VI. Unit Design
Shattered Galaxy incorporates an advanced unit design
system that allows players to customize their units from thousands of viable
designs.
A. General Design Principles
To design a unit, head to the Lab (Unit Design Facility) and select 'New'
if you wish to create a new unit from scratch or 'Upgrade' if you would
like to enhance a unit your hero already owns. Some players will find
the design process difficult at first. It is recommended that you begin
your design experiments by upgrading a pre-made chassis from the Factory.
The basic procedure of unit design is explained below. Experimentation with the interface will be much more beneficial
than a textual description.
- Design
Interface
At the top of the screen are seven buttons: Chassis, Engine, Power,
Computer, Weapon, Armor, Sensor, and Misc. At any given time, one of
these buttons will be highlighted. (Note: you may not proceed to select Engine, Power, Computer, Weapon, Armor,
Sensor, or Misc. until a Chassis type has been selected). That is the category of item that you are considering.
Directly below these buttons is the Available Items area, which contains the items of that category that your unit can
equip. Scroll arrows allow you to consider different items. Right-clicking on an item will often provide help information.
To the right and below the Available Items area is the Item Display
area, which contains pertinent information about the currently selected
item. Left-click on item to see its stats in this area.
To the left and below the Available Items area is the Unit Schematic,
which shows the unit being designed/upgraded, and its current equipment.
Double-clicking on an Available Item equips it. Items that already occupy the active workspace will have to be
either sold or unequipped; the user will be prompted to make a choice. Unequipped items are either sold or put into
your hero's inventory for later use.
The bottom right area of the design interface is the Design Overview.
This region informs you if all design constraints are being met.
- Design Constraints
Eight design constraints must be considered. If these constraints are
not met, you will either be prohibited from completing the design or
your unit will be ineffectual in combat.
a) Influence Level
Each chassis type has an Influence requirement that must be met when creating a new unit or purchasing a pre-made
unit. Your hero's influence in each division is equal to his rank in that division plus his clout/2. Chassis types within
10 of your hero's influence appear grayed out so that you may preview them.
b) Technology Level
Each item has a technology level. A unit can equip items with technology
less than or equal to the unit's level plus your hero's Education/2. For
example, if your Education is 10 and your unit is level 4, that unit
can equip items of technology level 9 or less. Items that are within
10 of your unit's technology level appear grayed out. You cannot equip
these items, but you are able to preview them.
c) Weight
Each chassis can hold a certain amount of weight. The sum of the weights
of all of your unit's items cannot exceed the weight capacity of the
unit chassis. Your hero's Mechanical Aptitude increases the effective
weight capacity of your units by approximately 1% per point (at a maximum Mechanical Aptitude of 120, the total
bonus is 100%), allowing them to use more and/or more powerful (heavier) items. The weight bar in the Design
Overview area shows the fraction of your unit's weight capacity that is currently being used. This constraint must be
met for a design to be accepted.
d) Space
Each chassis can hold a certain amount of space. The sum of the weights
of all of your unit's items cannot exceed the space capacity of the
unit chassis. Your hero's Mechanical Aptitude increases the effective
weight capacity of your units (at a maximum Mechanical Aptitude of 120, the total bonus is 100%), allowing them to use more and/or more
powerful (larger) items. The space bar in the Design Overview area
shows the fraction of your unit's space capacity that is currently being
used. This constraint must be met for a design to be accepted. [not fully implemented]
e) Complexity
Most items require some computing power to be employed effectively.
Unlike weight and space, the unit's computer therefore governs maximum complexity, as opposed to being
governed by its chassis. The complexity bar in the Design Overview area shows the fraction of your unit's maximum
complexity that is currently being used. This constraint must be met for a design to
be accepted.
f) Engine Strain
Your unit's engine is responsible for locomotion during battle. The
engine must be powerful enough to move the entire weight of the unit
(the weight of the unit's chassis plus the weight of the unit's items)
or the engine will be strained. Strained engines consume much more energy,
increasing your unit's passive energy requirements. The engine strain
bar shows how badly strained your unit's engine will be. Ideally, your
units will have no engine strain. This constraint is only a guideline
and you are allowed to design units with high engine strain.
g) Energy Reserves
The Energy Graph displays your units energy reserves. The importance
of energy is discussed in Section V.A.3. The darkened pie slices represent
the energy that will be consumed after the specified amount of time
has elapsed. For example, if you specify 3 minutes and 1/4 of the pie
is darkened, your unit will have approximately 12 minutes of power.
