Monday, September 26, 2011

BGO: Strike Craft Hull Modules


Strike Hull Plating
(Increases Hull Points)
Hull plating strengthens and reinforces a ship's hull with additional structural bracing and thicker plating over vital areas. The additional mass reduces engine responsiveness and maneuvering ability, although skilled pilots can compensate to an extent with the appropriate training and experience.

Effect: Increases hull points, reduces acceleration and torque
Level12345678910
Cost8,000 ty8,000 ty300 cu
8,000 ty
1,200 cu
8,000 ty
2,100 cu
8,000 ty
3,300 cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
Hull Points45.050.055.060.065.070.0????
Torque Factor-1.0
Acceleration-0.2
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementArmored Combat-0Armored Combat-1Armored Combat-2Armored Combat-3Armored Combat-4Armored Combat-5
*Tylium = ty     Cubits = cu

Strike Armor Plating
(Increases Armor Value)
Armor plating toughens a ship's hull with case hardened titanium alloy plating, making it more resistant to damage. The additional mass reduces engine responsiveness and maneuvering ability, although skilled pilots can compensate to an extent with the appropriate training and experience.

Effect: Increases armor value, reduces acceleration and torque
Level12345678910
Cost8,000 ty8,000 ty300 cu
8,000 ty
1,200 cu
8,000 ty
2,100 cu
8,000 ty
3,300 cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
Armor Value4.55.05.56.06.57.0????
Torque Factor-0.5
Acceleration-0.4
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementArmored Combat-0Armored Combat-1Armored Combat-2Armored Combat-3Armored Combat-4Armored Combat-5
*Tylium = ty     Cubits = cu

Strike HT Plating
(Increases Critical Defense)
High threat plating provides additional protection to vulnerable points in a ship's hull, reducing the chance of critical systems failure or secondary explosions from combat damage.

Effect: Increases critical defense
Level12345678910
Cost8,000 ty8,000 ty300 cu
8,000 ty
1,200 cu
8,000 ty
2,100 cu
8,000 ty
3,300 cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
Critical Defense7.58.39.210.010.811.7????
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementArmored Combat-0Armored Combat-1Armored Combat-2Armored Combat-3Armored Combat-4Armored Combat-5
*Tylium = ty     Cubits = cu

Strike Composite Plating
(Increases Armor Value and Hull Points)
Composite plating uses a combination of case hardened titanium alloy plating and additional structural bracing to strengthen and toughen a ship's hull. The additional mass reduces engine responsiveness and maneuvering ability, although skilled pilots can compensate to an extent with the appropriate training and experience.

Effect: Increases armor value and hull points, reduces acceleration and torque
Level12345678910
Cost8,000 ty8,000 ty300 cu
8,000 ty
1,200 cu
8,000 ty
2,100 cu
8,000 ty
3,300 cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
Hull Points22.525.027.530.032.535.0????
Armor Value2.32.62.83.13.33.6????
Torque Factor-0.8
Acceleration-0.3
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementArmored Combat-0Armored Combat-1Armored Combat-2Armored Combat-3Armored Combat-4Armored Combat-5
*Tylium = ty     Cubits = cu

Strike HT Hull Plating
(Increases Hull Points and Critical Defense)
High threat hull plating combines structural bracing and thicker plating with improved protection for vulnerable points in a ship's hull. The additional mass slightly reduces engine responsiveness and maneuvering ability, although skilled pilots can compensate to an extent with the appropriate training and experience.

Effect: Increases hull points and critical defense, reduces acceleration and torque
Level12345678910
Cost8,000 ty8,000 ty300 cu
8,000 ty
1,200 cu
8,000 ty
2,100 cu
8,000 ty
3,300 cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
Hull Points30.033.336.740.043.346.7????
Critical Defense2.52.83.13.33.63.9????
Torque Factor-0.7
Acceleration-0.1
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementArmored Combat-0Armored Combat-1Armored Combat-2Armored Combat-3Armored Combat-4Armored Combat-5
*Tylium = ty     Cubits = cu


Strike HT Armor Plating
(Increases Armor Value and Critical Defense)
High threat armor plating combines case hardened titanium alloy plating with improved protection for vulnerable points in a ship's hull. The additional mass slightly reduces engine responsiveness and maneuvering ability, although skilled pilots can compensate to an extent with the appropriate training and experience.

Effect: Increases armor value and critical defense, reduces acceleration and torque
Level12345678910
Cost8,000 ty8,000 ty300 cu
8,000 ty
1,200 cu
8,000 ty
2,100 cu
8,000 ty
3,300 cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
Armor Value3.03.33.74.04.34.7????
Critical Defense2.52.83.13.33.63.9????
Torque Factor-0.3
Acceleration-0.3
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementArmored Combat-0Armored Combat-1Armored Combat-2Armored Combat-3Armored Combat-4Armored Combat-5
*Tylium = ty     Cubits = cu

Strike HT Composite Plating
(Increases Armor Value, Hull Points and Critical Defense)
High threat composite plating combines case hardened titanium alloy plating, reinforced structural bracing and improved protection for vulnerable points in a ship's hull. The additional mass reduces engine responsiveness and maneuvering ability, although skilled pilots can compensate to an extent with the appropriate training and experience.

Effect: Increases armor value, hull points and critical defense, reduces acceleration and torque
Level12345678910
Cost8,000 ty8,000 ty300 cu
8,000 ty
1,200 cu
8,000 ty
2,100 cu
8,000 ty
3,300 cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
Armor Value1.82.02.22.42.62.8????
Hull Points18.020.022.024.026.028.0????
Critical Defense1.51.71.82.02.22.3????
Torque Factor-0.6
Acceleration-0.2
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementArmored Combat-0Armored Combat-1Armored Combat-2Armored Combat-3Armored Combat-4Armored Combat-5
*Tylium = ty     Cubits = cu

Strike System Redundancy
(Increases Hull Point Recovery Rate)
Installs additional backup systems, bypasses and alternate control pathways throughout a strike craft's hull, increasing the speed at which a pilot can bring damaged systems back online after sustaining damage in combat.

