[ STRUCTURES ] |
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[ STRUCTURES ] |
Basecore | Shield | Protector | Portal | Armory |Generator | Outpost | Warhead
Structures: Structures are build/warped in with your Multitool for a specific amount of ECs (Price). When placed, a structure will take some time (Warptime) to complete its warp-in and to reach its full functionality and the full amount of hitpoints (Armor). While warping in, the structures can be easily damaged and destroyed (200% damage), but cannot be upgraded or repaired. Recycling a structure within its warp-in is more effective. Every structure (exept the BaseCore) starts on level 1 and can be upgraded 2 times to raise the effect of specific functions and to add new functions. Upgrading a structure cost the same price needed to cast them and its your decision whether you build 3 structures on level 1 or a single structure on level 3. Destroying an enemy structure rewards you with an amount of ECs and SPs depending on the structure's value. Construction can be restricted by a low Control Capacity (>GameRules) and the activation of the 'Build Areas'-setting (>GameRules). When the Build Areas are activated you can only warp-in structures within a certain radius of (friendly) Outposts and your BaseCore. The radius equals the Outpost Distance (>GameRules) and Outpost can only be build outside this area.
[ BaseCore ] | [ Price: --- ][ Warptime: --- ][ Armor: Goalscore (>GameRules) * 1000 ] |
The BaseCore is the heart of every base and attracts every enemy. The objective is to defend this strucure whatever it costs. If the BaseCore is destroyed, your enemy wins. You cannot repair, upgrade or recycle the BaseCore. |
[ Shield ] | [ Price: 50 ECs ][ Warptime: 30 secs ][ Armor: 1500 ] |
The Shield is the basic structure for passive defense. It blocks corridors,
repairs friendly structures and shields structures from enemy fire. The
front of the Shield is extraordinarily good armored. Level 1: Frontplating absorbs 50% damage. Level 2: Frontplating absorbs 66% damage. +Nanite-Dispension: Slowly repairs nearby friendly structures (up to 5 hitpoints per sec max.) in a 5m-diameter (the nearer, the better). Level 3: Frontplating absorbs 75% damage. +Blockshield: A disc-shaped shield with a 10m-diameter. It blocks players and a few types of projectiles. When a teammate touches the Shield it will lower its blockshield for a few seconds. The blockshield collapses when the Shields armor drops below 50% (replenishing the armor will bring it up again).
Tip 1: When you place Shields directly at friendly structures they will align their back to the structure and shield it from direct damage. Tip 2: Use Shields on level 3 to block doors and passages. This way the enemy troops are slowed down very effectively without any big flaws to your own troops speed of movement.
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[ Protector ] | [ Price: 200 ECs ][ Warptime: 30 secs ][ Armor: 1000 ] |
The Protector is the only structure capable of active defense. It shoots
at every visible enemy soldier in range. The effects of the Protector can
range from a stressing annoyance to a relentless and lethal defense. Each
projectile deals 25 hitpoints of damage, flies at a high velocity and wont
damage friendly structures. The Protector can aquire targets in a range
equal to the Outpost Distance (>GameRules) and are operated by a slightly randomized AI. When the
Protector kills an enemy, the bounty will be given to the whole team (but SkillPoints
are lost). Level 1: Firerate: ~20rpm (rounds per minute). Level 2: Firerate: ~40rpm. +Guidance System: Projectiles will seek enemies. Level 3: Firerate: ~60rpm. +Improved Opticals: 3 times more range.
Tip 1: In close quarters 3 normal Protectors placed in different corners are much more effective than a single level 3 Protector. Tip 2: Use precision-weapons to stake out enemy Protectors. Then hide behind cover or keep out of range.
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[ Portal ] | [ Price: 200 ECs ][ Warptime: 30 secs ][ Armor: 1000 ] |
The Portal is a very special structure and useful for fast troop-movements,
reinforcement and surprise attacks (and defenses). It allows every
friendly soldier instant movements over long distances and offers a
relatively easy and fast usage. The Portal itself is a simple jump-node
for teleportation and can be used as entry- (level 2 or higher) and
exit-point. This means that you must have at least 2 Portals (one normal
and one on level 2) to have a functioning travel-route. To bring up the
Teleportation-menu, stand at the back of the Portal (the side visible on
the image) and press the "Use/ Open
Menu"-Key. Level 1: Jump-Range = 0 - Exit only. Level 2: Jump-Range = Outpost Distance (>GameRules). Every Portal in the range of friendly Outposts can be used as an exit, too (no matter how far away it is). Level 3: Jump-Range unlimited.
