User:Cashto/Intro: Difference between revisions
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== Objective of the Game == | |||
Welcome to the best game you never played! | Welcome to the best game you never played! | ||
The objective of the game is simple: destroy all enemy [[tech base]]s. To accomplish this you must first gain map control with your own bases while at the same time researching superior weapons and technology to overwhelm the enemy. Both of these tasks require money which is generated by special non-player ships called [[miner]]s harvesting a resource called "Helium 3" (or He3) from asteroids. Much of the game revolves around finding and destroying enemy miners while at the same time protecting your own team's miners. Games usually take between 30 minutes to an hour. | |||
Each team is led by a veteran pilot called "the commander". The commander receives all the money in the game and is in charge of buying bases and technology, as well as coordinating the team around specific objectives. Most small-class [[ship]]s are free, but some of the more mission-critical ones are not. To pilot these ships, you must request money from the commander and he may deny that request if, for example, he is saving to buy something else, wants a more skilled player to fly it, or doesn't believe that ship will be effective at this stage of the game. | |||
As a new player you should stick to flying free ships for the first few weeks. | |||
== Joining a Team == | == Joining a Team == | ||
When you log on to Allegiance, there may already be a game going. If the upper right hand corner displays "Time elapsed" and a counter the game is already underway! All you have to do is join a team. | |||
But which team should you join? Take a look at each team's tab. They will look something like this: | |||
Team 1 (12/100)[131] | |||
What this means is that there are 12 people on Team 1. There can be up to 100 people on this team, and the sum of the ranks of all the players on that team is 131. | |||
As a new player, you want to join the team with the ''higher'' aggregate rank to keep both sides as balanced as possible. Sometimes, however, you will not be able to join this team, because it has more players than the other team. If that happens, it may be a good idea to wait for a more skilled player to join the weaker team first. | |||
A game | Sometimes you may log on to Allegiance and there will be lots of people in the lobby, but no game going. Please be patient! This can sometimes be frustrating for new players, but it's probably just people need to take a short break from the previous game. There is usually some downtime between games as players want to discuss the previous game, get a snack, change teams, etc. | ||
== How to Communicate == | |||
[[File:Chatbox.png|frame|right|A chatbox with 'Team 1' as the target and 'Wis' as the message]] | |||
To talk to your teammates begin by pressing {{k|Enter}}. This brings up two boxes. The one on the left indicates your target (such as 'Team 1', 'Command', 'All') and the one on the right is where you type your message. To cycle through your chat target press press {{k|Tab}} before writing anything. To pick a specific player to chat with type the first few letters of his or her name, followed by {{k|Tab}}. (Note that some player names begin with special characters such as * or ^, which must be included for name-completion to work). | |||
You can also send short radio messages via the Voice Chat menu, which is accessed via the {{k|~}} key. | |||
Through the course of the game you will frequently see the commander (or sometimes other players) issuing you orders in bright red text which can be "accepted" with the {{k|INS}} key. You can safely ignore most of these orders for the time being because the vast majority are not for you, but for your teammates in distant sectors. Once you get more accustomed to the game these orders will be very important for team coordination — but since you are new, don't worry about them right now. | |||
== Your First Ship: The Scout == | == Your First Ship: The Scout == | ||
The scout is an excellent beginner ship. | The [[scout]] is an excellent beginner ship. Scouts are very fast and unlike most ships they have excellent sensors which are capable of seeing nearly everything within a sector. Scouts don't last long in a dogfight — but that's okay. Since it takes a while to learn good dogfighting skills in Allegiance, you should try to avoid or escape conflict as a new player. | ||
