Post by Zensi on Nov 28, 2016 2:05:16 GMT
This is the level at which things get real, and really fun. You get your teleport (tlp), so now you can go visit your opponent's ship for a cup of sugar, and wreak havoc. However, to be properly used, you need good crew and leveled up. So you wouldn't be sending Emily over for a pajama party, since her max HP is only 4 (unless she goes a lot to the gym).
So lets start with the TLP strategies. You can use your boarders for different purposes, such as destruction of main systems, killing enemy crews, distracting repair crews, delaying firing of weapons, preventing boarders from attacking you, etc. Some of these depend on what your opponent does, others are only dependent on you and your crew.
The basics for teleporting over are simple. Manually, you move the crew to the arrows at the edge of the screen to go to the other ship. You release the crew unto the room you want to go. AI is the way to go, with this basic command being something like None : Target Enemy Lasers. This would cause them to go to the opponent's laser and destroy all. However, there are some disconnected ships, that try to prevent boarders from damaging their ships or to maximize the rooms that can be fitted. For this you would need another line to get them to go to all the laser rooms. You would add None : Target Your Teleport. With these two lines you can board and destroy all the lasers there. If the boarder can't destroy another laser, it will return to your teleport, and then go to another laser.
However, you will need to adapt these commands to your own tactics. You might prefer to attack missiles, teleports, shields, reactor, etc. You probably also don't want to use None, but some trigger that better suits your needs.
This said, we need to talk about whom to send over. You want crew with with high HP, otherwise they won't last long. From the list of uniques with high HP you have Cat Boy, Evil General, Jessica, Zombie, and Zombieee. However, you can also use Astronaut, Davo, Dennis, Male Nurse, Simon, and Verunus because of their healing abilities. On the subject of abilities, this group has those that will help when boarding.
Boarding becomes more widespread, so you need to develop techniques to counter the TLP and boarders. You can do this on your own, but a good alliance will help a lot here. So don't be afraid to experiment, after all your ship's recovery time are still short enough. Usually, I ended up waiting longer for missiles than for the ship.
As you can see in my ships image, I already got a hero on board. So you need to collect as many bux as you can to keep doing the beer draws. Not having a good crew, will hamper your progress on higher levels.
Happy trails, as this is the last in the series. You have reached halfway (as of today). You should be good to go on from here by yourself. Consider joining an alliance at level 6, maybe 7. They ought to take you all the way to level 10 and beyond, granted they are a good alliance.
So lets start with the TLP strategies. You can use your boarders for different purposes, such as destruction of main systems, killing enemy crews, distracting repair crews, delaying firing of weapons, preventing boarders from attacking you, etc. Some of these depend on what your opponent does, others are only dependent on you and your crew.
The basics for teleporting over are simple. Manually, you move the crew to the arrows at the edge of the screen to go to the other ship. You release the crew unto the room you want to go. AI is the way to go, with this basic command being something like None : Target Enemy Lasers. This would cause them to go to the opponent's laser and destroy all. However, there are some disconnected ships, that try to prevent boarders from damaging their ships or to maximize the rooms that can be fitted. For this you would need another line to get them to go to all the laser rooms. You would add None : Target Your Teleport. With these two lines you can board and destroy all the lasers there. If the boarder can't destroy another laser, it will return to your teleport, and then go to another laser.
However, you will need to adapt these commands to your own tactics. You might prefer to attack missiles, teleports, shields, reactor, etc. You probably also don't want to use None, but some trigger that better suits your needs.
This said, we need to talk about whom to send over. You want crew with with high HP, otherwise they won't last long. From the list of uniques with high HP you have Cat Boy, Evil General, Jessica, Zombie, and Zombieee. However, you can also use Astronaut, Davo, Dennis, Male Nurse, Simon, and Verunus because of their healing abilities. On the subject of abilities, this group has those that will help when boarding.
- Critical Strike - Useful to kill instantly a enemy, even when entering on the wrong side of the room. It will reduce the HP of one enemy by the ability's value
- Poison Gas - Like critical strike, but for all the enemies in the room
- System Hack - Disables a room charging for a duration related to their ability value, similar to EMP missiles (which you can research at the lab)
- Ultra Dismantle - Destroys a room instantly. It will deduct the room's hp (the green bars) up to the value of the ability
Boarding becomes more widespread, so you need to develop techniques to counter the TLP and boarders. You can do this on your own, but a good alliance will help a lot here. So don't be afraid to experiment, after all your ship's recovery time are still short enough. Usually, I ended up waiting longer for missiles than for the ship.
As you can see in my ships image, I already got a hero on board. So you need to collect as many bux as you can to keep doing the beer draws. Not having a good crew, will hamper your progress on higher levels.
Happy trails, as this is the last in the series. You have reached halfway (as of today). You should be good to go on from here by yourself. Consider joining an alliance at level 6, maybe 7. They ought to take you all the way to level 10 and beyond, granted they are a good alliance.