Effect: Increases hull point recovery rate
Level12345678910
Cost5,000 ty5,000 ty300 cu
5,000 ty
900 cu
5,000 ty
? cu
5,000 ty
? cu
5,000 ty
? cu
5,000 ty
? cu
5,000 ty
? cu
5,000 ty
? cu
5,000 ty
Hull Recovery0.5 /sec0.6 /sec0.6 /sec0.7 /sec? /sec? /sec? /sec? /sec? /sec? /sec
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementDamage Control-0Damage Control-1Damage Control-2Damage Control-3Damage Control-4Damage Control-5
*Tylium = ty     Cubits = cu

Strike Damage Control
(Repairs Hull Points)
A remotely operated system that allows strike craft pilots to reroute controls, replace critical components and perform other damage control tasks while in combat. Such repairs take time to complete, but can make the difference between victory and defeat in close battles.

Effect: Grants damage control system ability (requires strike dc packs as ammunition)
Level12345678910
Cost8,000 ty8,000 ty300 cu
8,000 ty
1,200 cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
? cu
8,000 ty
Hullpoint Restore+50.0+55.6+61.1+66.7??????
Reload30.0 sec
Power Cost50.0
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementDamage Control-0Damage Control-1Damage Control-2Damage Control-3Damage Control-4Damage Control-5
*Tylium = ty     Cubits = cu

Strike Decoy Launcher
(Launches Anti-Missile Decoys)
The "fire and forget" guidance systems in use by most colonial and cylon missiles are reliable and effective, but have weaknesses that can be exploited. Decoy launchers allow a ship to make use of a variety of decoys and drones in order to defeat incoming missiles before they impact.

Effect: Grants light anti-missile decoy ability (requires light decoys as ammunition)
Level12345678910
Cost10,000 ty10,000 ty300 cu
10,000 ty
1,800 cu
10,000 ty
? cu
10,000 ty
? cu
10,000 ty
? cu
10,000 ty
? cu
10,000 ty
? cu
10,000 ty
? cu
10,000 ty
Decoy Chance66.7%
Reload20.0 sec18.9 sec17.8 sec16.7 sec? sec? sec? sec? sec? sec? sec
Power Cost40.037.835.633.3??????
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementMunition Launchers-0Munition Launchers-1Munition Launchers-2Munition Launchers-3Munition Launchers-4Munition Launchers-5
*Tylium = ty     Cubits = cu

Strike Mine Launcher
(Launches Mines)
Mine launchers allow a ship to release a variety of different munitions that will automatically trigger if an enemy target comes into range. Hard to see or detect with dradis sensors, mines can inflict significant damage on unwary ships.

Effect: Grants light mine ability (requires light mines as ammunition)
Level12345678910
Cost10,000 ty10,000 ty300 cu
10,000 ty
1,500 cu
10,000 ty
? cu
10,000 ty
? cu
10,000 ty
? cu
10,000 ty
? cu
10,000 ty
? cu
10,000 ty
? cu
10,000 ty
Min Damage50.0
Max Damage100.0
Armor Piercing20.0
Min Range0.0
Max Range0.0
Critical Offense100.0
Reload40.0 sec37.8 sec35.6 sec33.3 sec? sec? sec? sec? sec? sec? sec
Power Cost20.018.917.816.7??????
Firing Arc0.0 degrees
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementMunition Launchers-0Munition Launchers-1Munition Launchers-2Munition Launchers-3Munition Launchers-4Munition Launchers-5
*Tylium = ty     Cubits = cu


Saturday, September 24, 2011

BGO: Strike Craft Missile Launchers


HD-70P 'Lightning-P' Light Missile Launcher (Colonial)
Type BP 'Bereaver-P' Missile Launcher (Cylon)
(Precision Missile Launcher - Increased Critical Hit)
'P series' launchers feature precision acquisition and guidance hardware that attempts to identify and exploit vulnerable areas of targets. This general purpose system launches fast, agile missiles that offer tactical flexibility in a variety of combat situations.

Effect: Grants light missile attack that gains critical offense when upgraded (requires light warheads as ammunition)
Level12345678910
Cost10,000 ty10,000 ty300 cu
10,000 ty
1,200 cu
10,000 ty
3,000 cu
10,000 ty
4,500 cu
10,000 ty
7,500 cu
10,000 ty
12,000 cu
10,000 ty
18,000 cu
10,000 ty
30,000 cu
10,000 ty
Min Damage25.0
Max Damage50.0
Armor Piercing20.0
Min Range200.0
Max Range1000.0
Critical Offense100.0105.6111.1116.7122.2127.8133.3138.9144.4150.0
Reload10.0 sec9.4 sec8.9 sec8.3 sec7.8 sec7.2 sec6.7 sec6.1 sec? sec? sec
Power Cost20.018.917.816.715.614.413.312.2??
Firing Arc75.0 degrees
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementMissile Combat-0Missile Combat-1Missile Combat-2Missile Combat-3Missile Combat-4Missile Combat-5
*Tylium = ty     Cubits = cu

HD-70 'Lightning' Light Missile Launcher (Colonial)
Type B 'Bereaver' Missile Launcher (Cylon)
(General Purpose Missile Launcher)
Utilizing reliable "fire and forget" guidance technology, the missile systems used by colonial and cylon forces are excellent complements to cannons and effective weapons in their own right. This general purpose system launches fast, agile missiles that are ideally suited to combat with other strike craft.

Effect: Grants light missile attack (requires light warheads as ammunition)
Level12345678910
Cost10,000 ty10,000 ty300 cu
10,000 ty
1,200 cu
10,000 ty
3,000 cu
10,000 ty
4,500 cu
10,000 ty
7,500 cu
10,000 ty
12,000 cu
10,000 ty
18,000 cu
10,000 ty
30,000 cu
10,000 ty
Min Damage25.0
Max Damage50.0
Armor Piercing20.0
Min Range200.0
Max Range1000.01027.81055.61083.31111.11138.91166.71194.4??
Critical Offense100.0
Reload10.0 sec9.4 sec8.9 sec8.3 sec7.8 sec7.2 sec6.7 sec6.1 sec? sec? sec
Power Cost20.018.917.816.715.614.413.312.2??
Firing Arc75.0 degrees
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementMissile Combat-0Missile Combat-1Missile Combat-2Missile Combat-3Missile Combat-4Missile Combat-5
*Tylium = ty     Cubits = cu


HD-82 'Longbow' Light Missile Launcher (Colonial)
Type B1 'Stalker' Light Missile Launcher (Cylon)
(Long Range Missile Launcher)
An extended range missile system intended to provide strike craft with improved interception ability outside of autocannon engagement envelopes. Compared to general purpose systems, the missiles are slightly less agile and their guidance systems are slower to lock on, but remain extremely effective.

