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- New
pilots cannot be attacked by enemies until they have made their
first move in the game.
- Each
turn occurs every 3 hours.
- During
each turn you have 5 available moves to perform actions in the
game.
- Every
turn you can:
- Attack
an enemy ship in your sector (Uses 1 move)
- Make
a repair on your ship (Uses 1 move)
- Capsule Jump
to a new sector (Uses 5 moves)
- Power down
your ship (Uses 5 moves)
- Scan
your sector for any useful space junk that might be in your
sector (Uses 1 move)
- Attacking
an enemy pilot will score you points and inflict damage on their
ship. High level pilots will score very little from attacking
lower level pilots. Attacking pilots of the same level or higher
will give you bonus points.
- Whilst
capsule jumping you are in between sectors and cannot do any kind
of scanning of sectors and cannot be attacked.
- You
cannot capsule jump during the last 15 minutes of any turn or
the first 5 minutes of a turn.
- Powering down
your ship renders you invisible to enemy scanners but you cannot
attack either. Powering down lasts until you choose to power your
ship back up. You can still scan whilst powered down and capsule
jumping to a new sector or picking up an LDA shield booster automatically
powers up your ship. You can still be attacked by enemy ships
whilst powered down if they find a Seeker Missile pack or Gattling
Gun.
Ships Lvl 7 or above and Fleet Commanders cannot power down their ships. If an FC accepts
the position and is currently powered down, then they will automatically
power up, and have their ability to power down disabled.
- Each
Faction has a home sector containing their Head Quaters. If any Faction
loses their Head Quaters then if their current ship is destroyed they will not beable to jump into a new ship of that faction. Their escape pod will be picked up by a local faction and you will fight for that faction. Any new players will not be able
to sign up on their side either.
- If
your Head Quaters becomes heavily damaged you will not be able to make
any long range communications transmissions until it is repaired.
- Each
Faction needs to dominate as many sectors as possible, as dominating
sectors allows you to retrieve supplies to repair your base after
an attack, as does having more active players in your Faction.
Your Head Quaters will get repaired after each turn depending on these
factors.
Moving
up the Ranks
As your score increases, so will your rank. Your ship will be improved,
and every 2 ranks you will be given a new type of ship to pilot.
| Rank |
Hitpoints |
Required
Score |
| 1 |
2000 |
0 |
| 2 |
3000 |
2000 |
| 3 |
4000 |
4000 |
| 4 |
5000 |
6000 |
| 5 |
6000 |
8000 |
| 6 |
7000 |
12000 |
| 7 |
8000 |
16000 |
| 8 |
9000 |
24000 |
| 9 |
10000 |
32000 |
| 10 |
11000 |
50000 |
TIPS
- It
is often safer to fly in sectors that are dominated by your Faction
so that they can help defend you if you're being attacked
- Using
all your moves at the beginning of a turn is not necessarily the
best thing to do. Remember, you can be attacked throughout that
turn and you may need to repair, power down or hyper out of the
sector.
- Communicate
with your friendly pilots regularly so that you can stay informed
of what else is happening in other sectors.
- Use
the communications system to coordinate attacks on enemy ships
or bases.
- Do
not leave your ship in Firefrost for long periods of time as your
ship will get damaged every turn flying through that sector!
- If
you haven't already, sign up for the EOC Online Forums and ask questions there
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