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Game Manual


JamesSavik

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I'm writing a game manual for an online game called Outer Core

 

It is similar to Astro Empires but it expanded and the programmer is constantly working to improve and expand it.

 

Check it out but be warned- it is addictive. Message me if you join

 

__________________________________

Weyland-Yutani--logo.gif

 

Distribution: This handbook is for distribution to Weyland-Yutani Managers, Associates and Allies only. Unauthorized duplication or distribution is prohibited and may result in the total forfeiture of shares.

 

Disclaimer: This Guide has been prepared by our analysts and contains some matters of opinion that not all operators share. In all cases, your own best judgment is the best guide.

 

 

 

I. Selection of Colony Sites

 

Some of the most critical decisions that you will make are the selection of colony sites. Choosing the right sites are critical for your development. As you have more bases, they are more expensive to build so you must get the most return out of each and every one.

 

II. Selection Criteria

 

A. Planets vs Moons

 

Planets are larger than moons and have more readily available space for structures. Planets offer the advantage of having more usable space without having to terraform or build multi-level platforms. You can generally develop a planet to a higher degree than a moon because of the available space.

 

The down side of planets is that advanced defenses like planetary shields and rings cost full price.

 

Moons (and asteroids) have less available space and you will have to start terraforming them much sooner than planets. As the level of terraforming increases, so does the price so the space available on a moon costs more.

 

The advantage of a moon is that advanced defenses cost less and are built faster on these smaller bodies.

 

B. Fertility

 

An attribute absolutely critical to the development of a potential base is its fertility. This is a gage of how much population a base site can support.

 

In its application to the game, fertility simply means how many structures can be built per level of a hab complex. The lower the fertility of a potential base site, the more that space within a base will cost.

 

For instance: a base site with a fertility of 4 will have fourty spaces for structures when you build 10 hab complexes.

 

A base site with a fertility of 5 will have fifty spaces of structures when you build 10 hab complexes.

 

A base site with a fertility of 6 will have sixty spaces of structures when you build 10 hab complexes.

 

Generally speaking, avoid base sites with a fertility of less than 5. This will retard the development of the base and is very expensive to correct even with advanced technology.

 

 

C. Mineral Resources

 

Mineral Resources come in two forms:

 

1. Metals

Metal content, usually between 1 and 5, has a direct bearing on how productive a planet can be. Available metals, in quantity, feed your industry. This must be a key consideration in the selection of any planet. As a general rule, try to find base sites with a metal rating greater than 3.

 

2. Crystals

Crystals are somewhat rare and are only found on certain types of bodies. They are economically important but are only one of several considerations you should take into account in site selection.

 

 

D. Energy Resources

One of the key factors that you must take into consideration in selecting a base site is the availability of energy resources. Cheap, abundant energy drives industry and development.

 

1. Solar

Solar energy is rated between 0 and 4. It is available on all sorts of planets, moons and asteroids.

 

2. Gas

Gas energy is derived by gas pockets and accumulations available at a base site. Some types of planets and moons have better gas ratings than others. It is rated 0 to 4.

 

3. Hydro

Power derived by the movement of water by hydroelectric dams or tidal harnesses is available only on oceanic and earth-like planets and moons. Hydro power is rated 0 to 4.

 

 

III. Astro Types and Company Classifications

 

Class 1

Class 1 planets and moons are the most useful from an economic and industrial standpoint. They are high in metal and or crystal content.

 

Metal*

Rocky

Craters*

Asteroid Belt**

 

 

Class 2

Class 2 planets and moons are useful under some circumstances but are not considered the best all around choices by our analysts.

 

Crystal*

Gaia

Earth-like

Arid

Asteroid*

 

 

Class 3

Class 3 planets and moons are not recommended but may be chosen for base sites for strategic reasons.

 

Glacial

Tundra

Toxic

Radioactive

Magma

Oceanic

 

__________________________

 

*- indicates crystals

**- requires starbase

 

 

IV. the Roles of Bases

 

Bases can and should be optimized to fulfill various roles within your economy. It simply isn't practical to build all of your bases to perform multiple roles.

 

A. The Alpha Site

 

1. Alpha Site Selection Considerations

You will want to chose a base site that has the highest metal rating, available energy resources and the best fertility rating that you can find.

 

2. The role of the Alpha Site

Your first base, out of necessity must fulfill multiple roles. You have to create basic technologies at your Alpha site and have enough industrial capacity to build defenses, and a fledgling fleet.

 

 

B. Research Sites

A couple of your planets will need to be dedicated to research because you will have to build 24 or so Labs. This doesn't leave a lot of space for large numbers of other types of structures.

 

Gaia planets and moons have research bonuses and high fertility so they make very attractive dedicated research planets. The ability to build a large number of structures because of the high fertility cancels out their disadvantage of having a relatively low metal content.

 

 

C. Economic Sites

You may chose to build one or two of your bases to make money. Metallic, crater and crystal planets and moons excel in this role. Metallic and crater planets have high metal and crystal content and can be developed into very lucrative bases. Crystal planets have high levels of crystals but they have low metal content and fertility. They can be developed but understand their limitations going in.

 

 

D. Industrial Sites

Metallic, crater and rocky planets excel in this role. You'll want to build up high levels of metal refineries, robotic factories, nanobot factories, android factories and shipyards. At advanced levels add several levels of cybernetic technology and before you know it, you'll be driving that doomstar of your dreams.

 

 

V. Mistakes with Bases

 

Sometimes you make a mistake with a base. You pick one that has a low fertility or one that is in a hostile neighborhood and you just keep getting beaten down.

 

If you have a base site that is wretched, sometimes the only thing to do is to disband it and rebuild it somewhere else. You will receive a credit for the base and its structures and a colony ship so that you can quickly rebuild the scrapped base.

 

It is a drastic action but sometimes it is the only thing that you can do. Remember that the longer you wait to scrap a base, the longer it will take to replace it.

 

 

VI. Positioning Bases

 

There are two schools of thought about positioning bases: Clustering Bases within a sector or two and Spreading them Out.

 

A). Clustering Bases

The advantage of having bases that are in the same system or that are relatively close together is that they can mutually support each other. This concentrates your holdings and makes it much easier to defend. Bases in the same system can keep hostile fleets under constant fire with lasers, missiles, pulse turrets and drones at higher levels. It is much easier and quicker to gather a force to mount a counterattack. An enemy must face all of your firepower and you may be in a better position to retrieve debris after a battle.

 

The down side is that if a very large hostile force jumps into your sector, it is able to assault several of your bases in quick succession.

 

 

B). Spreading Bases Out

Bases that are spread across a number of systems or sectors are very hard to scout. You may be able to hit a few of them but without a major effort, it is difficult to find them all.

 

The disadvantage to spreading your bases out is obvious. They are much harder to defend. You need to build extensive base defenses and large, powerful base fleets to defend them.

 

 

C. Strongholds

Strongholds are a blend of the cluster and spread strategies.

 

Strongholds are systems in which you have two or more bases and the strongholds are spread out over a couple of sectors. This strategy provides the best and worse of both strategies.

 

Strongholds can support themselves defensive batteries and fleets.

 

A strong enemy fleet that finds a stronghold can assault any or all of the bases that it finds there.

 

 

D). Strategic Considerations

When you chose a base placement doctrine, you have to make some key strategic choices almost immediately.

 

If bases are spread out, you are committed to building significant base defenses at every base.

 

If your bases are consolidated, you may end up having to fight large, epic battles with an enemy that may knows where your bases are.

 

Consider the pros and cons of all three doctrines and proceed accordingly.

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