Effect: Grants long range light missile attack (requires light warheads as ammunition)
Level12345678910
Cost10,000 ty10,000 ty300 cu
10,000 ty
1,200 cu
10,000 ty
3,000 cu
10,000 ty
4,500 cu
10,000 ty
7,500 cu
10,000 ty
12,000 cu
10,000 ty
18,000 cu
10,000 ty
30,000 cu
10,000 ty
Min Damage25.0
Max Damage50.0
Armor Piercing20.0
Min Range200.0
Max Range1250.01286.11322.21358.31394.41430.61466.71502.8??
Critical Offense100.0
Reload12.0 sec11.3 sec10.7 sec10.0 sec9.3 sec8.7 sec8.0 sec7.3 sec? sec? sec
Power Cost20.018.917.816.715.614.413.312.2??
Firing Arc75.0 degrees
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementMissile Combat-0Missile Combat-1Missile Combat-2Missile Combat-3Missile Combat-4Missile Combat-5
*Tylium = ty     Cubits = cu

HD-82P 'Longbow-P' Light Missile Launcher (Colonial)
Type B1P 'Stalker-P' Light Missile Launcher (Cylon)
(Long Range Precision Missile Launcher - Increased Critical Hit)
'P series' launchers feature precision acquisition and guidance hardware that attempts to identify and exploit vulnerable areas of targets. This extended range system is intended to provide strike craft with improved interception ability outside of autocannon engagement envelopes.

Effect: Grants long range light missile attack that gains critical offense when upgraded (requires light warheads as ammunition)
Level12345678910
Cost10,000 ty10,000 ty300 cu
10,000 ty
1,200 cu
10,000 ty
3,000 cu
10,000 ty
4,500 cu
10,000 ty
7,500 cu
10,000 ty
12,000 cu
10,000 ty
18,000 cu
10,000 ty
30,000 cu
10,000 ty
Min Damage25.0
Max Damage50.0
Armor Piercing20.0
Min Range200.0
Max Range1250.0
Critical Offense100.0105.6111.1116.7122.2127.8133.3138.9144.4150.0
Reload12.0 sec11.3 sec10.7 sec10.0 sec9.3 sec8.7 sec8.0 sec7.3 sec? sec? sec
Power Cost20.018.917.816.715.614.413.312.2??
Firing Arc75.0 degrees
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementMissile Combat-0Missile Combat-1Missile Combat-2Missile Combat-3Missile Combat-4Missile Combat-5
*Tylium = ty     Cubits = cu

HD-96 'Nova' Light Missile Launcher (Colonial)
Type B2 'Ruiner' Light Missile Launcher (Cylon)
(Powerful Short Range Missile Launcher)
A specialized launcher system designed to allow strike craft to combat much larger ships by squeezing the equivalent of a heavy warhead into a light casing. With little space for guidance and propulsion, the resulting missiles must be used from very short ranges to be effective, but pack a massive punch.

Effect: Grants high yield light missile attack (requires light warheads as ammunition)
Level12345678910
Cost10,000 ty10,000 ty300 cu
10,000 ty
1,200 cu
10,000 ty
3,000 cu
10,000 ty
4,500 cu
10,000 ty
7,500 cu
10,000 ty
12,000 cu
10,000 ty
18,000 cu
10,000 ty
30,000 cu
10,000 ty
Min Damage75.0
Max Damage200.0
Armor Piercing50.0
Min Range200.0
Max Range600.0616.7633.3650.0666.7683.3700.0716.7??
Critical Offense100.0
Reload20.0 sec18.9 sec17.8 sec16.7 sec15.6 sec14.4 sec13.3 sec12.2 sec? sec? sec
Power Cost40.037.835.633.331.128.926.724.4??
Firing Arc75.0 degrees
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementMissile Combat-0Missile Combat-1Missile Combat-2Missile Combat-3Missile Combat-4Missile Combat-5
*Tylium = ty     Cubits = cu


Thursday, September 22, 2011

The Secret World: Gameplay


Having became interested in The Secret World, I took a dive into Google to see if I could find anything related to its skills and gameplay. What I found was this 30 minute video featuring its gameplay that was posted in March 2011 and this cool skill wheel made in flash. Hopefully this gives you a better idea of 'The Secret World' if you haven't already knew about them.

The following is a 30 minute clip where the makers of the game briefs the media regarding The Secret World's gameplay. This clip can be divided into three parts.

The first part talks about how players can interact with elements in the game world plus some insights into missions and bosses.

The second part features the skills that can be found in the game and the introduction of the skill wheel.

The last part talks about the PVP aspect of The Secret World.



Skill Wheel
TSW SkillWheel
The image links you to the website where the Skill Wheel can be found. It is made in flash, so feel free to click on it and explore the skills (which are known so far) in further detail.

What We Know So Far Regarding Skills
If you have already viewed through the clip above, you will know that the character can only "equip" seven active skills and seven passive skills. These skills can come from any of the cells in the inner or outer circle as long as you have learnt them.

There are no prerequisites to learning the skills in any of the cells in the inner or outer circles. If you so choose, you can learn skills in "Ranged" under the cell "Rules of Engagement" and then learn skills in "Hammers" under the cell "Deadly Strength".

The only catch is that to learn the next skill in the same cell, you will have to learn the previous skill (this all depends on which skill is the previous and which is the next). For example (assuming the top-most skills are the first you learn), if you want to learn the skill "Black Rounds" in the cell "Boiling Point" under "Ranged", you will have to learn all the previous skills, "Chain Fire", "Speed Holster", "Snapshot", "Magnum" and "The Business". Furthermore, learning each of the skills will require different amounts of skill points. Naturally, the skill points cost will gradually increase as you learn skills further down the cell.


Tuesday, September 20, 2011

BGO: Strike Craft Autocannons


MEC-AX6 'Fang-10' Experimental Light Autocannon (Colonial)
Type AX 'Aggressor-10' Experimental Light Autocannon (Cylon)
(Limited Edition Light Autocannon)
Available for a limited time only, the experimental '10 series' cannons offer the firepower and performance of a level 10 general purpose autocannon at less than 75% of the cost! However, due to their unique construction, they cannot be upgraded.

