Cadet I/Loadout: Difference between revisions

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{{Wikify}}
<noinclude>{{:Cadet I/Week 1}}
{{:Cadet 1/Index}}
{{Nav|Radar grid|Cargo}}</noinclude>
{{Nav|Radar grid|Cargo}}
{{Title|Preparing your ship}}




[[Image:F4MenuInStation.png|center]]
{{ScaledDown|LoadoutScreen.png|Loadout screen}}
 


===Getting the right gear for your flight===
===Getting the right gear for your flight===
Each different task, such as [[miner]] defence vs [[bomber|bombing]] vs probing, requires a different set of equipment. Note also that everything you equip on a ship has an influence on all of its statistics (agility, acceleration, etc).


Each task requires a specific set of equipment. Also, all parts of a ship have a strong influence on all its statistics. For every ship exists a table that displays all the equipment that can possibly be loaded in each slot, and the basic statistics of each ship. See the Ships section for more optional advanced information.
{{Optional|Detailed information can be found in the [[:Category:Allegopedia info|Allegopedia]] section. Namely, [[ship index|ships]], [[weapons]], [[missiles]], [[dispenser equipment]] and [[other equipment]].}}
 
There are also tables for each weapon, missile and equipment piece that shows the statistics for that item. See the appropriate sections. Note that those tables were built using the Item Information (see picture), which provides all characteristics about each item.


Knowing what each item does is of capital importance for you to make an informed choice on what to place on your ship. Many veterans still place some items on their ships by default, not thoroughly thinking what must be placed, often an unfortunate error. Also, if you feel something may be useless to what you're about to do, verify its characteristics. If it cuts your ship's acceleration by up to 10% and you don't think you need the item, seriously consider having it removed altogether. However, note that what you have planned on doing may differ from what you'll have to do, and so don't remove items lightly.
Knowing what each item does is of capital importance for you to make an informed choice on what to place on your ship. Many veterans still place some items on their ships by habit, not thoroughly considering what they need, often an unfortunate error. If you feel something may be useless to what you're about to do, verify its characteristics. If it cuts your ship's acceleration by up to 10% and you don't think you need the item then seriously consider taking it off altogether. Remember though that what you are planning to do may differ from what you'll have to do, and so don't remove items lightly.


Also, if a ship requires reload parts, any other ship can bring them. If, for example, a Cruiser on a lengthy mission lacks missiles and ammo, a scout can load some Nukes and ammo packs and head to the Cruiser. When you click on a cargo slot, all the items that your ship can possibly use are listed. However, there also is a section called "Parts for other ships", which contains all the items that your team can possibly use. Any ship can load them in cargo. Although useless for that very ship, it can dump the items in space next to a ship that needs them, like the Cruiser in our example. However, when dumping the parts, be sure that the other ship can get to them quickly, otherwise they disappear after a few seconds.
===Quick item information===
===Quick item information===
Hovering your mouse over an item will display all the information about that item at the bottom of the screen, including its name, its level of sophistication, its description and all its statistics. If you don't know what something does, place your mouse over it before asking for help. In the picture above, the mouse was over the large shield. Notice the "item information" that appears.


Placing your mouse over an item will display all the possible information for that item, including its name, its level of sophistication, its description and all its statistics. If you don't know what something does, place your mouse over it before asking for help. In the picture above, my mouse was over the large shield. Notice the "item information" that appears when I place my mouse over a particular item.
If you don't know what a certain ship does, notice that right under the ship's name, you can read a short description of the ship. Of course, thorough knowledge requires you to go through all the [[Academy]] pages and/or be experienced.


If you don't know what a certain ship does, notice that right under the ship's name, you can read a short description of the ship. Of course, thorough knowledge requires you to go through the Academy and/or be experienced.
===Loadout controls===
===Loadout controls===
There are a few buttons that you must use when preparing your loadout.


There are a few buttons that you must use when preparing your loadout.
*The '''"Launch"''' button has the obvious function of launching your ship with the selected loadout.
*The '''"Default Loadout"''' button changes the whole loadout to the one considered as default by the [[Cadet I/Cores|core]] developer.
*The '''"Confirm Selection"''' button saves your current loadout for that ship. If you don't hit this button before leaving the loadout screen then when you return all your changes will be undone.
*If a loadout costs [[Cadet I/Financial system|money]] (either the ship, the equipment, or both), the '''"Confirm Selection"''' button is transformed into a '''"Buy ship"''' button and the '''"Launch"''' button is greyed out until you have the required credits. If you don't have enough credits to purchase the ship, pressing the button asks anyone with the required amount of credits (usually the commander) to give you the money. Pressing this button repeatedly produces repeated requests and is considered spam by many, so use moderation. If no one has the required amount of credits, the button cannot be activated. <br>If someone has the required amount of credits and gives it to you, you will receive an "Affirmative" message while receiving the money. If your request is denied, you will receive a "Negative" message. Once you have the credits, you can press on '''"Buy ship" '''and the button turns gray: your selection is confirmed. This acts both as buying you the ship and confirming your selection. Note that launching your ship also confirms your selection, and that people cannot board your turrets until you confirm your selection.


