Cadet I/Floating technology: Difference between revisions

From FreeAllegiance Wiki
Jump to navigationJump to search
(basic copy paste)
 
(wikified)
Line 1: Line 1:
__NOTOC__
__NOTOC__
{{wikify}}{{imagify}}
{{:Cadet I/Week 2}}
{{:Cadet I/Week 2}}
{{Nav|Probing|Constructor escort}}
{{Nav|Probing|Constructor escort}}
{{Title|When to grab that floating tech!}}
{{Title|When to grab that floating tech!}}


===Lost and found===
There are two steps in getting free technology for your team. First, picking it up from where it is floating in space. You will need an empty cargo mount to do this. Second, bringing it back to any dockable base without losing or using it. This is called "securing" the tech.
 
This applies to both technology found in space and technology that your team can no longer build because of the loss of a station. When you find technology superior to yours in space, you can mount it on your ship and use it immediately, assuming your ship has the proper slot. For example, if you pickup PW Plasma Gattling Gun 2 from a destroyed enemy scout, you can mount it as your weapon. However, that technology cannot be built by any other faction than Technoflux, and so even bringing it back to base will give your team nothing. What you must do is simply keep it as a unique item. The same goes for any other item. Conversely, if you have LRM Hunter Missile 3, and your team loses its tactical laboratory, you will lose the ability to build stealth fighters and LRM Hunter Missile 3. However, you don't lose what you already have loaded on your ship. As such, you can still use the stealth fighter that you last docked at the station, until it is destroyed.
 
When you are in possession of technology that your team is unable to build, you can keep it and use it as long as it does not get destroyed. However, if you transfer from one station to another, you will lose the unique technology because only you, the pilot, can use inter-station transfer points. At that point, your unique technology disappears.
 
{{Example|If your team is Iron Coalition, and has an Advanced Expansion Complex and a Garrison. You can use Heavy Interceptors. Now let's say an enemy Stealth Bomber destroys the Advanced Expansion Complex, your team loses the ability to produce Heavy Interceptors. As such, all pilots without a Heavy Int can't have one. However, those who still have their Heavy Int can dock them at a station, and relaunch at that same station with the Heavy Int. However, if they transfer to another station, they immediately lose the Heavy Int. This is true for every piece of technology in the game.}}
 
Regarding tech pickups...


===What should I grab?===
===What should I grab?===


A new player asks, "So tech is expensive, and it's good to pick up tech. When I'm picking up tech, I understand that it's good to let someone know. Should I tell the team or just the Comm? Till I learn the whole tech tree, any advice on priorities for initial tech? That must be less than simple, since it would depend on faction and strategy...
A new player asks: "So tech is expensive, and it's good to pick up tech. When I'm picking up tech, I understand that it's good to let someone know. Should I tell the team or just the Comm? Till I learn the whole tech tree, any advice on what is a 'must-grab' and what's 'so-so'? That must be less than simple, since it would depend on faction and strategy..."


The Staff replies: iirc, with the exception of Belters, tech of any level can be used if you have the prerequisite base. With Belters, tech can be used anytime it's picked up.
The Staff replies: iirc, with the exception of [[Belters]], tech of any level can be used if you have the prerequisite base. With Belters, tech can be used anytime it's picked up and it is important to get ALL of it ASAP.


So this means that when the game begins, any Garrison level tech you should pick up ASAP, since it can be used by your team immediately. The randomly generated tech pickups which fall under this category are:
So this means that when the game begins, any Garrison level tech you should pick up ASAP, since it can be used by your team immediately. Other technology requires the construction of the techbase that it would be normally researched in. The randomly generated tech pickups which fall under this category are:


Garrison Tech
Garrison Tech
Line 28: Line 19:
:* Quickfire 2
:* Quickfire 2
:* Lt Boost 1  
:* Lt Boost 1  
:**If you are TF MAKE EXTRA SURE YOU PICK THIS UP since their scouts can use it; also very useful for Belters, and Giga if you have patrollers)
:**If you are [[TF]] MAKE EXTRA SURE YOU SECURE THIS since TF scouts can use it, and it makes them FAR more effective.
:**Also very useful for Belter bbrs, [[Bios]] GS, and [[Giga]] patties.
:* Aleph Res 1  
:* Aleph Res 1  
:**Will give you $1000 when you bring it in (since that is how much these missiles cost to purchase)
:**Will give you $1000 when you bring it in (since that is how much these missiles cost to purchase)
Line 49: Line 41:
If you know which path your team is going, it's always good to get tech that belongs to your path. Factions which either have expensive tech (Belters), or slow tech (Bios, TF, again Belters) benefit greatly from pickups.
If you know which path your team is going, it's always good to get tech that belongs to your path. Factions which either have expensive tech (Belters), or slow tech (Bios, TF, again Belters) benefit greatly from pickups.


{{Tip|But one of the things that's important to recognize is that if you have the base, get the tech, even if the tech can't be researched yet.}}
===Finding tech===
If your team secures a piece of technology, and you have the prerequisite techbase, then everyone immediately has access to it. The next time you dock at either a base or a carrier all your equipment will be upgraded.
 
Even if your team doesn't have the prerequisite techbase you can still use any tech you find (assuming your ship can mount it). You will have it until you deploy it (in the case of items), you are podded (in the case of equipment), or you change ship. At that stage, since your team does not have the techbase to reproduce it (yet) you do not get a replacement part when you next dock.
 
Some tech, however, can only be used by the faction that creates it, for example the [[GT]] pulse laser. Securing this technology will not give any benefit to your team.
 
{{Note|
*You can mount things directly from space, no need to put it in cargo first. For example if you have no missiles mounted when you fly through a Seeker 2, then it will immediately be equipped and start arming.
*Tech in cargo does not stay on your ship for reuse.
*If you lose the tech then you will have to put your old, default equipment back on.
*You keep the tech when transferring stations.}}
 
{{Example|You find booster 2 while flying your interceptor. You dismount and eject your booster 1 and then pick it up. <br>Next time you dock you will secure it for the whole team. Next time you launch you will still have booster 2 for your own personal use, whether or not your team has a sup. <br>Now imagine that you get in a dogfight and lose. When your pod returns to base your next interceptor will not have a booster, you will need to put booster 1 back on.}}
 
 
===Losing tech===
 
As mentioned in the previous section, if you get some special tech for your own use then you will lose it when your ship is destroyed. The other way your team can lose tech is if your techbase is destroyed by the enemy team. Your team loses the ability to produce new ships and equipment corresponding to that base.
 
Players that were flying the ships still have them for their own use until they are destroyed, or they transfer station. However equipment reloads will be of poor quality - for example an adv sf will be reloaded with LRM Hunter 1s, even though you had Hunter 3s before the techbase loss.
 
{{Example|Say your team is Iron Coalition and has an Advanced Expansion Complex and a Garrison. You can use Heavy Interceptors. Now let's say an enemy Stealth Bomber destroys the Advanced Expansion Complex, your team loses the ability to produce Heavy Interceptors. As such, all pilots without a Heavy Int can't have one. <Br>However, those who still have their Heavy Int can dock them at a station, and relaunch at that same station with a reloaded and refueled Heavy Int. Whereas if they transfer to another station they immediately lose their Heavy Int. This is true for every piece of technology in the game.}}
 


{{Nav2|Probing|Constructor escort}}
{{Nav2|Probing|Constructor escort}}

Revision as of 12:55, 1 February 2009

Cadet I · Week Two Index · Edit

Start · 1 · Week 2 · 3 · Appx  · All

← Probing Constructor escort →

When to grab that floating tech!


There are two steps in getting free technology for your team. First, picking it up from where it is floating in space. You will need an empty cargo mount to do this. Second, bringing it back to any dockable base without losing or using it. This is called "securing" the tech.

What should I grab?