Effect: Grants light autocannon attack (requires light rounds as ammunition)
Level1
Cost57,500 cu
Min Damage2.0
Max Damage20.0
Armor Piercing5.0
Min Range0.0
Max Range750.0
Optimal Range450.0
Accuracy400.0
Critical Offense100.0
Reload0.5 sec
Power Cost1.0
Firing Arc75.0 degrees
Durability5000.0
Skill RequirementGunnery-0
*Tylium = ty     Cubits = cu

MEC-AX6 'Fang-07' Experimental Light Autocannon (Colonial)
Type AX 'Aggressor-07' Experimental Light Autocannon (Cylon)
(Limited Edition Light Autocannon)
Available for a limited time only, the experimental '07 series' cannons offer the firepower and performance of a level 7 general purpose autocannon at less than 90% of the cost! They can also be upgraded to match the maximum performance of standard models.

Effect: Grants light autocannon attack (requires light rounds as ammunition)
Level12345678910
Cost15,000 cu250 cu
3,500 ty
500 cu
3,500 ty
750 cu
3,500 ty
1,500 cu
3,500 ty
3,000 cu
3,500 ty
6,000 cu
3,500 ty
9,000 cu
3,500 ty
14,000 cu
3,500 ty
25,000 cu
3,500 ty
Min Damage1.71.71.81.81.81.91.92.02.02.0
Max Damage16.717.117.417.818.218.618.919.319.720.0
Armor Piercing5.0
Min Range0.0
Max Range750.0
Optimal Range400.0405.6411.1416.7422.2427.8433.3438.9444.4450.0
Accuracy400.0
Critical Offense100.0
Reload0.5 sec
Power Cost1.0
Firing Arc75.0 degrees
Durability4167.04259.64352.14444.74537.24629.84722.34814.94907.45000.0
Skill RequirementGunnery-0Gunnery-1Gunnery-2Gunnery-3Gunnery-4Gunnery-5
*Tylium = ty     Cubits = cu

MEC-A6 'Fang' Light Autocannon (Colonial)
Type A 'Aggressor' Light Autocannon (Cylon)
(General Purpose Autocannon)
Lightweight and compact, autocannons are the default armament for both Colonial and Cylon strike crafts. Their high accuracy and rate of fire helps to compensate for their low caliber. This general purpose autocannon offers tactical flexibility over the more specialized roles of other models.

Effect: Grants light autocannon attack (requires light rounds as ammunition)
Level12345678910
Cost10,000 ty10,000 ty300 cu
10,000 ty
1,200 cu
10,000 ty
3,000 cu
10,000 ty
4,500 cu
10,000 ty
7,500 cu
10,000 ty
12,000 cu
10,000 ty
18,000 cu
10,000 ty
30,000 cu
10,000 ty
Min Damage1.01.11.21.31.41.61.71.81.92.0
Max Damage10.011.112.213.314.415.616.717.818.920.0
Armor Piercing5.0
Min Range0.0
Max Range750.0
Optimal Range300.0316.7333.3350.0367.7383.3400.0416.6433.3450.0
Accuracy400.0
Critical Offense100.0
Reload0.5 sec
Power Cost1.0
Firing Arc75.0 degrees
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementGunnery-0Gunnery-1Gunnery-2Gunnery-3Gunnery-4Gunnery-5
*Tylium = ty     Cubits = cu

MEC-A6P 'Fang-P' Light Autocannon (Colonial)
Type AP 'Aggressor-P' Light Autocannon (Cylon)
(Precision Autocannon - Increased Critical Hit)
'P series' cannons feature precision targeting interfaces that are designed to help identify and exploit the vulnerable areas of enemy ships. This general purpose autocannon offers tactical flexibility over the more specialized roles of other models.

Effect: Grants light autocannon attack that gains critical offense when upgraded (requires light rounds as ammunition)
Level12345678910
Cost10,000 ty10,000 ty300 cu
10,000 ty
1,200 cu
10,000 ty
3,000 cu
10,000 ty
4,500 cu
10,000 ty
7,500 cu
10,000 ty
12,000 cu
10,000 ty
18,000 cu
10,000 ty
30,000 cu
10,000 ty
Min Damage1.01.11.21.31.41.61.71.81.92.0
Max Damage10.011.112.213.314.415.616.717.818.920.0
Armor Piercing5.0
Min Range0.0
Max Range750.0
Optimal Range300.0
Accuracy400.0
Critical Offense100.0105.6111.1116.7122.2127.8133.3138.9144.4150.0
Reload0.5 sec
Power Cost1.0
Firing Arc75.0 degrees
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementGunnery-0Gunnery-1Gunnery-2Gunnery-3Gunnery-4Gunnery-5
*Tylium = ty     Cubits = cu


MEC-A8 'Tornado' Light Autocannon (Colonial)
Type A1 'Lasher' Light Autocannon (Cylon)
(Short Range, Rapid Fire Autocannon)
A rapid fire autocannon that sacrifices range for damage output, favored by aggressive strike pilots who prefer close up "knife fights", where its high cyclic rate can be lethal. At medium and long range, however, its effectiveness drops off rapidly and it is outperformed by other autocannon systems.

Effect: Grants rapid fire autocannon attack (requires light rounds as ammunition)
Level12345678910
Cost10,000 ty10,000 ty300 cu
10,000 ty
1,200 cu
10,000 ty
3,000 cu
10,000 ty
4,500 cu
10,000 ty
7,500 cu
10,000 ty
12,000 cu
10,000 ty
18,000 cu
10,000 ty
30,000 cu
10,000 ty
Min Damage1.01.11.21.31.41.61.71.81.92.0
Max Damage10.011.112.213.314.415.616.717.818.920.0
Armor Piercing5.0
Min Range0.0
Max Range600.0
Optimal Range250.0261.1272.2283.3294.4305.6316.7327.8338.9350.0
Accuracy400.0
Critical Offense100.0
Reload0.4 sec
Power Cost1.0
Firing Arc75.0 degrees
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementGunnery-0Gunnery-1Gunnery-2Gunnery-3Gunnery-4Gunnery-5
*Tylium = ty     Cubits = cu

MEC-A8P 'Tornado-P' Light Autocannon (Colonial)
Type A1P 'Lasher-P' Light Autocannon (Cylon)
(Rapid Fire Precision Autocannon - Increased Critical Hit)
'P series' cannons feature precision targeting interfaces that are designed to help identify and exploit the vulnerable areas of enemy ships. This rapid fire autocannon sacrifices range for damage output, making it lethal at short distances.