How to choose a scout? Once you're on a team and the game has started hit {{k|F4}} to go to the ship loadout menu. Use the drop-down menu to select the scout. Hit the launch button and away you go! | |||
''Basic controls:'' | ''Basic controls:'' | ||
::{| border=1 cellpadding=5 cellspacing=1 | |||
| Switch to mouse control || {{k|Num Pad 0}} | |||
|- | |||
| Full speed || {{k|/}} | |||
|- | |||
| Halt || {{k|Backspace}} | |||
|} | |||
== The Minimap == | == The Minimap == | ||
Line 29: | Line 51: | ||
At the bottom left should be a little map. If it is not there, hit {{k|F7}} to bring it up. It looks like this: | At the bottom left should be a little map. If it is not there, hit {{k|F7}} to bring it up. It looks like this: | ||
::[[Image:Minimap.jpg]] | |||
This is a map of the game universe. Maps usually contain 12 to 16 sectors connected by wormholes called "alephs", with enemy homes on opposite ends of the map. At the beginning of the game, the map is undiscovered: teams can only see their home sector and adjoining sectors. The first phase of the game involves scouting the map. This usually only takes a few minutes since most maps are small and the number of scout pilots are many. Alephs are often found in predictable locations, usually regular triangles or squares arranged around the center of the sector. | |||
{{Tip|To see how alephs are arranged in the sector, use {{k|F3}}. You can do [[Cadet I/Radar grid|a lot of things]] from this screen, such as giving yourself or your teammates waypoints to fly to.}} | |||
Your current location is indicated on the minimap by a small yellow triangle ([[Image:Self_icon.png]]). Colored sectors indicate sectors which contain at least one (known) base belonging to the same coloured team. You can get more information about different sectors by hovering your mouse over the sector (you will need to toggle mouse control by pressing {{k|Num 0}}). | |||
There are [[Cadet I/Minimap icons|lots of symbols]] that can appear on the minimap. Here are a few of the most important ones: | There are [[Cadet I/Minimap icons|lots of symbols]] that can appear on the minimap. Here are a few of the most important ones: | ||
::{| border=1 cellpadding=5 cellspacing=1 | |||
|Base || [[Image:Dn hsgarbmp.PNG]] [[Image:Dn hsoutbmp.PNG]] | |||
|- | |||
|Teleport receiver (a.k.a., "ripcord") || [[Image:Apb tp std.jpg]] | |||
|- | |||
|Constructor (a non-player ship that builds a base on an asteroid) || [[Image:Dn hicsmbmp.png]] [[Image:Dn hicsmenhbmp.png]] [[Image:Dn hicsmadvbmp.png]] | |||
|- | |||
|Miner || [[Image:Dn himnrbmp.png]] | |||
|- | |||
|Bomber || [[Image:Dn hibmbbmp.PNG]] | |||
|- | |||
|Eject pod (stranded pilot) || [[Image:Ap lifepod.jpg]] | |||
|} | |||
== How to Move Around the Map == | |||
What do you do when you're in one sector and you want to be in another? | |||
* '''Fly there''': the slowest method, but sometimes there is no alternative! | |||
* '''Teleport there''': if there is a teleport receiver [[Image:Apb tp std.jpg]] in the sector, you can click on the sector in the minimap to ripcord there. | |||
* '''Dock and transfer there''': if flying there takes too long and there's a base but no teleport receiver in the sector, then the smartest thing to do is to dock at the closest base and use {{k|F8}} to transfer to the sector. | |||
== How to Probe == | == How to Probe == | ||
One way to immediately be useful to your team is to | One way to immediately be useful to your team is to deploy sensor probes (Early Warning System, or EWS probes) using your scout. Without probes in enemy-held or neutral sectors, you won't know what's going on. The enemy will be able to build bases, mine freely, and amass giant bomb runs without your team's knowledge. | ||
Despite the fact that "probing wins games", it seems few players can be bothered to do this simple task. Hence, probing is a way you can have an immediate impact on your team. | |||
{{ | You can load probes whenever you are in base. Return to the {{k|F4}} loadout screen: | ||
[[Image:LoadoutScreen.png|center|800px]] | |||
[[Image:Probe item.PNG]] | [[Image:Probe item.PNG|thumb|EWS Probe icon]] | ||
