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Date: Thu, 14 May 1998 05:23:37 -0700
From: Saxman
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| - | - / | || - | | | | | Orion Globe FAQ version 1.0
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Written by Andy Poon
Intro
This is a faq written because I posted a message in the MOO2 newsgroups
saying that I know a configuration for ships that virtually makes them
invincible. After what I did I received criticisions that say that I'm
a fraud. So, I'm writing this faq to prove that I'm not a fraud, and
that I actually have something to offer.
What I'm about to show you is a ship that is virtually indestructable;
the most advanced and powerful ship possible during the late stages of
a game.
People might recognize parts of this ship, because the ideas can come
to anyone, but not a lot of people have puzzled all the ideas together
yet, so I'm going to attempt it right now.
Orion Globe
I called this ship I had the Orion Globe because in Master of Orion II,
Orion is the symbol of power. What this ship can do in terms of
destructive force well deserves its name. The record so far is 36 Doom
Stars and 64 Titans destroyed, single-handedly. Since the maximum ships
that can go into one single battle is 100, this record is hard to be
borken. How did I managed to invoke the enemy to send me that many
ships you ask? Well, first I gave the seat of the galactic council away
, then I used a program I downloaded called Corion2, and gave the enemy
5 million credits, which they used to buy all the ships they could, and
an all out attack was launched against me. The rest you can figure out
on your own.
-----------------------------------------------
Table of contents
A. Rough description
B. Special systems
a. Misc
b. movement systems
c. defensive systems
d. offensive systems
C. Weapon configurations
a. phasors
b. disruptors
D. Result
_______________________________________________________________________
Rough Description
This ship can reach its maximum potential most easily with the
'Creative' Special race ability, because being creative will get you
the Megafluxers and the Hign Energy Focus, when not being creative will
leave you with only the High Energy focus, and will also get you
Microlite Construction when you might want something else instead,
and..... you get the picture.
It also helps quite a lot if you have the 'Warlord' ability that turns
the ship into an Ultra-elite.
This ship has little defensive special systems, so there's no
displacement devices or Reinforced Hull or Heavy Armor, and I don't
have any shields or the Damper Field. 80% of what this ship contains
are modifications to the weapons system, but the beam defense is very
high, and point defense weapons can be equiped easily without taking up
much space at all.
Below is a list of equipmenst that I have on borad the Orion Globe.
_______________________________________________________________________
Special Systems
-------------------------------
a. Misc
Battle Pods
- There's nothing special about this, just that it gives you more
room to work with. (Essential)
Time warp facilitators
- Combined with other systems, this is one of the most essential
equipments. It enables a ship to take two consecutive turns after
the enemies have finished theirs. (Essential)
-------------------------------
b. Movement Systems
Inertial Nullifier
- When you're only one ship, the limited weapons range requires you
to travel near the other ships, and start shooting at close range.
If you go up or down on the screen, you'll still need to turn
around, and head back the other direction. If you lost movement
points while turning, it'll lose you some time before you can
reach the enemies again, so this is a good equipment to have.
- Not only that, after you destroy the ships infront of you, and try
to turn around and get the ships behind you, they will fire at you
because their weapons are still at full. At this time, the
nullifier will evade their shots, and you'll suffer much less
damage because most of the shots will miss you. (optional)
Subspace teleporter
- This teleporter moves you closer, so that most of your weapons can
be used. Believe me, with the amount of weapons this ship equips,
some times, you'll still have a lot of weapon shots left because
you don't have enough movement points to get you close enough.
(optional)
-------------------------------
c. Defensive Systems
Damper field
- This cuts your damage by 4/3 if you do get shot while turning
around. Very useful in some cases, because the enemy WILL launch
plasma webs, which always hits, and you'll suffer quite a bit if
you get cought uncloaked and without the Damper field.