Effect: Grants rapid fire autocannon attack that gains critical offense when upgraded (requires light rounds as ammunition)
Level12345678910
Cost10,000 ty10,000 ty300 cu
10,000 ty
1,200 cu
10,000 ty
3,000 cu
10,000 ty
4,500 cu
10,000 ty
7,500 cu
10,000 ty
12,000 cu
10,000 ty
18,000 cu
10,000 ty
30,000 cu
10,000 ty
Min Damage1.01.11.21.31.41.61.71.81.92.0
Max Damage10.011.112.213.314.415.616.717.818.920.0
Armor Piercing5.0
Min Range0.0
Max Range600.0
Optimal Range250.0
Accuracy400.0
Critical Offense100.0105.6111.1116.7122.2127.8133.3138.9144.4150.0
Reload0.4 sec
Power Cost1.0
Firing Arc75.0 degrees
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementGunnery-0Gunnery-1Gunnery-2Gunnery-3Gunnery-4Gunnery-5
*Tylium = ty     Cubits = cu

MEC-A9 'Hawk' Light Autocannon (Colonial)
Type A2 'Disabler' Light Autocannon (Cylon)
(Long Range Autocannon)
A long-barrelled autocannon optimized for precision fire at range, ideal for cautious strike pilots who prefer to "stand off" from opponents, allowing them to make the most of this weapon's accuracy. At medium and close range, however, its lower fire rate makes it less effective than other autocannon systems.

Effect: Grants long range autocannon attack (requires light rounds as ammunition)
Level12345678910
Cost10,000 ty10,000 ty300 cu
10,000 ty
1,200 cu
10,000 ty
3,000 cu
10,000 ty
4,500 cu
10,000 ty
7,500 cu
10,000 ty
12,000 cu
10,000 ty
18,000 cu
10,000 ty
30,000 cu
10,000 ty
Min Damage1.01.11.21.31.41.61.71.81.92.0
Max Damage10.011.112.213.314.415.616.717.818.920.0
Armor Piercing5.0
Min Range0.0
Max Range900.0
Optimal Range350.0372.2394.4416.7438.9461.1483.3505.6527.8550.0
Accuracy400.0
Critical Offense100.0
Reload0.6 sec
Power Cost1.0
Firing Arc75.0 degrees
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementGunnery-0Gunnery-1Gunnery-2Gunnery-3Gunnery-4Gunnery-5
*Tylium = ty     Cubits = cu

MEC-A9P 'Hawk-P' Light Autocannon (Colonial)
Type A2P 'Disabler-P' Light Autocannon (Cylon)
(Long Range Precision Autocannon - Increased Critical Hit)
'P series' cannons feature precision targeting interfaces that are designed to help identify and exploit the vulnerable areas of enemy ships. This long-barrelled autocannon is optimized for precision fire at range.

Effect: Grants long range autocannon attack that gains critical offense when upgraded (requires light rounds as ammunition)
Level12345678910
Cost10,000 ty10,000 ty300 cu
10,000 ty
1,200 cu
10,000 ty
3,000 cu
10,000 ty
4,500 cu
10,000 ty
7,500 cu
10,000 ty
12,000 cu
10,000 ty
18,000 cu
10,000 ty
30,000 cu
10,000 ty
Min Damage1.01.11.21.31.41.61.71.81.92.0
Max Damage10.011.112.213.314.415.616.717.818.920.0
Armor Piercing5.0
Min Range0.0
Max Range900.0
Optimal Range350.0
Accuracy400.0
Critical Offense100.0105.6111.1116.7122.2127.8133.3138.9144.4150.0
Reload0.6 sec
Power Cost1.0
Firing Arc75.0 degrees
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementGunnery-0Gunnery-1Gunnery-2Gunnery-3Gunnery-4Gunnery-5
*Tylium = ty     Cubits = cu

'Gopher' Light Mining Cannon (Colonial)
'Gouger' Light Mining Cannon (Cylon)
(Asteroid Mining Cannon)
A technology recovered from the abandoned ships and bases in the Veil sector, this industrial "cannon" fires fragments of rock to break up asteroids, replenishing its own ammunition supply in the process. While it excels as a mining tool, it is much less effective in combat situations.

Effect: Grants light mining cannon attack
Level12345678910
Cost5,000 ty5,000 ty300 cu
5,000 ty
1,200 cu
5,000 ty
3,000 cu
5,000 ty
4,500 cu
5,000 ty
7,500 cu
5,000 ty
12,000 cu
5,000 ty
18,000 cu
5,000 ty
30,000 cu
5,000 ty
Min Damage1.01.11.21.31.41.61.71.81.92.0
Max Damage4.04.44.95.35.86.26.77.17.68.0
Armor Piercing5.0
Miningx5.0
Max Range600.0
Optimal Range250.0261.1272.2283.3294.4305.6316.7327.8338.9350.0
Accuracy400.0
Critical Offense100.0
Reload0.5 sec
Power Cost2.0
Firing Arc75.0 degrees
Durability2500.02777.83055.63333.33611.13888.94166.74444.54722.25000.0
Skill RequirementAsteroid Mining-0Asteroid Mining-1Asteroid Mining-2Asteroid Mining-3Asteroid Mining-4Asteroid Mining-5
*Tylium = ty     Cubits = cu

Sunday, September 18, 2011

Dead Island: Enemy Types


Walker
Walkers are a class of slow-moving, staggering undead that roam the island of Banoi looking for flesh to devour. Alone, these undead are of no threat because of their speed, but become very dangerous when they are in groups. Walkers are also masters of ambushes. You can find them lying motionless, pretending to be dead and then suddenly spring out to attack once you get close.Dead Island - Walker
There is no sure way to tell if one is truly dead, so my advice is to treat every corpse you see as a potential threat and approach with caution. When faced with a walker, aim for its head or knock it down with a flying kick and then stomp its face to kill it.