Locate the dispensor slot on the right-hand side and make sure it contains a probe. Then locate the cargo area a bit further down. Fill '''all''' slots with probes. Then launch and head out to your destination. | |||
{{ | Once you arrive, press {{k|0}} to drop each probe. | ||
* Always drop probes in enemy or neutral sectors. You don't need probes to see what's going on in friendly sectors | {{Tip| | ||
* Put probes next to high traffic areas: alephs and helium asteriods especially. | * Always drop probes in enemy or neutral sectors. You don't need probes to see what's going on in friendly sectors — your bases do that job well enough for you already. | ||
* Probes have a limited | * Put probes next to high-traffic areas: alephs and helium asteriods especially. | ||
* Scouting is a high-mortality mission. If you see an enemy closing in on you, your best bet is to ripcord (teleport) out. | * Probes have a limited scan range — about 500m or so. But they aren't invisible, and they are easy to destroy once found, so to avoid detection you should place them about 900m from the target. Large, noisy ships such as enemy bombers will still be detected at this distance. | ||
* Don't stray too far | * Scouting is a high-mortality mission. If you see an enemy closing in on you, your best bet is to ripcord (teleport) out. Do this by clicking on the minimap on a sector that contains a teleport receiver. | ||
* Don't stray too far! If you do get [[Cadet I/Pods and Killbonus|podded]], it may be a long, long walk home.}} | |||
== How to Repair Ships == | == How to Repair Ships == | ||
Scouts have a unique ability in that they can repair ships and stations. Escorting someone, especially [[bomber]]s, into enemy sectors and repairing them as they take damage can make you immediately helpful on your first day of flying. | |||
Let's say you're flying around, when all of a sudden you hear voicechats such as "need scouts" and "defend bombers". You look up, and see that your commander has ordered the team to bomb a nearby enemy base. Now is the time to spring into action! Here's how you can help the bomb run: | |||
First, get to the nearest base and dock your ship. '''Immediately'''. Time is of the essence with a bomb run; you may only have 30 seconds or so to get in the right area before the opportunity is lost. As you are flying home, read the chat carefully to determine where the bomber will launch at (or if it has already launched scan the minimap for the bomber icon [[Image:Dn hibmbbmp.PNG]]). When you are docked in base, use the {{k|F8}} key to transfer to the sector where the bomb run will start from. | |||
{{Warning|Don't try to fly across the map to get to where the bomber is. That takes forever! Dock at the closest base and use {{k|F8}} to transfer bases instead.}} | |||
[[Image:Mine.jpg|thumb|Proximity mines]][[Image:Ewnan.jpg|thumb|Nanite repair gun]] | |||
Next, use the {{k|F4}} key to go to the loadout screen, where you will load up your cargo with proximity mines ("prox"). Finally, put one nanite repair gun ("nan") in cargo. | |||
Now launch! After launching, use {{k|Ctrl-1}} to switch your normal gun with the nanite repair gun. | |||
{{Note|Scouts of one particular faction, the [[Ga'Taraan Federation]], have a permanently mounted nanite repair gun. If you are ever flying a GT scout, use {{k|1}} to enable the regular gattling gun and {{k|2}} to enable the nanite repair gun, instead of carrying the spare in cargo.}} | |||
Now all you have to do is find the bomber [[Image:Dn hibmbbmp.PNG]] and fly towards it. Stick with it like glue! You will want to be around 200m away from it at all times. Targeting the bomber with {{k|C}} and matching its speed with {{k|M}} often helps, although the slower speed may make you easier to hit. When the bomber starts taking damage, start shooting your repair gun at it. | |||
Note that nanites only repair hull, not shields. You will notice that the bomber has two "health" bars, one above the other. Fire your repair gun ONLY when the bottom one starts taking damage. | |||
Meanwhile, you should also drop proximity mines with {{k|0}}. Mines generate a field of 100m in radius which damage any enemy ship flying through it — and the faster the enemy flies through it, the more damage it delivers! Mines do not damage friendly ships. You might not get any kills, but you will definitely slow the enemy down. | |||
{{Tip|If you are carrying ''both'' prox mines and probes, use {{k|Ctrl-0}} to switch between them.}} | |||