*The "Launch" button has the obvious function of launching your ship with the selected loadout.
*The "Default Loadout" button changes the whole loadout to the one considered as default by the developers. The default loadout is a characteristic of the core you are playing on.
*The "Confirm Selection" button confirms your current loadout. It saves it. If you make modifications to a loadout, go look at the radar, and come back, your modifications are no longer there, and are replaced by the last loadout you used. If you confirm your loadout, it is saved as the loadout you are now using.
*If a loadout costs money (either the ship, the equipment, or both), the "Confirm Selection" button is transformed into a "Buy ship" button. If you don't have enough credits to purchase the ship, pressing the button asks anyone with the required amount of credits (usually the commander) to give you the money. Pressing this button repeatedly produces repeated requests and can be considered spam by many, so use moderation. If no one has the required amount of credits, the button cannot be activated. If someone has the required amount of credits and gives it to you, you will receive an "Affirmative" message while receiving the money. Once you have the credits, you can press on "buy ship" and the button turns gray: your selection is confirmed. This acts both as buying you the ship and confirming your selection. Note that launching your ship also confirms your selection. If your request is denied, you will receive a "Negative" message.
===Making loadout decisions quickly===
===Making loadout decisions quickly===
Preparing a good loadout takes a lot of time, so knowing in advance what you will need to equip is crucial. Also knowing which ship must be used for each task is crucial. For example:
*An [[fighter|advanced fighter]] defending a base would probably use the default loadout.
*An advanced fighter that intends to swarm a minor base with his teammates in order to destroy it would need to load a EW Galvonic Blaster
*A [[Bios]] [[bomber]] who means to go for a head-on assault would load its shields and missiles, and leave its cloak behind to improve acceleration.
*A Bios bomber doing a stealthy assault would put shields and missiles in cargo, and mount its cloaking device
*A [[scout]] can mount many different loadouts for a huge variety of roles.
As you play more you will discover what loadouts you commonly use, and learn where items are in the loadout lists, which will speed up your selection process.


Preparing a good loadout takes a lot of time, so knowing in advance what you will need to equip is crucial. Also knowing which ship must be used for each task is crucial. For example, you need an advanced fighter loaded with an EW Galvonic Blaster to destroy a light station with small class ships. A Bios bomber who means to go for a head-on assault loads its shields and missiles, and no cloak, but keep shields and missiles in cargo with an active heavy cloak for a stealthy assault. A scout can mount many different loadouts for a huge variety of roles. For now, as a new player, use the default loadouts.
===Costly equipment===
===Costly equipment===
Certain ships and equipment cost credits and as such represent an investment of the team's resources. For ships, be sure that you know how to use it and why you're paying credits for it before requesting it. Otherwise, leave it to someone who knows what they're about. You don't want to waste your team's credits. As for equipment, make sure you load the right amount, avoid overbuying which would also be a waste. If you're loading costly equipment make sure you don't get killed before you use it.


Certain ships and equipment cost credits. For ships, be sure that you know how to use it and why you're paying credits for it. Otherwise, leave it to someone who knows about it to purchase the ship. You don't want to waste your team's credits. As for equipment, make sure you load the right amount, avoiding overbuying, which would also be a waste. Also, if you're loading costly equipment, make sure you don't lose it.
Starting out as a newbie, do not request to purchase a ship from the commander. It is a waste of time and money for the team. It is a wast of your time as the commander will ignore you 9 times out of 10. As a new player the commander will tell you when he wishes you to get one.


Starting out as a newbie, do not request to purchase a ship from the commander. It is a waste of time and money for the team. As a new player the commander will tell you when you wishes you to get one. (Gunships being about the only exception)
===Parts for other ships===
arrow gif to top of page
Not all items can be used by all ships, for instance a scout can't use a capital ship's shield! But if a ship requires reload parts any other ship ''can'' bring them. For example, a [[Cruiser]] on a lengthy mission lacks missiles and ammo, so a scout loads some Nukes and ammo packs and heads to the Cruiser. To do this, when you click on a cargo slot all the items that your ship can possibly use are listed. In addition there is a section called "Parts for other ships" which contains all the items that your team can possibly use. Any ship can load them in cargo. Although useless for your current very ship, it can eject the items in space next to a ship that needs them (the Cruiser in our example). However, when dumping the parts, be sure that the other ship can get to them quickly, for they expire after a short time.