A new player asks: "So tech is expensive, and it's good to pick up tech. When I'm picking up tech, I understand that it's good to let someone know. Should I tell the team or just the Comm? Till I learn the whole tech tree, any advice on what is a 'must-grab' and what's 'so-so'? That must be less than simple, since it would depend on faction and strategy..."

The Staff replies: iirc, with the exception of Belters, tech of any level can be used if you have the prerequisite base. With Belters, tech can be used anytime it's picked up and it is important to get ALL of it ASAP.

So this means that when the game begins, any Garrison level tech you should pick up ASAP, since it can be used by your team immediately. Other technology requires the construction of the techbase that it would be normally researched in. The randomly generated tech pickups which fall under this category are:

Garrison Tech

  • Nan 2
  • Seeker 2
  • Quickfire 2
  • Lt Boost 1
    • If you are TF MAKE EXTRA SURE YOU SECURE THIS since TF scouts can use it, and it makes them FAR more effective.
    • Also very useful for Belter bbrs, Bios GS, and Giga patties.
  • Aleph Res 1
    • Will give you $1000 when you bring it in (since that is how much these missiles cost to purchase)

Expansion:

  • Prox Mine 2
  • Minigun 2
  • Retro Booster 1
  • EMP Cannon 1

Supremacy:

  • Dumbfire 2
  • Gattling Gun 2
  • Disrupter 2
  • Booster 2
  • Probe 2

Tactical:

  • Sniper 1
  • Hunter 2
  • Util 2

If you know which path your team is going, it's always good to get tech that belongs to your path. Factions which either have expensive tech (Belters), or slow tech (Bios, TF, again Belters) benefit greatly from pickups.

Finding tech

If your team secures a piece of technology, and you have the prerequisite techbase, then everyone immediately has access to it. The next time you dock at either a base or a carrier all your equipment will be upgraded.

Even if your team doesn't have the prerequisite techbase you can still use any tech you find (assuming your ship can mount it). You will have it until you deploy it (in the case of items), you are podded (in the case of equipment), or you change ship. At that stage, since your team does not have the techbase to reproduce it (yet) you do not get a replacement part when you next dock.

Some tech, however, can only be used by the faction that creates it, for example the GT pulse laser. Securing this technology will not give any benefit to your team.


Info.png
Note *You can mount things directly from space, no need to put it in cargo first. For example if you have no missiles mounted when you fly through a Seeker 2, then it will immediately be equipped and start arming.
  • Tech in cargo does not stay on your ship for reuse.
  • If you lose the tech then you will have to put your old, default equipment back on.
  • You keep the tech when transferring stations.


Checkmark.png
Example You find booster 2 while flying your interceptor. You dismount and eject your booster 1 and then pick it up.
Next time you dock you will secure it for the whole team. Next time you launch you will still have booster 2 for your own personal use, whether or not your team has a sup.
Now imagine that you get in a dogfight and lose. When your pod returns to base your next interceptor will not have a booster, you will need to put booster 1 back on.


Losing tech

As mentioned in the previous section, if you get some special tech for your own use then you will lose it when your ship is destroyed. The other way your team can lose tech is if your techbase is destroyed by the enemy team. Your team loses the ability to produce new ships and equipment corresponding to that base.

Players that were flying the ships still have them for their own use until they are destroyed, or they transfer station. However equipment reloads will be of poor quality - for example an adv sf will be reloaded with LRM Hunter 1s, even though you had Hunter 3s before the techbase loss.


Checkmark.png
Example Say your team is Iron Coalition and has an Advanced Expansion Complex and a Garrison. You can use Heavy Interceptors. Now let's say an enemy Stealth Bomber destroys the Advanced Expansion Complex, your team loses the ability to produce Heavy Interceptors. As such, all pilots without a Heavy Int can't have one.
However, those who still have their Heavy Int can dock them at a station, and relaunch at that same station with a reloaded and refueled Heavy Int. Whereas if they transfer to another station they immediately lose their Heavy Int. This is true for every piece of technology in the game.


← Probing Constructor escort →