Momma didn't raise no fools on the enemy's team, however. Savvy players know there's no sense attacking a bomber when their damage just gets immediately repaired by the cloud of scouts surrounding it. Instead, they'll start shooting at YOU — and when the tables are turned and you're defending, you should do the same: [[Cadet_I/STFN!|shoot the enemy's nans first]]. The life of a bomber nan is nasty, brutish, and short. But if it keeps the bomber alive even five extra seconds, it's often quite worth it. When you see through the grungy window of your pod the enemy base exploding in a ball of flame, you can take pride that it couldn't have happened without '''your''' help. | |||
{{Tip|Sitting with your team's miners and defending them when attacked works very much the same way as defending bombers, and is every bit as helpful to the team.}} | |||
== How to Pick up Tech and Cashboxes == | == How to Pick up Tech and Cashboxes == | ||
Sometimes there are pieces of technology floating out in space: [[Image:Icontechbmp.PNG]]. If you [[Cadet I/Floating technology|pick up this tech]] and bring it home, sometimes your entire team can start using it, for free! | |||
Not all tech is very useful, however. When a piece of tech is far out of your way, ask your team first if it is worth picking up. | |||
In order to pick up tech, you need to have empty cargo space. Use {{k|F4}} to bring up your ship's manifest (cargo is at the bottom, under the S. section). If you don't see an empty slot, use {{k|S}} to cycle through your cargo, and {{k|Ctrl-S}} to eject an item. Alternatively, dropping a prox mine or probe may open up a cargo slot. Once you have returned it home your discovery will be announced to the whole team, and (depending on the situation) the tech may also now be available for everyone on your team to use. | |||
Another symbol you will see floating in space is the cashbox: [[Image:Cashiconbmp.PNG]]. Unlike tech, you don't need extra cargo space nor do you need to dock it at home. All you have to do is run it over. This gives your commander $500 more to invest with - it's not much, but every little bit helps. Be sure to pick up cashboxes if you see them on your route. | |||
Also be sure to pick up friendly pods: [[Image:Ap lifepod.jpg]]. As your probably have figured out by now, getting podded is the punishment for not aiming very well or not running away fast enough. Pods are your teammates out of commission, unable to do anything but limp slowly back home. You can get them back in action quicker by picking them up. (For the same reason, you '''don't want to shoot enemy pods'''. This is a favor to them, sending them back home immediately). | |||
The one thing you usually shouldn't bother picking up is the powerup: [[Image:Iconpubmp.PNG]]. These repair your hull and replenish your ammo and fuel — but if you already have full hull, ammo, and fuel, they do nothing. | |||
== What's Next == | == What's Next == | ||
This simple introduction has just barely scratched the surface. Hopefully by now you know enough to not be ''totally'' lost while you're trying to figure out what's going on. Allegiance is a very complex game, with a [[Complex learning curve|steep learning curve]]. (But that's what makes it so fun! ;)) | |||
Here's some ways you can learn more: | |||
* People with [[@Alleg]] or [[@Help]] in their callsigns are here to help you! If you see them, feel free to ask them questions at any time in-game. | |||
* Not a fast typer? Get on [[Teamspeak]]! There's almost always someone online who can help get you up to speed. | |||
* Sign up for [[Allegiance Flight School]], a structured course for new players. | |||
* Want to feel less of a noob? Check out this page on [[Common mistakes|common mistakes]]. | |||
* Read juckto's classic series chock full of pro tips, "[http://www.freeallegiance.org/forums/index.php?showtopic=40599 You Suck At Allegiance]" | |||
* Learn more about the eight [[factions]] in Allegiance, each of which has its own unique characteristics. | |||
* Learn about the five [[Cadet I/Technology paths|techpaths]], each of which leads to a different way of winning the game. | |||
* Learn about all the different types of [[Ship index|ship]] you can fly in Allegiance. |
Latest revision as of 12:17, 9 June 2010
Objective of the Game
Welcome to the best game you never played!