Note that the Energy Graph initially only reflects passive energy requirements.
If your unit employs special abilities or fires weapons, its energy
reserves will be depleted much faster. Select an energy-consuming item,
such as a weapon, and select a number of uses in the Active Energy area.
The Energy Graph will then display the impact of that active energy
use on your power reserves.
Remember that units can be refueled during battle. Also keep in mind
that solar units generally produce more energy than is required by their
passive systems. Thus, they should show no energy loss regardless of
the length of time specified under Passive Energy.
The Energy Graph is merely a guideline. If you so desire, you can design
units that are capable of only short periods of activity.
h) Purchase Cost
You can check the cost in money and resources of all upgrades you are
considering by moving the mouse over the resource icons in the bottom
center of the screen. These icons will light up if you have insufficient
reserves of that resource to purchase the upgrades.
Higher technology items and more powerful items tend to have the highest
costs. Additionally, because higher technology items must be individually
manufactured, their costs are primarily in resources. Similarly, lower
technology items are available off the shelf and a higher percentage
of the total cost is in money instead of resources.
- Design Procedure
Initially Chassis is lit up and the others are grayed out. The chassis
types your hero can buy (if you are making a 'New' unit) or your existing
units (if you are 'Upgrading' a unit) are shown.
You may left-click on a chassis to see information on it in the Item Display
area. Double-click on a Chassis to select one to design/upgrade. Then
click on the item class you wish to consider. Note that you can select
your hero as the Chassis type. Doing so will allow your hero to purchase
items for use later (see Section VI.A.4).
For example, to try out different weapons click on the 'Weapons' button.
Left-click on a weapon to see its statistics in the Item Display area.
Compare it to your currently equipped weapon to consider if you want
to upgrade. Double-click on the weapon to equip it.
The 'Exit' button leaves the design screen without making any changes
to your unit. The 'Cancel' button resets the unit's design to what it
was before you made any changes. 'Purchase' confirms your changes to
the unit's design. The design is verified by the game server and if
accepted, a dialogue box for the unit's name appears. If your design
is not accepted, you will receive an error message explaining why.
- Field Design
Units can also be redesigned outside of the Lab. Through the 'Wrench'
button (available in Hero Mode), units can be upgraded using the items
in your hero's inventory. The interface is the same as with unit design
except that only the items your hero has will be shown. Additionally,
unequipping items places them in your hero's inventory; items cannot
be sold in this way.
B. Chassis
Shattered
Galaxy contains over 40 unique unit chassis types. The unit chassis governs
the design as it determines the appearance, speed, base health, base endurance,
experience point requirements and available equipment for the unit.
Chassis types belong to one of the four divisions:
infantry, mobile, aviation, and specialist. Many chassis types are not
available to novice heroes. A hero's Influence (level + clout/2) determines
which chassis types he can buy in each division. The chassis types available
at higher influence tend to be faster, sturdier, and/or have access to
better equipment than lower influence chassis types. Of course, experience
point requirements and purchase/repair costs are generally higher for
higher influence chassis types.
C. Engine
Unit
engines account for most of the health and endurance of a unit, above
and beyond the intrinsic durability of the chassis. Cyborgs employ biodrives,
biologically engineered, living engines. Other units are equipped with
traditional mechanical engine systems, which are typically identified
by manufacturing name and model. Some engines confer special abilities
on their host. For example, cyborgs equipped with the rare Mutated Biodrive
gain cloaking abilities.
Engines have one other critical attribute: power.
If a unit's power is less than the total weight of the unit, passive energy
requirements will be greatly increased (see Section V.B.3). The 'Engine
Strain' bar indicates any negative effects of insufficient power. Note
that even a small amount of engine strain can have a considerable effect
upon energy consumption.
D. Power Supply
Almost all unit equipment consumes power. Without
adequate power reserves, a Disruptor is nothing more than expensive cargo.
Power supplies come in three primary varieties, though rumors of more
advanced types persist.
- Methane Reactors
Methane-burning
reactors have the largest storage capacity. The methane storage containers
have thick walls to both contain the compressed methane and to reduce
the chance of rupture. Thus, methane reactors tend to be quite heavy
and thus are often best suited for vehicles. Methane reactors are refueled
at methane springs during battle. Unfortunately, methane reactors refuel
rather slowly.