(optional)
Phasing cloak
- Combined with the time warp facilitators, it allows the ship 10
cloaked turns to not be attacked at all. If you can't be attacked,
you can't be destroyed. It's so simple yet effective. (essential)
-------------------------------
d. Offensive Systems
Achilles targeting system
- If you look at the descriptions for this system, you'll know that
the system allows you to completely ignores armors, and go for the
hull. What does this do? obviously cuts down the weapon use to
half the neccessary amount!
Not only that, at times, it hits the systems of the enemy ship,
causing warp core breaches that damage other enemy ships, and when
this happens, your weapon use is even less. (essential)
High energy focus
- This increases the damage each of your weapons can do by 50%, and
decrease the weapon usage to destroy a ship. I think it's worth
it. (essential)
Hyper-X capacitors
- If you want double the weapon amounts, you gotta have this.
Combined with the time-warp facilitators and the phasing cloak,
this thing will pump out twice your equipped weapons every time
you decloak. Because the combination of the Time-warper and the
Phase cloak requires you to not fire for one round to recloak
again, it is the perfect time to recharge the hyper-x capacitor.
What a combination, eh? :) (essential)
Structural Analyzer
- It Doubles the damage of each weapon that penetrates the shield,
it is just like another Hyper-X, except it works in different
ways. You've gotta have this to do more damage. You say that it'll
only work after the shield is down? I'll tell you later how to
get around that, if you don't know already.
_______________________________________________________________________
Weapon Configurations
The Stellar converter is, of course, the most powerful weapon to use
against anything; ships, space stations, planets. But the problem with
using it against ships is that it is too powerful, like killing a fly
with a smart missile. Another flaw is the space that it takes up.
Although you can still get it miniturized to 200 space per, it is still
too much for one weapon, although they ARE cool to have on board.
People also think that maulers are the best weapons because it always
hits. I can give you many reasons right now why NOT to use it.
1. Double range dissipation
2. No Autofire, point defense, and other mod's.
3. takes up still too much space for a weapon that can't use autofire.
There's so much that this weapon can't do that others can, and the
100% hit is not exactly necessary, as long as you have near 99%
hit.
As far as I can see, the two best weapons to use are phasors and
disruptors. Surprised? Yes! Phasors and Disruptors are the best weapons
by far!!
But, there are two configurations for the phasors that are needed for
maximum efficiency:
a. Shield piercing
This IGNORES the shields completely!
At this point I'd like to make a concept clear. A ship has 4 levels of
defense: Shield, Armor, Structure, and System. But when the structure
is destroyed, then the ship is destroyed. So all we want to target is
the just the structure!
Lvl1: Shield Eliminated by shield piercing ability
Lvl2: Armor Eliminated by Achilles system
Lvl3: Structure Nothing left to protect it
Understand now? Shield piercing allows your weapons to completely
bypass the shield, unless they got hard shield, then there's nothing
we can do about it. Combined with the Achilles system, all that's left
of the enemy that's worth a darn is the structure.
So the lesson for today is that with the modifications that you've see
so far, all you are shooting at, is the structure!!
b. Auto fire
This enable you to shoot the single weapon three times! tripling
the damage each weapon can do! how loud do I need to make myself
heard!!?? If you're worried about accuracy, I'll tell you later
how to max the accuracy.
Let's see now: Normal weapon: x1
Achilles system: x2
High energy focus: x1.5
Structural analyzer: x2
Autofire: x3
Hyper-X Capacitor: x2
---------------
x36
The systems here enhance one single weapon by 3600%, meaning that with
1 of the modified weapons, you can do the damage that's needed by 36
of the non-modified weapons! Don't tell me You're not impressed.
When the ship you've just made becomes a veteran, each of the modified
phasors will do 180 damage to the enemy ship structure. That's a lot
for a phasor considering the max damage the descriptions gave was only
20 points. Wait 'til it becomes an ultra-elite, then they'll REALLY
hurt.
