Iron Coalition: Difference between revisions
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{{ | {{Academy index}} | ||
[[Image:Iccommercial.jpg|float|center]] | |||
{{Colored notice box|#FFD005|'''Order. Strength. Unity - This is the creed of the Iron Coalition. Formed as a space borne United Nations peacekeeping force, the Earth`s destruction has transformed the Iron Coalition into one of the dominant powers in space. Led by Brigadier General Derek Fisk, the Iron Coalition Struggles to restore and maintain order to the remaining members of the human race - by any means necessary.}} | |||
The Iron Coalition is the most straightforward faction. Being strictly a military body, this faction uses stronger ships and weapons, and could almost be considered the "standard" faction. However, they too have their own subtleties. | |||
Starting with [[light interceptor]]s, they can quickly expand near enemy territory without fear of being pushed back, and often rush their enemy. The most extreme examples are displayed when a team rushes its first outpost in the enemy's home, protecting the [[constructor]] with a horde of light interceptors. A team like [[GigaCorp]] would have difficulty dealing with such a threat, having to resort to [[scout]]s, and possibly [[bomber]]s much later. | |||
The Coalition does not pay for small class ships, they obtain them with the station. For example, a Coalition commander getting an [[expansion complex]] gets interceptors right away. Then, after upgrading the station to an advanced expansion complex, heavy interceptors are immediately available, saving both time and money. This only applies to ships. | |||
The Coalition has a weaker economy. Usually being funded by government, they resorted on escorting others to obtain funding. Since the destruction of Earth and the multiplication of deep space assignments, they did develop ingenious mechanisms for He3 collection. They never designed [[refinery|refinery stations]] to allow miners to do their job quicker, but instead, concerned with their safety, have the miners ripcord near a station. This is also extremely useful for miner safety. They even enabled their technological stations with He3 storage facilities, enabling their miners to dock at technological stations, a unique ability. | |||
Concerned with the safety of their pilots, Coalition engineers have devised the first rescue probe from which all others were designed. Pilots in their [[eject pod]]s can fly to this probe and be teleported back to the nearest station. | |||
The Iron Coalition is the brute force faction. Their ships are generally the strongest in each type. They carry more ammo and energy, and maneuver very well. A Coalition commander can even get a [[shipyard]] without the need for other technological stations, a unique ability, making powerful assaults available early in the game if the situation justifies it. | |||
{{center|'''Iron Coalition | |||
[[File:Iclogo.jpg]]}} | |||
'''Faction Perks | |||
* Medium ship Hull(.95) | |||
* Strong station hull and shield (1.15) | |||
* Heavy [[Outpost]]s and [[Teleport]]s (ungalvable) | |||
* More ammo and fuel capacity | |||
* Available Rescue Probe ($250 each) | |||
* Higher PW Damage (1.1) | |||
* Higher Missile Damage(1.1) | |||
* Higher Energy(1.2) | |||
* Miners Rip (DN), and unload at tech bases | |||
* Cheaper Capital Ships | |||
'''Faction weakness | |||
* High Signature (.85) | |||
* Slow miners(.7) with yield of (1.0) | |||
* Ripping miners (also an advantage, but if you are not in control at all times, they will be a weakness | |||
* Slow build times (2 min for OP/TP, 4 min for tech) | |||
* Lower Starting Money(-.125) | |||
'''Ideal Settings | |||
* IC can handle about any setting, Ideal is about 1.25/1.25 allowing them to get Enh con's before their OP | |||
'''Faction Strategies | |||
* Tacspansion - Build a [[tactical]] to kill the enemies miners, before upgrading the first tech, buy an [[expansion]] to defend against the bombers the enemy will throw at you. The order in which you buy the TAC and the EXP is dependent on how aggressive the enemy is. If the enemy doesn't bomb, then TAC is good to begin as it gives more time for your team to attack miners. | |||
* Full Expansion - Simply get Heavy Ints, this can be a great tactic if you have some decent whores on your team. This opens up to several end tactics such as Int bombing, Adv Con pushing, and forcefully HTT'ing. IC's HTT's really are not very good, so like most things with this faction, you have to use force to get it to work. | |||
* Bomber Rush - IC is a great bomber rush faction due to it's strong hull, PW Dmg and missile Dmg. A few Lt Ints escorting the bomber if the teams are large enough can also help. | |||
* Shipyard Rush - The shipyard itself is 15k, a techbase will remove the need to buy Lt class or simply purchase Medium class and you will get the two as a package. Once you have Med class proceed in a [[frigate]] to take the enemies base over before they get any substantial tech up (should take about 15 min. to do if your econ is working smoothly). Putting your shipyard in a hidden location can make or break this Tactic, the middle in IO is an excellent spot as most people stay away from it and the enemy will not see the Frig coming if they haven't probed at all, less travel time as well. This Tactic is more difficult then it sounds, be careful while doing it to continue to expand and keep the enemies attention away from the SY. | |||
Revision as of 21:30, 11 April 2009
| ALLEGOPEDIA | |
| About | History |
| FACTIONS | |
| Belters | Bios |
| Dreghklar | Ga'Taraan |
| GigaCorp | Iron Coalition |
| Omicron Hive | Rixian Unity |
| Technoflux | Draconium |
| Phoenix | Valkyrie |
| SHIPS | |
| Buying Ships | |
| Small Class | |
| Eject Pod | Interceptor |
| Fighter | Scout |
| Stealth Fighter | Other Small Ships |
| Medium Class | |
| Bomber | Fighter Bomber |
| Gunship | Stealth Bomber |
| Troop Transport | Other Medium Ships |
| Capital Class | |
| Assault Ship | Attack Carrier |
| Battlecruiser | Battleship |
| Corvette | Cruiser |
| Destroyer | Devastator |
| Freighter | Frigate |
| Other Capital Ships | |
| Ship Equipment | |
| Dispenser Items | Missiles |
| Weapons | Other Equipment |
| AI Drone Ships | |
| Carrier | Caltrop |
| Constructor | Miner |
| Tower | Other Drones |
| BASES | |
| Buying Bases | |
| Minor Bases | |
| Outpost | Refinery |
| Teleport Receiver | Other Minor Bases |
| Special Bases | |
| Garrison | Shipyard |
| Technology Bases | |
| Expansion Complex | Supremacy Center |
| Tactical Laboratory | Other Tech Bases |
Order. Strength. Unity - This is the creed of the Iron Coalition. Formed as a space borne United Nations peacekeeping force, the Earth`s destruction has transformed the Iron Coalition into one of the dominant powers in space. Led by Brigadier General Derek Fisk, the Iron Coalition Struggles to restore and maintain order to the remaining members of the human race - by any means necessary.