- Batteries
Advanced
batteries are popular alternative to methane, especially for units where
weight allowance is at a premium. Batteries have only moderate reserve
capabilities, but can be quickly recharged during the battle at rejuvenation
pads.
- Solar Cells
The
third of the most popular power supply types is solar. Unlike batteries
and methane reactors, solar power supplies only have minimal storage
capacity. However, solar power systems regenerate a considerable amount
of energy constantly. Typically, solar cells are unable to meet energy
demands during combat situations, but the solar regeneration far overcomes
passive energy requirements. Thus, solar powered units will tend to
withdraw from battle periodically while recovering their spent energy.
E. Computer
While
each unit chassis has memory storage to allow units to learn from their
battles, processing power must be supplied separately. Without sufficient
computing capacity, units would be unable to support and coordinate all
of the other systems such as weapon firing and energy management. Most
equipment has associated with it a "Complexity" value. The computer's
"Maximum Complexity" must exceed the sum of the complexity of all of the
other equipment.
Computers can bestow other effects as well. One fairly
common advantage of some computers is sophisticated artificial intelligence
algorithms, which allow the unit to learn and adapt more rapidly. The
result of these algorithms is an experience point bonus for their host
unit. Previously earned experience points are unaffected when a unit's
computer is changed.
F. Weapon
The primary purpose of most units' engines, power
supplies, and computers is to support weapon systems. The following discussion
of weapons explains their use from the player's perspective, not the unit's.
- Standard Weapons
Standard weapons (autorifles, lasers, etc.) are the simplest to use.
Units will automatically fire standard weapons at enemies within range
and the simple (A)ttack command allows a player to change the unit's
target.
Every standard weapon has a cooldown time, which represents the time
required to reload and aim the weapon. If a weapon has a cooldown time
of 3 seconds, then after the weapon is fired 3 seconds will pass before
the unit fires again. Each time a weapon is fired, energy is consumed,
reducing a unit's energy reserves. When a unit has less energy than
is required for the weapon, it can no longer fire.
The other important attributes for standard weapons are damage and range.
Damage is the amount of health the target loses when hit (modified by
armor; see Section VI.G). Range is the distance at which targets can
be hit. To address concerns about internet lag, Shattered Galaxy does
not include penalties for range; as in most RTS games, Shattered Galaxy
weapons always hit.
The four most common types of standard weapons belong to one of four
categories: ballistic, missile, energy, flame.
a) Ballistic weapons
Ballistic
weapons involve firing a projectile at high speed towards the target.
Kinetic energy is relied upon to penetrate the target's armor and damage
internal systems. Ballistic weapons include autorifles and vulcans.
With low cooldown times and decent range, ballistic weapons are very
common.
b) Missiles
While
missiles are also launched projectiles, their damage is inflicted primarily
by explosives contained in the missile. Missiles therefore tend to inflict
damage over a larger area of the target than ballistic weapons. Missiles
employ a combination of heat, physical impact, and concussive force
to damage their target. Missiles tend to have long cooldown times, long
range, and high damage.
c) Energy Weapons
Energy
weapons such as lasers and masers (microwave amplification by stimulated
emission of radiation) employ concentrated radiation of some sort to
inflict great damage. Fortunately for the target, the intense levels
of radiation quickly dissipate, limiting the range of these powerful
weapons. The most common energy weapons are beam lasers and pulse lasers.
d) Flame-based Weapons
Flamethrowers are popular for their ability to damage a large surface
area. Flame-based weapons are the only standard weapons capable of damaging
multiple targets simultaneously.
- Advanced Weapons
Advanced weapons are more complicated to use than standard weapons.
They are used through hot keys or buttons on the Command Wheel. Unlike
standard weapons, advanced weapons are not used automatically by units;
the player must direct their units when and where to use these weapons.
The most common advanced weapons are outlined below.
a) Artillery
Usable
only by the Artillery specialist unit, artillery is a power support
weapon for any force. Artillery weapons have extremely high range and
inflict a great deal of damage. Artillery is an area of effect attack,
damaging all units near the point of impact.