The objective of the game is simple: destroy all enemy tech bases. To accomplish this you must first gain map control with your own bases while at the same time researching superior weapons and technology to overwhelm the enemy. Both of these tasks require money which is generated by special non-player ships called miners harvesting a resource called "Helium 3" (or He3) from asteroids. Much of the game revolves around finding and destroying enemy miners while at the same time protecting your own team's miners. Games usually take between 30 minutes to an hour.
Each team is led by a veteran pilot called "the commander". The commander receives all the money in the game and is in charge of buying bases and technology, as well as coordinating the team around specific objectives. Most small-class ships are free, but some of the more mission-critical ones are not. To pilot these ships, you must request money from the commander and he may deny that request if, for example, he is saving to buy something else, wants a more skilled player to fly it, or doesn't believe that ship will be effective at this stage of the game.
As a new player you should stick to flying free ships for the first few weeks.
Joining a Team
When you log on to Allegiance, there may already be a game going. If the upper right hand corner displays "Time elapsed" and a counter the game is already underway! All you have to do is join a team.
But which team should you join? Take a look at each team's tab. They will look something like this:
Team 1 (12/100)[131]
What this means is that there are 12 people on Team 1. There can be up to 100 people on this team, and the sum of the ranks of all the players on that team is 131.
As a new player, you want to join the team with the higher aggregate rank to keep both sides as balanced as possible. Sometimes, however, you will not be able to join this team, because it has more players than the other team. If that happens, it may be a good idea to wait for a more skilled player to join the weaker team first.
Sometimes you may log on to Allegiance and there will be lots of people in the lobby, but no game going. Please be patient! This can sometimes be frustrating for new players, but it's probably just people need to take a short break from the previous game. There is usually some downtime between games as players want to discuss the previous game, get a snack, change teams, etc.
How to Communicate
To talk to your teammates begin by pressing Enter. This brings up two boxes. The one on the left indicates your target (such as 'Team 1', 'Command', 'All') and the one on the right is where you type your message. To cycle through your chat target press press Tab before writing anything. To pick a specific player to chat with type the first few letters of his or her name, followed by Tab. (Note that some player names begin with special characters such as * or ^, which must be included for name-completion to work).
You can also send short radio messages via the Voice Chat menu, which is accessed via the ~ key.
Through the course of the game you will frequently see the commander (or sometimes other players) issuing you orders in bright red text which can be "accepted" with the INS key. You can safely ignore most of these orders for the time being because the vast majority are not for you, but for your teammates in distant sectors. Once you get more accustomed to the game these orders will be very important for team coordination — but since you are new, don't worry about them right now.
Your First Ship: The Scout
The scout is an excellent beginner ship. Scouts are very fast and unlike most ships they have excellent sensors which are capable of seeing nearly everything within a sector. Scouts don't last long in a dogfight — but that's okay. Since it takes a while to learn good dogfighting skills in Allegiance, you should try to avoid or escape conflict as a new player.
How to choose a scout? Once you're on a team and the game has started hit F4 to go to the ship loadout menu. Use the drop-down menu to select the scout. Hit the launch button and away you go!
Basic controls:
Switch to mouse control Num Pad 0 Full speed / Halt Backspace
The Minimap
At the bottom left should be a little map. If it is not there, hit F7 to bring it up. It looks like this:
This is a map of the game universe. Maps usually contain 12 to 16 sectors connected by wormholes called "alephs", with enemy homes on opposite ends of the map. At the beginning of the game, the map is undiscovered: teams can only see their home sector and adjoining sectors. The first phase of the game involves scouting the map. This usually only takes a few minutes since most maps are small and the number of scout pilots are many. Alephs are often found in predictable locations, usually regular triangles or squares arranged around the center of the sector.