* Disruptors
This gun certainly is more powerful than the phasors, but it also
takes up more space, and unlike the phasor, cannot have the shield
piercing ability. But if you're going to fighting on a planet in a
nebula, it is definitely the optimal weapon to have.
* Particle beams
Obviously, the particle beam has more force than the phasors, and
itself is always shield piercing. If only there's a method to
miniturize the particle beams, then this would be the better
weapon.
You can try and fit as many weapons as you can onto this ship after you
equip the necessary special systems. I can tell you right now, you can
have more than 198 AF, SP phasors on one Doom Star and still have room
left for a few PD Phasors. It's also a good idea to have 49 HM, AF, SP,
phasors, because if you have 198 regular phasors, you're definitely not
going to be able to use them all because all other ships will be out of
range of your weapons, so just put some heavy mounted phasors on for a
farther reach.
_______________________________________________________________________
Loknar
There's one thing I'd like to add here now. I mentioned before that
people might be concerned with the side-effects of Auto-fire, because
it _does_ decrease the accuracy rate, and so people want to put the
Rangemaster on, or have the Continuous modification to the weapons to
compensate.
Loknar is one of the reasons why I called the Orion Globe the Orion
Globe. With Loknar on your ship, his extraordinary abilities enhance
every feature of the ship, including his super Weaponry ability
virtually eliminates missed shots. I've always had loknar on Orion
Globe, but if you have a haro that also has a high Weaponry skill,
that hero can be used as well.
* If you're worried about the accuracy of the heavy mounted weapons
when you fire a long range shot, don't worry, the accuracy is just
as good if you have loknar on board.
_______________________________________________________________________
Result
The result is a ship that is so deadly, one of its kind can take on the
entire universe. Here is a rough description of what it contains:
----------------------------
(**) phasors hm,sp,af No shields
(**) phasors sp,af Moleculartronic Computer
(**) phasors sp,af Xentronium Armor
(**) phasors pd,af
** - as many as you want
-----
Achilles Targeting Unit
Battle pod
High Enegy Focus
Hyper-X Capacitor
Inertial Nullifier or Subspace teleporter or Damper field
Phasing Cloak
Structural Analyzer
Time Warp Facilitator
----------------------------
Against a Doom Star with Energy absorber (taking away 1/4 of the
damage) and Adamantium armor, 5 phasors will do more than 800 damage.
If the enemy has good systems, sometimes it may take up to 11 phasors.
Against a titan with similar equipment, 3~4 phasors will do, and
sometimes even cause warp-core breaches, but that won't help too much,
because the warp-core breaches damage the shield and the armor, which
we're not gonna touch anyways.
The time warp facilitator (version 1.31) works like this:
In each round,
_________________________________________
You start enemy start
Turn 1: you Turn 1: enemy
Turn 2: enemy Turn 2: you
Turn 3: you Turn 3: you
----
go back to turn 1 go back to turn 1
_________________________________________
After both sides have taken a turn, the final turn (3rd turn) goes to
the ships that have a time warp facilitator on. Know your turns so that
you can shut off all your un-used weapons and allow the ship to
recloak.
If you do it right, you can sustain up to 10 rounds not being
discovered, 10 turns to do whatever you want, unless the enemy runs
before you finish mowing them down, but through my experiences, I
doubt that they'll run before you finish mowing them down. Besides,
you'll only have like 20~30 ships to worry about if they launch an
attack anyways. There's PLEANTY of firepower for that.
Well, here it is. Use the ship wisely. If you're not careful, and it's
exposed to the enemy range, they CAN shoot you down. But otherwise,
this ship cannot be beaten.
___________________________
Like any FAQ, many thanks to Microprose for making such wonderful game.
There, I said it.
If there's any questions, or anything that I might have left out,
please feel free to e-mail me at the address on the top of this FAQ.
I don't need any money from any of you (like I can get any), but a
little thank you note in my e-mailbox would be much appreciated
____________________________________________________________________