Unfortunately, it is impossible to hit nearby targets and the cooldown
time is considerable. Additionally, the artillery unit must (I)nstall
before it is capable of firing high recoil artillery. The artillery
unit must then un(I)nstall to target a different area. Finally, the
artillery unit must have sensor information of the target area. Therefore,
an artillery unit generally requires a spotter.
b) Electromagnetic Pulse Weapons
Electromagnetic
Pulse (EMP) weapons deliver no damage, but disrupt the power systems
of their target, effectively draining some of its energy. These specialized
weapons are all but useless against aliens. They also tend to consume
much energy when used. EMP weapons are available for infantry, mobile,
and aviation units.
c) Mines
The
sapper specialist unit is capable of placing mines which detonate when
enemy units are detected within the mine's range. Fortunately, friendly
units are able to avoid their effects. A variety of mines are available,
including EMP mines. Experienced sappers can be equipped to detect enemy
mines.
G. Armor
Armor
protects a unit from enemy attacks. While some chassis types inherently
have resistance to enemy attacks, even the sturdiest units will benefit
from armor.
Armor generally has up to two possible effects. First,
some armor is ablative, meaning that it is worn away as it absorbs damage.
Armor with ablative qualities effectively increases the health of your
units, but does not actually reduce the damage received. Second, armor
can deflect some of the damage, effectively reducing the damage of every
attack that hits the unit. The deflective property of armor is not reduced
during combat.
Most armor requires neither energy nor computing power.
Many types of armor excel against specific types of enemy attacks. For
example, Reflec armor is only modestly effective against ballistic and
missile attacks, but is excellent at deflecting laser fire.
H. Sensors
All
units have primitive sensory systems installed. Sensors refer to items
designed to somehow enhance the ability of a unit to detect terrain and
enemy units nearby. Sensors can increase viewing range and some provide
units with 360 degree vision. A few sensor types, such as the Tachyon
Scanner available to the Red Eye unit, provide the Inspection special
ability, which can appraise enemy units.
I. Miscellaneous Items
Miscellaneous items range from power couplers to armor
piercing shells to first-aid kits. Each miscellaneous item bestows some
bonus or special ability upon a unit. Two general types of miscellaneous
items are available: standard and chassis-specific. Each unit can have
one miscellaneous item of each type equipped at any given time.
- Standard Miscellaneous Items
For infantry, mobile, and aviation units, standard miscellaneous items
are available. For example, any infantry unit can equip a Personal Coupler
and any mobile unit can have a Cargo Hold installed. Some common miscellaneous
items and their effects are:
a) Cargo Containers
Items
such as Cargo Packs (infantry) and Cargo Holds (mobile) are required
for a unit to gather resources during combat. While weighty, they require
little computing power for operation.
b) Energy Couplers
Energy
couplers are devices used to transfer power from one unit to another.
The two units do not need to be using the same type of power supply;
energy is energy. The transfer process is not 100% efficient, however.
Larger and/or more advanced couplers are generally more efficient.
c) Weapons Accessories
A
variety of weapon accessories, such as improved ammunition, advanced
targeting systems, cooling systems, etc. provide damage, range, and/or
cooldown bonuses. In some cases, the appropriate type of weapon must
be used to obtain the bonus. For example, equipping a unit with Armor-Piercing
Shells will not improve the effectiveness of its Beam Laser.
- Chassis-Specific Miscellaneous Items
Specialist units have unique miscellaneous items that allow them to
perform their specialized roles in combat. Additionally, each infantry,
mobile, and aviation chassis type has one or more miscellaneous items
available only for it. For example, only the Red Eye unit can equip
Radar.
Some chassis-specific miscellaneous items are improved versions of standard
miscellaneous items, representing the suitability of a chassis type
for a specific task. As a unit gains levels (and/or as a hero gains
education), more advanced chassis-specific miscellaneous items become
available. A few common chassis-specific miscellaneous items are described
below.
a) Radar
Radar
systems are extremely useful in detecting enemy forces. When used, the
mini-map will reveal to all allies the location of all forces in the
province. The radar is only active for a brief moment, which is fortunately
long enough to identify concentrations of enemies and their current
course of movement. Only the Red Eye can equip radar systems.
b) Medical Kits
Medical
kits can be used to heal cyborg units during combat. While energy intensive
and often too slow to keep an embattled unit alive, medkits are excellent
for regrouping and rallying weakened forces. Only Medics can use medkits.
c) Transport Hold
Transport Holds are required to pick up units as cargo. Transport holds
can only contain one unit at a time and some units are too large to
be transported. The transported unit is protected from harm during transport,
but should the transport be destroyed, both units are lost. Only the
huge Roc can employ this item.
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