Tip 1: Connect your main base and every expansion with each other to decrease the time you need for defensive reactions. But you will have to hide or protect the Portals a littlebit since the enemy does not like to be disturbed when destroying your expansions... Tip 2: Hiding a Portal in the enemy base allows you to make a stunning surprise-assault. |
[ Armory ] | [ Price: 200 ECs ][ Warptime: 60 secs ][ Armor: 1000 ] |
The Armory is the strength and backbone of your troop. It gives acces to
various inventory and powerups, reloads a soldiers ammunition, recharges his personal shield
and generates SkillPoints. With the usage of Skillpoints (SPs) every
soldier can equip himself with the normal UT-Armament, some special
Professions and different items of Equipment. When using
the Armory, a small menu appears in the soldiers HUD which lists the
different categories and pieces of inventiory. An Armory cannot be used by
more than one soldier at the same time but one soldier can use several
Armories at once (...to recharge faster). It selects by 'first come,
first serve' and will keep occupied as long as someone is standing beside
it. Level 1: Full ammo-reload within 50 seconds. +Training-Upgrade: Your teams startup-amount of SPs (default: 30) will be raised by 10. Level 2: Full ammo-reload within 25 seconds. +Shield-Charger: Recharges 5 shieldpoints per second up to 100 shieldpoints maximum. Level 3: Recharges up to 199 shieldpoints. +Training-Uplink: Generates 2SPs/sec for the user and further 0.1SPs/sec for each teammember. |
[ Generator ] | [ Price: 300 ECs ][ Warptime: 60 secs ][ Armor: 750 ] |
The Generator is one of the most vital structures. Generators can sift
clean, new energy out of the surrounding atmosphere, are able to harvest energy-rich mineral-clusters
and to overcharge, creating very high amounts of Energy at a high risk. To function
correctly Generators need a
minimum distance to each other. Level 1: Generates the standard amount of Energy per minute ('Generator Rate' >GameRules). Level 2: Generates 150% of the standard amount of Energy. +Mineral-Processor: Allows the harvest of minerals (Generates additional 300% of the standard amount of Energy). Level 3:
Overcharge: Generates 300% of the standard amount of Energy, improves mineral-processing by
250%, has 5 times
less armor and creates a dangerous, volatile ion-core ready to explode. Tip 1: Generators are expensive, have only light armorplatings and cannot be clustered for tight defense: You will have to take care of them... Tip 2: It is possible to have up to 6 Generators mining one mineral-cluster. Place them intelligently to harvest the precious minerals as fast as possible. |
[ Outpost ] | [ Price: 600 ECs ][ Warptime: 90 secs ][ Armor: 2000 ] |
The Outpost is the most important structure when expanding your territory.
It is some kind of small brother of the BaseCore and should be the core of
every expansion. It provides further Control, allows a fast warp-in for additional structures,
improves the travel by Portals and can turn a expansion into a small fortress. Additionally the Outpost
can project a powerful shield around your BaseCore which forces your enemy to destroy
your Outpost first in order to attack your BaseCore effectively. The Outpost needs
a minimum distance (Outpost Distance
>GameRules) to other Outposts and BaseCores. Its area of
influence depends on the Outpost Distance and is represented by a
teamcolored sphere. Level 1: Nearby structures are 50% tougher. Control is increased by 'Control Capacity' (>GameRules) /2. +Warpnode: Warping nearby structures in takes just a third of the normal Warptime. Level 2: Nearby structures are 75% tougher. +Induction-Field: Nearby Generators work at 200% efficiency. Level 3: Nearby structures are 100% tougher. +Shieldprojector: All damage inflicted to the BaseCore will be divided by 3 (...for each friendly Outpost on level 3 and independent from the distance). You can see this shield as a glowing hull around the BaseCore. |
[ Warhead ] | [ Price: 3000 ECs ][ Warptime: 180 secs ][ Armor: 500 ] |
Giving you access to nuclear weaponry the Warhead is your enemies greatest
fear. When you start building the Warhead, the enemy team will be warned
immediately, giving them the opportunity to destroy the Warhead before it
completly warps in. When used, the Warhead will equip you with the
WarheadLauncher (a modified, advanced version of the Redeemer) and destroy
itself. When you launch the Warhead, your enemy will receive a second and
last warning. Once launched, the Warhead has just a light armor (the more
damage, the higher the chance of destruction), but it can deliver
incredible amounts of damage to a huge area. Level 1: Inflicts up to 10.000 hitpoints of damage. Armor shields up to 75 hitpoints of damage. Level 2: Inflicts up to 20.000 hitpoints of damage. +Titanium Shell: Armor shields up to 200 hitpoints of damage. Level 3: +Fusion Core: Inflicts up to 40.000 hitpoints of damage. |