The Iron Coalition is the most straightforward faction. Being strictly a military body, this faction uses stronger ships and weapons, and could almost be considered the "standard" faction. However, they too have their own subtleties.
Starting with light interceptors, they can quickly expand near enemy territory without fear of being pushed back, and often rush their enemy. The most extreme examples are displayed when a team rushes its first outpost in the enemy's home, protecting the constructor with a horde of light interceptors. A team like GigaCorp would have difficulty dealing with such a threat, having to resort to scouts, and possibly bombers much later.
The Coalition does not pay for small class ships, they obtain them with the station. For example, a Coalition commander getting an expansion complex gets interceptors right away. Then, after upgrading the station to an advanced expansion complex, heavy interceptors are immediately available, saving both time and money. This only applies to ships.
The Coalition has a weaker economy. Usually being funded by government, they resorted on escorting others to obtain funding. Since the destruction of Earth and the multiplication of deep space assignments, they did develop ingenious mechanisms for He3 collection. They never designed refinery stations to allow miners to do their job quicker, but instead, concerned with their safety, have the miners ripcord near a station. This is also extremely useful for miner safety. They even enabled their technological stations with He3 storage facilities, enabling their miners to dock at technological stations, a unique ability.
Concerned with the safety of their pilots, Coalition engineers have devised the first rescue probe from which all others were designed. Pilots in their eject pods can fly to this probe and be teleported back to the nearest station.
The Iron Coalition is the brute force faction. Their ships are generally the strongest in each type. They carry more ammo and energy, and maneuver very well. A Coalition commander can even get a shipyard without the need for other technological stations, a unique ability, making powerful assaults available early in the game if the situation justifies it.
| Iron Coalition |
Faction Perks
- Medium ship Hull(.95)
- Strong station hull and shield (1.15)
- Heavy Outposts and Teleports (ungalvable)
- More ammo and fuel capacity
- Available Rescue Probe ($250 each)
- Higher PW Damage (1.1)
- Higher Missile Damage(1.1)
- Higher Energy(1.2)
- Miners Rip (DN), and unload at tech bases
- Cheaper Capital Ships
Faction weakness
- High Signature (.85)
- Slow miners(.7) with yield of (1.0)
- Ripping miners (also an advantage, but if you are not in control at all times, they will be a weakness
- Slow build times (2 min for OP/TP, 4 min for tech)
- Lower Starting Money(-.125)
Ideal Settings
- IC can handle about any setting, Ideal is about 1.25/1.25 allowing them to get Enh con's before their OP
Faction Strategies
- Tacspansion - Build a tactical to kill the enemies miners, before upgrading the first tech, buy an expansion to defend against the bombers the enemy will throw at you. The order in which you buy the TAC and the EXP is dependent on how aggressive the enemy is. If the enemy doesn't bomb, then TAC is good to begin as it gives more time for your team to attack miners.
- Full Expansion - Simply get Heavy Ints, this can be a great tactic if you have some decent whores on your team. This opens up to several end tactics such as Int bombing, Adv Con pushing, and forcefully HTT'ing. IC's HTT's really are not very good, so like most things with this faction, you have to use force to get it to work.
- Bomber Rush - IC is a great bomber rush faction due to it's strong hull, PW Dmg and missile Dmg. A few Lt Ints escorting the bomber if the teams are large enough can also help.
- Shipyard Rush - The shipyard itself is 15k, a techbase will remove the need to buy Lt class or simply purchase Medium class and you will get the two as a package. Once you have Med class proceed in a frigate to take the enemies base over before they get any substantial tech up (should take about 15 min. to do if your econ is working smoothly). Putting your shipyard in a hidden location can make or break this Tactic, the middle in IO is an excellent spot as most people stay away from it and the enemy will not see the Frig coming if they haven't probed at all, less travel time as well. This Tactic is more difficult then it sounds, be careful while doing it to continue to expand and keep the enemies attention away from the SY.