When you encounter a group of walkers, there are certain characteristics of walkers which you can exploit to your advantage.
  • Walkers cannot swim.
    If you are near a pool or the beach, lure the walkers into the water and drown them. You will get experience and loot from the drowned zombies without even breaking a sweat.
  • Walkers cannot climb steep gradients.
    Stand on a vehicle's roof or the back of a pick-up, crouch and attack with a bat, stick or long weapon until they're all dead. (Now wait just a sec...They're already dead!)
  • Walkers cannot open doors.
    If you do not need to fight them, just find a doorway and close the door.
If none of the above can be used, my last suggestion for you is to RUN!!! You will live to fight another day.

As you progress in the game, you will start to find variations of walkers. Note that there are hybrid walkers which can have a mix of these variations.
  • Flaming Walkers - These walkers move faster than the regular bunch and are on fire.
  • Wide Shouldered Walkers - These walkers have more health than the regular ones.
  • Tall/Long Arm Walkers - These walkers have a longer reach than the regular ones.
  • Armored Walkers - Depending on which part of their body is protected, these walkers are more resistant to damage in those areas.
  • Toxic Walkers - These walkers are surrounded by a green gas cloud which can poison the players once they get close. However, they can be easily killed by igniting them as the gas cloud is highly flammable.
  • Armed Walkers - These walkers are known to carry simple weapons which they can throw or attack with.

Infected
Fast, vicious and deadly, the Infected are humans who have not yet completely turned into zombies. They still retain most of their muscle functions, thus allowing them to sprint and attack at high speeds. Once an Infected have spotted you, they will scream loudly to alert nearby Infected or Walkers while charging after you.Dead Island - Infected
Infected can jump and scale low walls or objects unlike walkers, so not all heights can prevent them from reaching you. Running away is not an option either, because they can move just as fast as you can and will chase you to the ends of the Earth (Exaggerated? Probably, but I'm pretty sure they will chase you all over Banoi).

Infected often come in packs of two or three, but have been known to bunch up to five or six in a group. To make matters worse, they are usually accompanied by other types of zombies. Thankfully, they have extremely low damage resistance and can often be killed by a well-placed strike to the head.

When dealing with a single Infected, walk backwards and wait for it to charge. Once it lunges forward, striking for its head with a long-reaching weapon. When dealing with a pack, try to find a way to create a choke point so that you can fend them off one at a time. Kick them away if they are too close.

Although they might have low hit points, do not let them catch you off guard. If they get up close, they can interrupt all player actions except for a kick. Additionally, do not engage them in deep waters as their speed is unaffected by the water while yours will be significantly reduced.

Thug
A thug is a tall, muscular zombie found in Dead Island. It moves very slowly and attacks by swinging its massive arms at the player. If you get hit, you will lose a good amount of your health and will be knocked off your feet. Thugs also have a massive amount of health and a decent reach. Without a good control of your character, players might find it hard to get close enough to damage it without getting hit.Dead Island - Thug
A good, but brutal way to kill a thug is to dismember it first. Break or slice off its arms to prevent it from swinging at you, then its legs to prevent it from moving and all that's left is a helpless chunk of flesh waiting for you to end its miserable "life".

If you prefer a more "humane" method, which I highly doubt so, you can choose to dispose of it with powerful weapons from a distance or with explosives.

Suicider
Now these are something you wouldn't want anywhere near you. The Suicider is a zombie that has been infected by a special strain of the virus. They can be easily recognised by the pulsing boils appearing on their upper body. Suiciders have been known to make garbled pleas for help and rumor has it that the minds of these zombies are still human but are unable to control their bodies.Dead Island - Suicider
Suiciders may be slow, but they can deal some serious damage to you if you are ever caught within their blast radius. They normally capitalize on opportunities wherein you are distracted or swarmed by other zombies to get close to you. Upon getting close, they will begin to swell and within a short time, explode into a shower of pus. The explosion is violent enough to knock players down, blind them and if it exploded close enough, kill the players.

If you have a firearm, now's a good time to use it and pop a few rounds into the Suicider's head (at a safe distance). No guns? You can also do the same by chucking a weapon or two at it. Only as a last resort, jump kick the Suicider and then run for your life before it explodes.


Ram
The Ram is a giant zombie that wears a straight jacket that permanently binds its arms to its chest. On its face, you can find a leather muzzle that is used to prevent it from biting. Tough, strong and ferocious, this zombie will charge at you from a distance and if it hits you, you’re going to suffer some serious damage. At close quarters, it will use its legs to kick at you, causing damage to your health, losing of stamina and knocking you down if it lands.Dead Island - Ram
Frontal attacks are ineffective against these terrifying zombies. If you are using a blade or blunt, you will need to find a way to circle behind it and hit it in the back. When using a firearm, headshots are probably the only effective means of damaging it, however, be prepared to use a lot of ammunition using this method.

Elemental weapons are extremely effective against the Ram as they can penetrate the Ram's armor and damage it. It is advisable to always carry one with you at all times because your encounters with them will only increase as you progress in the game.

If you are in a fairly open area, let the Ram charge towards you and then swiftly jump to the side. When it misses you, it will get disoriented for a brief moment. During this opening, you can land about 5 to 6 strikes at its back before it will attempt to kick at you. Jump away before it kicks and then let it charge at you again. You will only need to repeat this a few times before it is down for the count.

If you are in an enclosed area, you can try standing next to a wall and wait for it to charge at you. Dodge at the last moment and let it crash into the wall. This will stun it for a few seconds allowing you to attack it from behind.

Floater
The Floater has a bloated and partially decomposed body capable of producing a corrosive green liquid that hurts, blinds and disorients players. Once it gets within range, it will start to vomit the liquid at you, so a good rule of thumb is to never allow its mouth to face you. However, do not attempt to close in on a Floater before it vomits because it will vomit in all directions when up close.Dead Island - Floater
The water-filled bodies of Floaters make them susceptible to electrical attacks, so a weapon with an electrical mod will be highly effective against them. Another point that you should know is that the vomit of Floaters is flammable, therefore any zombies covered by the vomit becomes weak to fire damage.

