Difference between revisions of "TVS - mini"
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# ''Bomber'' : Back Bone of any Fleet, gains few point from dogfights but packs a punch on HWs and Towers | # ''Bomber'' : Back Bone of any Fleet, gains few point from dogfights but packs a punch on HWs and Towers | ||
# ''Repper'' : A must for any Legion, gains points from repping friendly ships and enhancing towers capibilities. | # ''Repper'' : A must for any Legion, gains points from repping friendly ships and enhancing towers capibilities. | ||
− | *'''Ship Stats''' ( | + | *'''Ship Stats''' ( |
− | # ''Fighters'' : 300 HP | + | # ''Fighters'' : 300 HP 9 Attack 3 Shields 5 Speed |
# ''Cloakers'' : 200 HP 6 Attack 2 Shields 7 Speed | # ''Cloakers'' : 200 HP 6 Attack 2 Shields 7 Speed | ||
− | # ''Bombers'' : 250 HP | + | # ''Bombers'' : 250 HP 5 Attack 8 Shields 2 Speed |
− | # ''Reppers'' : 350 HP 0 Attack | + | # ''Reppers'' : 350 HP 0 Attack 11 Shields 4 Speed |
*'''Fuel''' | *'''Fuel''' | ||
The speed of your ship is determined by the amount of fuel you have. The more fuel you have, the more speed you can acquire. | The speed of your ship is determined by the amount of fuel you have. The more fuel you have, the more speed you can acquire. | ||
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== Game Play == | == Game Play == | ||
*'''Hypering''' | *'''Hypering''' | ||
− | Hypering will be very simular to TVS, you will jump from sector to sector, but this will be represented alot faster in TVS - mini, hypering will take your SPD / | + | Hypering will be very simular to TVS, you will jump from sector to sector, but this will be represented alot faster in TVS - mini, hypering will take 60 secs minus your SPD / your lvl. There is no jump gate restrictions as ticks no longer come into play as it is a real-time game. Although it will take 30 secs for your Hyper Engines (HE) to cool and be able to hyper again. |
*'''Firing''' | *'''Firing''' | ||
The Standard Firing Equipment (SFE) is equipped with a five-round Energy Pattern. Replacing the EP will take you approximately 30 seconds, and rotating the EP takes approximately 6 seconds.Thus your SFE can fire at max speed 5 rounds per minute. | The Standard Firing Equipment (SFE) is equipped with a five-round Energy Pattern. Replacing the EP will take you approximately 30 seconds, and rotating the EP takes approximately 6 seconds.Thus your SFE can fire at max speed 5 rounds per minute. |
Revision as of 06:29, 22 June 2007
Contents
What is it?
A mini game based of TVS and HnD2.
Basics
Almost the exact as TVS with a lil add-ons and such.
- Tuttle Shuttle
The basic ship you start with, able to be equiped with one of the four upgrades.
- Shuttle Upgrades
- Fighter : The Combat Force of the galaxy, gains points from hitting other ships.
- Cloaker : Recon Master, able to cloak and detect enemy ships from a sector away.
- Bomber : Back Bone of any Fleet, gains few point from dogfights but packs a punch on HWs and Towers
- Repper : A must for any Legion, gains points from repping friendly ships and enhancing towers capibilities.
- Ship Stats (
- Fighters : 300 HP 9 Attack 3 Shields 5 Speed
- Cloakers : 200 HP 6 Attack 2 Shields 7 Speed
- Bombers : 250 HP 5 Attack 8 Shields 2 Speed
- Reppers : 350 HP 0 Attack 11 Shields 4 Speed
- Fuel
The speed of your ship is determined by the amount of fuel you have. The more fuel you have, the more speed you can acquire. Fuel drains each time you hyper and takes 1 sec per Gallon to refill. You can only refill at HW or Built Fuel Towers. If you run out of fuel you land on last sector hypered to and must await a repper to refill your tanks.
- Pilot Skills
There are now 3 skills a pilot can acquire.
- Combat : skill that determines how much damage is dealt to ships you are in combat with
- Piloting : skill that determines how well you can dodge enemy shots fired at you, thus decreasing damage dealt to your ship
- Engineering : skill that determines your capability of aiding in the construction, repair and destruction of buildings, your cloaking capability and the time needed to lead ships to your repair and refuel dock
- Scoring Points
- Levling
Game Play
- Hypering
Hypering will be very simular to TVS, you will jump from sector to sector, but this will be represented alot faster in TVS - mini, hypering will take 60 secs minus your SPD / your lvl. There is no jump gate restrictions as ticks no longer come into play as it is a real-time game. Although it will take 30 secs for your Hyper Engines (HE) to cool and be able to hyper again.
- Firing
The Standard Firing Equipment (SFE) is equipped with a five-round Energy Pattern. Replacing the EP will take you approximately 30 seconds, and rotating the EP takes approximately 6 seconds.Thus your SFE can fire at max speed 5 rounds per minute.
- Bombing
The The Standard Bombing Equipment (SBE)is equipped with five Energy Packs. To create new Energy Packs, your Bomber must power down its engines for 30 seconds. Energy Packs can be dropped every 6 seconds. Dropping a full Bombing Load will take you approximately 1 minute.
- Repairing
Each ship has a Repair Dock. The RepDock is the place where a RepairShip can bring Repair Droids into the damaged ship. Only a RepairShip can Dock into a Repair Dock. A Repairship has capacity for 5 repair droids, and can choose the amount of repair droids to be given. If droids are given out, the repairship will need 30 seconds to build a new one. It takes approximately 6 seconds to send a droid to a friendly ship. The repairship can build 5 droids at a time. After having repaired their part of the friendly ship (max 25 hp per droid), the droid detaches from the ship and drift through the galaxy. Droids can be sucked into the hyperstream of ships hypering to other sectors, and drifting droids can repair or damage ships randomly.
- Cloaking
Only ships with cloaking ability can cloak. The cloaking quality depends on the Engineering skill, better Engineering skill might prevent your ship from being detected by a cloak scan. Only ships with cloaking ability can do a cloak scan. The cloak scan looks for cloaked ships with max 150% of the scanners Engineering skill. Thus there is a risk of being trapped in an enemy sector without fuel to cloak, or even worse: fuel to hyper away. Henceforth flying a cloaker needs an experienced, skillful pilot, who also has a large amount of courage.
- Building
- Towers
- Home Worlds
- Anomalies