Troop transport

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Abbreviation: tt, htt

Troop transports are deployed to capture bases, they achieve this by docking at the green door while the enemy's shields are down. This renders the basic troop transport virtually useless as it has no anti-base weapons, but the heavy troop transport can mount EMP missiles making it far more useful. Transports have no weapons nor missiles to defend themselves with and rely on heavy escort and good timing to capture an enemy station.

There are two schools of thought to using HTTs. One is to sneak into the enemy sector at low signature with a few low sig nans, maneuver into position some distance from the station and then wait for a distraction before attacking. A well organised team will have several HTTs attacking different targets all across the map at the same time. The second tactic is the brute force approach, where the HTT is escorted by a swarm of interceptors and nans, and perhaps even a bomber to draw some of the enemy fire. This approach only really works if the enemy green door is facing an aleph you can attack from - if the HTT has to make a sharp turn to dock it is likely to fail.

Occasionally you will see HTTs used defensively, launching just before the enemy captures the base and then recapturing it. And the enemy will attempt to re-recapture it, and so ad finitum.

Ship statistics

Information taken from CC_03. Values are representative only (many factions have had their ships individually tweaked for balance).

Mk I - Troop transport
tt icon
Cost:$1

Requires expansion to research. Remains available as long as exp is alive.

Ship Handling Equipment
Armor class Medium Mass 45 Weapons -
Hitpoints 750 Max thrust 675 Missiles -
ECM 0.8 Power-weight ratio 15 Turrets -
Scan 1200 Max speed 75 Shield Medium
Signature 100% Turn rate 0.6 Booster -
Energy 0 Torque-weight ratio 1.1 Cloaking device -
Recharge 0 Riptime/cost 20secs/1500 Dispenser -


Mk II - Heavy troop transport
htt icon
Cost:$1000

Requires troop transport and adv exp to research. Available as long as exp stays alive

  • Cost increased to $1000.
  • Hitpoints increased to 975.
  • Can mount EMP missiles (researched under adv exp).

Factions

Bios troop transport

Bios

  • Can mount heavy cloak.
  • 1500 energy and 60 recharge per second
Belters troop transport

Belters

  • Nothing special
Dreghklar Empire troop transport

Dreghklar Empire

  • Nothing special
Ga'Taraan Federation troop transport

Ga'Taraan Federation

  • Can be upgraded with armor plating, researched in the research station.
    • Extra hit points.
    • Increases mass making it harder to ram off-course.
    • Increases thrust and torque so the thrust-weight and torque-weight ratios remain the same
GigaCorp troop transport

GigaCorp

  • Nothing special
Rixian Unity troop transport

Rixian Unity

  • Instead of using missiles the pilot can place a stinger in his first gun slot, a rapid firing energy weapon that does damage to stations.
  • 1000 energy and 30 recharge per second
  • This makes rix unique in having a troop transport that can damage station hull, not just shield.
Iron Coalition troop transport

Iron Coalition

  • 20% cost reduction.
Technoflux troop transport

Technoflux

  • Instead of using missiles the pilot can mount an anti-base shield cannon in his primary weapon slot, a slow firing energy weapon that does damage to station shields (but not hull).
  • 1000 energy and 90 recharge per second.
Omicron troop transport

Omicron Hive

  • 20% cost reduction
  • Has a mini-AC turret.
Phoenix troop transport

Phoenix

  • Nothing special
Draconium troop transport

Draconium

  • Nothing special