Troop Storage
- You can load any unit from any base into your Strike Carrier reserves.
- This permanently removed that unit from the world map, from your Unit Value, and from your fuel consumption.
- Once in the Strike Carrier reserves, a unit can then be placed in a Strike Carrier army slot used for combat.
- The purpose of the reserves is to make it easy to change up the makeup of your Strike Carrier armies.
- Once a unit is in the Strike carrier reserves, it can never return to the world map. This is beneficial because Strike Carrier units can be damaged and require repair, but they can never be permanently destroyed.
- The Strike Carrier can hold a maximum number of units per unit type.
- The Strike Carrier can be upgraded to hold additional armies, hold additional unit capacity (reserves), and increase the repair rate for armies.
Strike Carrier Armies
- Strike Carrier army slots can hold a maximum number of units of any type.
- Strike Carrier army slots can be individually upgraded to hold more units, have a faster repair rate, etc.
- Units placed into an army slot must come from the Strike Carrier reserves.
- Each unit from the Strike Carrier's reserves can be in one army at a time.
- Units in an army exist both in that army and in the Strike Carrier reserves at the same time. When a unit is transferred to an army, it does not lose its "spot" in the Strike Carrier.
- It's to your benefit to max out your Strike Carrier and have a unit in every spot - that gives you more options for more armies!
- Army slots can be completely filled with units or completely empty; you cannot have a partially filled army.
- You can add a commander to any army. Commanders are the only units that do not have to come from the Strike Carrier reserves.
Army Consumables
- There are 2 types of army consumables: repair and battle.
- Repair consumables are used to repair (heal) an army. Since an army's health is pooled, each unit is healed the same amount by a consumable.
- Battle consumables can provide buffs to your army, debuffs to the opponent's army, give your army a shield to absorb some damage, etc.
Rapid Combat
- Rapid Combat can only be fought with Strike Carrier armies.
- Armies have a health pool that is based on the units contained within.
- This health pool decreases with each battle, proportional to the amount of damage taken.
- Armies automatically repair damage over time; one-time use Army Consumables can be used to repair an army instantly.
- An army's attack power is proportional to its current health. As an army takes more damage, it is less effective in battle.
- In addition to repair consumables, there are offensive and defensive army consumables you can use in combat.
- To fight a Rapid Combat Battle:
- First transfer some units from one of your bases into the Strike Carrier.
- Once in the Strike Carrier, move those units to an open army slot.
- Fill the army slot completely with units, and add a commander.
- You now have an army that's ready for Rapid Combat!
- Rapid Combat uses different formulas than the combat presently in the game.
- Unit Power is the most important element of the equation: having more power is the easiest way to win.
- Rapid Combat uses a rock-paper-scissors mechanic:
- Mech is strong against Air, weak against Vehicle
- Air is strong against Vehicle, weak against Mech
- Vehicle is strong against Mech, weak against Air.
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