingons, will they be equipped with authentic Klingon vessels?


Yes, the Klingon factions have been created from among the available Klingon ships "borrowed" from the Star Trek mod

*cough*

As for the Progenitors, yes there is something odd about this arrangement...but I made it anyway Wink
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PostPosted: Thu Feb 01, 2018 9:39 pm    Post subject:  
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Jelrak wrote:
*cough*

...whistles as a tumbleweed innocently blows by...

Jelrak wrote:
As for the Progenitors, yes there is something odd about this arrangement...but I made it anyway Wink
Well, when the force is in town who knows what might transpire.
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In that case I'll have a glove...
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