Tip: To see how alephs are arranged in the sector, use F3. You can do a lot of things from this screen, such as giving yourself or your teammates waypoints to fly to.
Your current location is indicated on the minimap by a small yellow triangle (). Colored sectors indicate sectors which contain at least one (known) base belonging to the same coloured team. You can get more information about different sectors by hovering your mouse over the sector (you will need to toggle mouse control by pressing Num 0).
There are lots of symbols that can appear on the minimap. Here are a few of the most important ones:
How to Move Around the Map
What do you do when you're in one sector and you want to be in another?
- Fly there: the slowest method, but sometimes there is no alternative!
- Teleport there: if there is a teleport receiver
in the sector, you can click on the sector in the minimap to ripcord there.
- Dock and transfer there: if flying there takes too long and there's a base but no teleport receiver in the sector, then the smartest thing to do is to dock at the closest base and use F8 to transfer to the sector.
How to Probe
One way to immediately be useful to your team is to deploy sensor probes (Early Warning System, or EWS probes) using your scout. Without probes in enemy-held or neutral sectors, you won't know what's going on. The enemy will be able to build bases, mine freely, and amass giant bomb runs without your team's knowledge.
Despite the fact that "probing wins games", it seems few players can be bothered to do this simple task. Hence, probing is a way you can have an immediate impact on your team.
You can load probes whenever you are in base. Return to the F4 loadout screen:
Locate the dispensor slot on the right-hand side and make sure it contains a probe. Then locate the cargo area a bit further down. Fill all slots with probes. Then launch and head out to your destination.
Once you arrive, press 0 to drop each probe.
Tip: - Always drop probes in enemy or neutral sectors. You don't need probes to see what's going on in friendly sectors — your bases do that job well enough for you already.
- Put probes next to high-traffic areas: alephs and helium asteriods especially.
- Probes have a limited scan range — about 500m or so. But they aren't invisible, and they are easy to destroy once found, so to avoid detection you should place them about 900m from the target. Large, noisy ships such as enemy bombers will still be detected at this distance.
- Scouting is a high-mortality mission. If you see an enemy closing in on you, your best bet is to ripcord (teleport) out. Do this by clicking on the minimap on a sector that contains a teleport receiver.
- Don't stray too far! If you do get podded, it may be a long, long walk home.
How to Repair Ships
Scouts have a unique ability in that they can repair ships and stations. Escorting someone, especially bombers, into enemy sectors and repairing them as they take damage can make you immediately helpful on your first day of flying.
Let's say you're flying around, when all of a sudden you hear voicechats such as "need scouts" and "defend bombers". You look up, and see that your commander has ordered the team to bomb a nearby enemy base. Now is the time to spring into action! Here's how you can help the bomb run:
First, get to the nearest base and dock your ship. Immediately. Time is of the essence with a bomb run; you may only have 30 seconds or so to get in the right area before the opportunity is lost. As you are flying home, read the chat carefully to determine where the bomber will launch at (or if it has already launched scan the minimap for the bomber icon ). When you are docked in base, use the F8 key to transfer to the sector where the bomb run will start from.
Warning! Don't try to fly across the map to get to where the bomber is. That takes forever! Dock at the closest base and use F8 to transfer bases instead.
Next, use the F4 key to go to the loadout screen, where you will load up your cargo with proximity mines ("prox"). Finally, put one nanite repair gun ("nan") in cargo.
Now launch! After launching, use Ctrl-1 to switch your normal gun with the nanite repair gun.
Note Scouts of one particular faction, the Ga'Taraan Federation, have a permanently mounted nanite repair gun. If you are ever flying a GT scout, use 1 to enable the regular gattling gun and 2 to enable the nanite repair gun, instead of carrying the spare in cargo.