Possibly due to its bloated body, a Floater is slow and can be easily interrupted by melee attacks. A good way to deal with a Floater is to wait for it to start vomiting, dodge the vomit and quickly get behind the Floater. Launch a series of kicks, punches and strikes until you have depleted your stamina and then pull out to recover.

If you come across a Floater that is lying on the ground, get close to it and kick like crazy as it wouldn't be able to get up easily.

Butcher
A zombie with no arms and quick legs, the Butcher can be considered as the scariest and toughest zombie in Dead Island. With the speed of an Infected and toughness of a Thug, this fella can dish out punishment at lightning speed and kill you in seconds. For this sole reason, Butchers are best to be dealt with from a distance.Dead Island - Butcher
If you are lucky enough to only be facing one, wait for it to charge at you and then kick it in the face. This will give you a one to two second opening to land one attack and one kick. Get out after doing so and wait for it to charge again.

If at any point, the Butcher starts to scream, take advantage of this and land a few quick blows on it. Additionally, Butchers have the ability to regenerate their health, so avoid having prolonged battles with them. If you had been saving a strong weapon with elemental mods, such as electric or poison, for that SHTF situation, this would probably be it.

Humans
Who would have known that humans could become your enemies, especially when in this sort of zombie hell. Instead of helping you, these humans are out to kill you.
  • Punks
    Basically vandals and thugs, they are armed with various weapons such as blades and guns which they have found or looted from others.
  • Policemen
    Do not be fooled by their uniforms as these guys are not out to restore law and order. They have no intention of saving survivors, but every intent to kill them. Most of these officers will be carrying a rifle or shotgun.
  • Soldiers
    Possibly with a hidden agenda to contain this outbreak, these fellas are in cahoots with the police. They are armed to the teeth with military grade hardware like automatic rifles.
When dealing with these foes, it is best to keep your distance and take them out using throwing knives or guns from behind cover. Recklessly approaching them with a melee weapon will undoubtedly mean certain death. Needless to say, you should wait for them to start reloading before you come out from cover to shoot them.



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Wednesday, September 14, 2011

Battlestar Galactica Online




Battlestar Galactica Online - Banner
Lately, I had been playing this browser game called Battlestar Galactica Online. To play this game, you will need to install Unity Web Player. It is a program which allows you to play 3D games right in your browser (the program is free to install). You will be prompted to install it after you log into the game.
Battlestar Galactica Online - Choosing Sides Cylon or Colonial
Choosing sides
After getting past the loading screen, you will be asked to choose sides. Instinctively, I just chose the "blue" side as "red" was programmed into me as being "the bad guys". Choose wisely, this is because each account is only allowed one character per server. You will be stuck with whatever you choose FOREVER.
Battlestar Galactica Online - Tutorial
Tutorial
Battlestar Galactica Online - Shooting Drones
Shooting drones











As soon as you picked your side, you will be thrown into the tutorial (apart from completing it, you have no other choice). As with all tutorials in these sort of games, you are taught how to move, shoot and fire missiles. However, I am impressed that they have managed to incorporate the tutorial into the "storyline".
Battlestar Galactica Online - Killing a Raider
Dispatching a raider
Battlestar Galactica Online - Dogfight
Turning into a firefight









You, a rookie undergoing flight training, suddenly encounters a weird device together with your flight instructor. Just when you guys were about to inspect this weird device, a raider jumps in, the device goes off and all hell breaks loose. The jump drives of Galactica gets overloaded by the explosion and you find yourself having to boost back in time or get stranded in space.
Battlestar Galactica Online - Character Creation
Next, the loading screen appears and you find yourself at the character creation interface. Although the options to customise your character may be few, they are quite finely made in my opinion. Besides, apart from the occasional situation that you find yourself docked to run around the small outposts or ship deck, there will be few opportunities for you to admire your character.
Battlestar Galactica Online - Galactica CIC
After you have finished your customisation and ship selection, you find yourself at the Galactica's CIC talking to the admiral. Within the conversation, you can find a few interesting options to click, but clicking them now is useless as they require you to satisfy some conditions. At this point in time, the only options you have is to do the next mission (kind of like a campaign mode) or leave the room to freely explore the game world.

My advice to you would be to leave the room and explore the world first. Learn the ways of the game, upgrade your ship and weapons before you come back for the missions. I learnt it the hard way by getting myself trashed, for being a rookie, in the missions.
Battlestar Galactica Online - Galactica CICBattlestar Galactica Online - REC roomBattlestar Galactica Online - Hangar Deck
The ship deck of Galactica is pretty small in the game. There are only three areas which you can access as a player, the CIC, the REC room and the Hangar Deck. The REC room is where you can find the "Daily Quest" NPCs, while the hangar deck is where you will find the "technician" that will customise and upgrade your ship modules. This technician is also the one who is in charge of repairing your ship and restocking your ammo, so you had better treat him well (not that you actually can).

Moving around these three areas, you will notice that there is only you and the NPCs. Interaction with other players in the game world will only exist out in space when you are in your ship (excluding chat interaction of course). Well...the game is made such that you will be spending most of your time in your ship anyway.

Economy
Battlestar Galactica Online - Outfitting Your Ship
A quick look at what the technician is selling
There are five major "currencies" used in Battlestar Galactica Online, merits, cubits, tylium, water and titanium.
  • Merits can be earned through PvP play and is used to purchase powerful ships and ammunition.
  • Cubits are the highest valued currency in the game. This currency is used to purchase cash shop items called "Boosters", as well as buying "advanced" ships, ammunition and upgrading equipments. Cubits can be purchased through the cash shop, selling water mined or accumulated over time from defeating AI and completing daily assignments (the ability to gain "cash shop currency" in-game is a feature unique to BGO).
  • Tylium is a fuel source consumed by the thrusters when you boost your ship. It is also used as the main currency for most of the in-game transactions. It can be easily obtained from mining asteroids or selling scraps looted from destroyed ships.
  • Water is a resource obtained by mining planetoids or asteroids. It has no use other than being sold for cubits.
  • Titanium is a resource obtained by mining planetoids or asteroids. It is used to repair the durability of your ship's hull and equipment modules.
Equipment and Skills
Equipment that the technician sells comes in the form of modules. There are weapon, hull, engine and computer modules for you to customise your ship with. The only limit you face is the number of slots available on your ship for each type of module. Slots that can take "Hull" modules are marked with a "H", "Computer" modules with a "C", "Engine" modules with an "E" and "Weapon" modules with a "W".
Battlestar Galactica Online - Upgrading Modules
When you want to upgrade your modules, just click on the respective "upgrade" button beneath the module. This will bring up the upgrade window as shown above. The higher you upgrade the module, the better its stats and performance will be, however the cost of tylium and cubits to do so will increase as well.

