Difference between revisions of "Quickstarter"
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+ | ===Guide Set C=== | ||
+ | This guide was made by [*FTL*]Persistance @222120 | ||
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+ | ====Combat==== | ||
+ | 1. Always dodge fire when you can. Try a simple weaving pattern first, then try other things, like flying straight to make sure the enemy weapons shoot straight, then move. This is especially helpful on ICC, with their extra manuverability. |
Revision as of 08:11, 14 March 2012
Contents
Entering the Game
Your DarkSpace installation should be fully updated by now; The setup window will open when it the update is complete. Look over this interface and set options to your preference. Click "OK" to confirm your settings and return your focus to the launcher.
Either double-click "DarkSpace" in the Launch tab, or click on the tab labeled Servers. The Kraken server is used for set-piece scenario battles, which are good for learning some absolute basics or engaging in fleet wargames. The Orion server houses the Metaverse, the main theater of war in DarkSpace. Here you will work with allied captains to seize planets from the enemy factions. Double-click on the server of your choice and the game will begin loading.
Once you're looking at the in-game navscreen of the Metaverse or Scenario system, you have two options for entering play. You can launch one of the smaller ship classes from a homegate, or you can look for a white planet and click on it. This is a shipyard world, and can launch any vessel you are certified to command as long as the world has the requisite technology and resources. From this point onward, you are free to engage enemies at will. Good luck.
Guide Set A
This set of guides was made by Domedi @182986.
The Starter guide is a useful playermade handbook, which details on the basic steps of performing various tasks.
Guide Set B
This set of guides was written by Toby @191408.
We have compiled a list of quick tips to get you start playing with diminished delays. It is, however, suggested that the main articles on important skills be read via their respective links.
Main page - Starter Navigation
Hey! Hey Lieutenant, do you have a license to fly that huge Ship? Get yours now with our high-speed crash course in navigation!
- Your ship has an engine for general movement and a jump drive for high-speed rectilinear motion.
- Turn your ship around using Left and Right arrow keys. Change the speed using Up and Down arrow keys.
- Press F2 to get into Navigation Interface, your state-of-the-art interactive star map.
- There are three contact lists to the left - a stationary contact list at the edge, a hostile encounter list next to it, and an allied unit list alongside it.
- Select any target on the map, and press J to activate your jump drive. Your ship will align itself for a jump, and then JUMP!
- Your jump drive has a limited supply of fuel. Refuel it during periodic supplies from supply ships and depots, or by orbiting a planet.
- Travel across two star systems using Jump gates. Enter one gate to exit instantly from the other.
Combat
Main page - Starter Combat
Tips for combat will be added later.
Supply
Main page - Starter Supplying
Tips for supplying will be added later.
Construction
Main page - Starter Construction
Are you a 1st Lieutenant who wonders which cookie's name is Construction? Put that mouse away, get your reading glasses and pay attention.
- Construction is done by Build Drones which are carried by Engineering vessels.
- A lifeless planet is mostly useless if there is no engineer to colonise it.
- A planet can accomodate a maximum of 32 structures, but the 3 unique Home planets can accomodate 40.
- Structures require Resources to be built, Workers to manage it, Technology to be built and maintained and Power to function.
- Workers need Habitat and Food to live and grow. Shortage of any will stop growth, and acute shortage may cause mass deaths.
- Most structures have up to 2 technologically advanced versions with far greater needs but higher output.
- Balance the inputs and outputs of each structure in an orderly manner to build a great planet and be the hero/envy of your friends.
Bombing
Main page - Starter Bombing
- Enemy planets are friends with your enemies. Your enemy's friend is your enemy! Hurt planets and their delicate ecosystems using Bombs.
- The Human and K'Luth factions each have 2 types of bombs - one for General destruction of structures and living stuff; and one for Biological destruction of only living stuff. Human factions use MiRV bombs and Neutron bombs, and K'Luth colonies use Telekinetic bombs and Bio bombs, respectively.
- All bombs have a maximum flying range of 750 GUs. Human bombs have a longer munitions arming time than K'Luth bombs, so K'Luth bombers can unleash their explosives at closer orbital altitudes.
- Once launched, a bomb will slowly fly to the designated target - the planet's surface or a specific location on the surface. The engines on bombs will guide the munitions very accurately to the target, but they require sensor information from nearby ships and platforms.
- While flying, bombs can be shot down by Point Defense laser systems of enemy spaceships. Use Electronic Warfare systems to conceal the bomb salvo.
- When a bomb collides with the target, Defense structures present on the surface will reduce the extent of damage received. The proportion of damage reduced is equal to the PD percent of the planet - sum of PD% of all functional Defense structures on the surface.
- Bomb a structure to disable it at 50% critical damage, or annihilate it completely at 100% damage.
- Bombs also destroy resources present on the planet, and cause loss of population. If any infantry are present on the location they will also be subjected to the explosive damage.
Capturing
Main page - Starter Capturing
Tips for capturing will be added later.
Guide Set C
This guide was made by [*FTL*]Persistance @222120
Combat
1. Always dodge fire when you can. Try a simple weaving pattern first, then try other things, like flying straight to make sure the enemy weapons shoot straight, then move. This is especially helpful on ICC, with their extra manuverability.