Now all you have to do is find the bomber and fly towards it. Stick with it like glue! You will want to be around 200m away from it at all times. Targeting the bomber with C and matching its speed with M often helps, although the slower speed may make you easier to hit. When the bomber starts taking damage, start shooting your repair gun at it.
Note that nanites only repair hull, not shields. You will notice that the bomber has two "health" bars, one above the other. Fire your repair gun ONLY when the bottom one starts taking damage.
Meanwhile, you should also drop proximity mines with 0. Mines generate a field of 100m in radius which damage any enemy ship flying through it — and the faster the enemy flies through it, the more damage it delivers! Mines do not damage friendly ships. You might not get any kills, but you will definitely slow the enemy down.
Tip: If you are carrying both prox mines and probes, use Ctrl-0 to switch between them.
Momma didn't raise no fools on the enemy's team, however. Savvy players know there's no sense attacking a bomber when their damage just gets immediately repaired by the cloud of scouts surrounding it. Instead, they'll start shooting at YOU — and when the tables are turned and you're defending, you should do the same: shoot the enemy's nans first. The life of a bomber nan is nasty, brutish, and short. But if it keeps the bomber alive even five extra seconds, it's often quite worth it. When you see through the grungy window of your pod the enemy base exploding in a ball of flame, you can take pride that it couldn't have happened without your help.
Tip: Sitting with your team's miners and defending them when attacked works very much the same way as defending bombers, and is every bit as helpful to the team.
How to Pick up Tech and Cashboxes
Sometimes there are pieces of technology floating out in space: . If you pick up this tech and bring it home, sometimes your entire team can start using it, for free!
Not all tech is very useful, however. When a piece of tech is far out of your way, ask your team first if it is worth picking up.
In order to pick up tech, you need to have empty cargo space. Use F4 to bring up your ship's manifest (cargo is at the bottom, under the S. section). If you don't see an empty slot, use S to cycle through your cargo, and Ctrl-S to eject an item. Alternatively, dropping a prox mine or probe may open up a cargo slot. Once you have returned it home your discovery will be announced to the whole team, and (depending on the situation) the tech may also now be available for everyone on your team to use.
Another symbol you will see floating in space is the cashbox: . Unlike tech, you don't need extra cargo space nor do you need to dock it at home. All you have to do is run it over. This gives your commander $500 more to invest with - it's not much, but every little bit helps. Be sure to pick up cashboxes if you see them on your route.
Also be sure to pick up friendly pods: . As your probably have figured out by now, getting podded is the punishment for not aiming very well or not running away fast enough. Pods are your teammates out of commission, unable to do anything but limp slowly back home. You can get them back in action quicker by picking them up. (For the same reason, you don't want to shoot enemy pods. This is a favor to them, sending them back home immediately).
The one thing you usually shouldn't bother picking up is the powerup: . These repair your hull and replenish your ammo and fuel — but if you already have full hull, ammo, and fuel, they do nothing.
What's Next
This simple introduction has just barely scratched the surface. Hopefully by now you know enough to not be totally lost while you're trying to figure out what's going on. Allegiance is a very complex game, with a steep learning curve. (But that's what makes it so fun! ;))
Here's some ways you can learn more:
- People with @Alleg or @Help in their callsigns are here to help you! If you see them, feel free to ask them questions at any time in-game.
- Not a fast typer? Get on Teamspeak! There's almost always someone online who can help get you up to speed.
- Sign up for Allegiance Flight School, a structured course for new players.
- Want to feel less of a noob? Check out this page on common mistakes.
- Read juckto's classic series chock full of pro tips, "You Suck At Allegiance"
- Learn more about the eight factions in Allegiance, each of which has its own unique characteristics.
- Learn about the five techpaths, each of which leads to a different way of winning the game.
- Learn about all the different types of ship you can fly in Allegiance.