{{Nav|Radar grid|Cargo}}
<noinclude>{{Nav2|Radar grid|Cargo}}</noinclude>

Latest revision as of 20:58, 11 November 2010


Cadet I · Week One Index · Edit

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Preparing your ship


Loadout screen
Loadout screen
Click on the image to view a larger version. Popup.png


Getting the right gear for your flight

Each different task, such as miner defence vs bombing vs probing, requires a different set of equipment. Note also that everything you equip on a ship has an influence on all of its statistics (agility, acceleration, etc).


Arrow.png
Optional: Detailed information can be found in the Allegopedia section. Namely, ships, weapons, missiles, dispenser equipment and other equipment.

Knowing what each item does is of capital importance for you to make an informed choice on what to place on your ship. Many veterans still place some items on their ships by habit, not thoroughly considering what they need, often an unfortunate error. If you feel something may be useless to what you're about to do, verify its characteristics. If it cuts your ship's acceleration by up to 10% and you don't think you need the item then seriously consider taking it off altogether. Remember though that what you are planning to do may differ from what you'll have to do, and so don't remove items lightly.

Quick item information

Hovering your mouse over an item will display all the information about that item at the bottom of the screen, including its name, its level of sophistication, its description and all its statistics. If you don't know what something does, place your mouse over it before asking for help. In the picture above, the mouse was over the large shield. Notice the "item information" that appears.

If you don't know what a certain ship does, notice that right under the ship's name, you can read a short description of the ship. Of course, thorough knowledge requires you to go through all the Academy pages and/or be experienced.

Loadout controls

There are a few buttons that you must use when preparing your loadout.

  • The "Launch" button has the obvious function of launching your ship with the selected loadout.
  • The "Default Loadout" button changes the whole loadout to the one considered as default by the core developer.
  • The "Confirm Selection" button saves your current loadout for that ship. If you don't hit this button before leaving the loadout screen then when you return all your changes will be undone.
  • If a loadout costs money (either the ship, the equipment, or both), the "Confirm Selection" button is transformed into a "Buy ship" button and the "Launch" button is greyed out until you have the required credits. If you don't have enough credits to purchase the ship, pressing the button asks anyone with the required amount of credits (usually the commander) to give you the money. Pressing this button repeatedly produces repeated requests and is considered spam by many, so use moderation. If no one has the required amount of credits, the button cannot be activated.
    If someone has the required amount of credits and gives it to you, you will receive an "Affirmative" message while receiving the money. If your request is denied, you will receive a "Negative" message. Once you have the credits, you can press on "Buy ship" and the button turns gray: your selection is confirmed. This acts both as buying you the ship and confirming your selection. Note that launching your ship also confirms your selection, and that people cannot board your turrets until you confirm your selection.

Making loadout decisions quickly

Preparing a good loadout takes a lot of time, so knowing in advance what you will need to equip is crucial. Also knowing which ship must be used for each task is crucial. For example:

  • An advanced fighter defending a base would probably use the default loadout.
  • An advanced fighter that intends to swarm a minor base with his teammates in order to destroy it would need to load a EW Galvonic Blaster
  • A Bios bomber who means to go for a head-on assault would load its shields and missiles, and leave its cloak behind to improve acceleration.
  • A Bios bomber doing a stealthy assault would put shields and missiles in cargo, and mount its cloaking device
  • A scout can mount many different loadouts for a huge variety of roles.

As you play more you will discover what loadouts you commonly use, and learn where items are in the loadout lists, which will speed up your selection process.

Costly equipment

Certain ships and equipment cost credits and as such represent an investment of the team's resources. For ships, be sure that you know how to use it and why you're paying credits for it before requesting it. Otherwise, leave it to someone who knows what they're about. You don't want to waste your team's credits. As for equipment, make sure you load the right amount, avoid overbuying which would also be a waste. If you're loading costly equipment make sure you don't get killed before you use it.

Starting out as a newbie, do not request to purchase a ship from the commander. It is a waste of time and money for the team. It is a wast of your time as the commander will ignore you 9 times out of 10. As a new player the commander will tell you when he wishes you to get one.

Parts for other ships

Not all items can be used by all ships, for instance a scout can't use a capital ship's shield! But if a ship requires reload parts any other ship can bring them. For example, a Cruiser on a lengthy mission lacks missiles and ammo, so a scout loads some Nukes and ammo packs and heads to the Cruiser. To do this, when you click on a cargo slot all the items that your ship can possibly use are listed. In addition there is a section called "Parts for other ships" which contains all the items that your team can possibly use. Any ship can load them in cargo. Although useless for your current very ship, it can eject the items in space next to a ship that needs them (the Cruiser in our example). However, when dumping the parts, be sure that the other ship can get to them quickly, for they expire after a short time.


← Radar grid Cargo →