If you look closer, you will notice that the higher level upgrades of this autocannon are locked out in red. To further upgrade this autocannon, you will need to level its "Required Skill" which in this case is "Gunnery".
Battlestar Galactica Online - Character's Skills
As you can see in this photo, to upgrade your gunnery skills to level 1, you will need 500 experience points and a time of 15 minutes. Experience points can be gained from killing enemy AI ships out in space or when mining asteroids. When you have enough experience points, the button to level this skill up will appear. Just click on it, wait out for 15 minutes and you will get the skill to level 1. You do not need to stay in the game for this 15 minutes to count. As the higher skill levels require more experience points and training time, most players just aim to get enough experience points, start the leveling process and log off.

As you can only level one skill at a time, the process of skilling up in this game is pretty straining. However, with enough patience and time, you can theoretically get every single skill in this game maxed, although it would not be wise to do so. It is better to focus on a few skills and get them to high level first so that you do not gimp your character during mid to endgame play.

Mining
Battlestar Galactica Online - Mining Asteroids
To mine an asteroid for resources, you will first need a mining cannon and a Mineral Analysis Module (It occupies a "Computer" slot). Naturally, the mineral analysis module is to scan whether the targeted asteroid has any resources or not (namely, tylium, titanium or water). When the scanning is complete, the asteroid will either appear as red (contains no minerals), yellow (contains tylium), purple (contains titanium) or blue (contains water) in colour.

To extract the resource from the asteroid, you will need to destroy the asteroid. This can be done by either using your mining cannons, autocannons or missiles. I would highly recommend that you use a mining cannon for this task. Firstly, it does not require any ammunition to fire your mining cannons. Secondly, the damage done by a mining cannon on the asteroid is far more than compared to autocannons and missiles.
Battlestar Galactica Online - Planetoids
Planetoid mining is another type of mining that you would need to know. Planetoids are extremely large asteroids which may contain valuable resources in large amounts. Due to the extreme size, planetoids cannot be mined by using conventional mining cannons.

In this type of mining, you will have to scan the planetoid for resources first. If the planetoid contains a type of resource, a popup will appear asking if you want to call-in a mining ship to harvest the resource (Each call-in costs 100 cubits).

While the mining ship is harvesting the resource, it has to be defended against attacks from the opposing faction (both AI and human-controlled) as well as neutral targets (drones). If left undefended, the mining ship will eventually come under attack and be destroyed. Harvesting continues until resources are fully exhausted, after which the planetoid will explode.

Ships
There are 3 main ship categories, Light(Strike), Medium(Escort) and Heavy(Line). Each of these categories have 3 sub-categories, Interceptor, Assault and Command.

Interceptors are fast ships that have the lowest hp compared to the others. Assault ships are very slow, but they can hit hard and withstand a heavy beating. Command ships have moderate speed and average hp.
Battlestar Galactica Online - Character Info
Players initially start out with only 1 ship, but as long as they have the resources, they can own all the ship types available for their faction.

To acquire new ships:
  • Players will have to go to the system Delta Canopis (Colonial) or 47 Tartalon (Cylon).
  • Dock onto the big 'mining' planet (not the Basestar/Pegasus ship).
  • Talk to the man/lady with the coin on his/her head and click the conversation about getting a new ship.
Just be sure to bring plenty of tylium or cubits with you, cause the ships ain't CHEAP!

When you have more than one ship, you can switch between your ships by talking to the person with a coin over their heads at an outpost or hangar. Click on the conversation to change ship command and then a window will pop up to show the ships you currently own. Click the command button under the ship that you wish to switch to.
Battlestar Galactica Online - SCPO TyrolBattlestar Galactica Online - Gungnir
Battlestar Galactica Online - Ship Naming
Additionally, this same man/lady allows you to customise and upgrade your ship too (well, just slightly). Customisation of your ship is merely in the form of having an option to name your ship as well as to add a logo to your ship. Upgrading of your ship costs you cubits (almost as much as the cost of buying a new ship, almost) and only gives you a slight boost to your ship stats and the addition of 1 or 2 extra module slots.

System Jumping
Battlestar Galactica Online - Systems Map
To jump between systems, press "N" to bring up the systems map. When you left-click on a system, a description of the system will pop up. The description tells you information about how far the system is from your current one, how much tylium it will take for you to jump to the system and its threat level. The threat level indicates how "hot" the system is. The higher the threat level number, the more dangerous the system will be. However, the rewards for mining and hunting in the system will also be greater.

The "red" circle on this systems map represents the FTL jump radius of your ship. If the system you have selected falls within this circle, a "Jump" button will appear below the description. Clicking on this "Jump" button will start the countdown timer. Once this timer reaches zero, your ship will initiate the jump. Pressing "K" during countdown will cancel the jump sequence. During countdown, you will be defenseless against attacks, so be sure to choose when to jump wisely.

The amount of time needed for your ship to jump will depend on the size of your ship.
  • Strike ships have a base 'jump timer' of 15 seconds (out of combat) and 60 seconds (when in combat).
  • Escort ships have a base 'jump timer' of 20 seconds (out of combat) and 80 seconds (when in combat).
  • Line ships have a base 'jump timer' of 25 seconds (out of combat) and 100 seconds (when in combat).
  • The Pegasus and Basestar have a base 'jump timer' of 30 seconds (out of combat) and 120 seconds (when in combat). Note: For group jumps, the timer, costs and jump radius are exactly that of the leader's.
There are skills which you can learn and modules which you can equip which will lower this time. Jumping just one or two seconds faster might just be the difference between living and dying.

Most of Battlestar Galactica Online's gameplay focuses on grinding for resources to upgrade your ship and modules to reach endgame. The missions given by the Admirals will probably be what little storyline that you can look forward to in the game. Ultimately, this game is more for players who like pvp play and dogfighting in ships. Well, this game isn't too bad considering that it is a browser game, that is if you can survive the grinding.





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