Belters

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User:BillyBishop is rewriting this secton and updating to CC14/15.


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
BELTERS
Belterscommercial.jpg
About Storyline Updated CC_03
Belterslogo.jpg The Belters - a loose collection of independent traders, prospectors, pirates, and privateers - share a common belief: that freedom from tyranny is the right of all humanity. Belters are a rough-hewn, unruly bunch of borderline anarchists. Led by unlikely hero Orion Sholes, the Belters pilot an odd mix of captured and jury-rigged equipment: the "Junkyard Armada."
Starting Ships: Scout Fighter
Short Name Nick Name Abbreviation
Belters Bricks Belts
Do You Want To Know More?
Basics Flying Commanding
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Overview

The junkyard dogs of allegiance, Belters are strong, dangerous, and use almost anything they can find.

You just never can tell what you're going to find when you encounter a Belter ship, with the vast customization that their pilots have access to, you could find yourself up against the deadliest ship in the game or you might just end up encountering a Bomber designed to deliver pizza, you just never know.

Belter pilots are always hunting for random technology since they can use almost anything, for that reason alone if you encounter a Belter ship you need to watch them closely, they may just decide to attack you in order to destroy your ship and salvage any floating technology for parts.

Benefits

The Belters' junkyard orientations give them most of their unique qualities. Their biggest strategic advantage is their ability to use (almost) any technology without the corresponding technology base. This makes it very important for their pilots to scavenge as much technology as possible after a battle, because as soon as it's secured then everyone on the team can use it. As opposed to, for instance, an Iron Coalition pilot who secures Mini Gun 2, his team must wait until an Expansion complex is built before their Mini Gun 1’s are upgraded.

Another aspect of their junkyard technology is the ability to continue constructing ships after losing the corresponding technology base. Once researched, enhanced fighters, stealth fighters, and interceptors will remain available for the rest of the game. The advanced versions of ships ‘’do require’’ the appropriate technology base to remain playable. This makes a Belter team incredibly resilient - after losing a technology base they can still fly Mk-II ships and use Mk-II ‘’and’’ Mk-III weapons!

Their final major unique quality is their ability to mix-and-match weapons on their ships. Normally fighters can only mount fighter weapons, and interceptors can only mount interceptor weapons. With Belters, anything goes. In fact, (nearly) all of their small ships can mount the nanite repair system, making them incredibly useful in nearly every situation when they bring it along (and they should).

Drawbacks

The draw backs are slow research time of four minutes, their expensive costs for researching technology (however new ship types can be researched cheaply) and their poorly engineered ships. Their approach to building ships is simple - weld some metal together. Their ships are clunky craft with large hitboxes which are very easy for the enemy to shoot. To offset this the belters weld extra armour plates on every single ship, and have managed to attach booster rockets to nearly every small and medium class ship for extra maneuverability. Even with boosters, belter ships handle like a sluggish brick because of all the extra mass in the armour.

Furthermore belters have never mastered small shield technology and all small class ships lack shields. This is somewhat offset by their extra hitpoints and their ability to carry nans to repair each other. However this lack of shields, coupled with their bad handling mentioned earlier, makes the belters an unpopular choice for many new players.

Their final major drawback is their poor economy. Their miners have lower capacity and an incredibly slow mining speed. On the other hand they have a better He3 yield meaning they get more money from stripping a sector - but only if you can keep them alive the long time they need to work!


Their cheap construction policies continue to their techbases. Incredibly cheap to produce, a belters team can quickly spread across the map with solid technological stations which are much tougher for the enemy to eliminate. Coupled with their ability to maintain technology from lost technological stations and incredible versatility in ship loadout, Belter pilots generally have a very large array of choice for their ships and equipment.

After finding rescue probe technology in Coalition space, Belters attempted to replicate the technology. They succeeded and pilots in eject pods can indeed use those probes to be quickly sent back to the nearest station. However Belter scientists did not succeed in creating specificity in the probe and thus belter rescue probes work for every other faction. This means Belter pilots are instructed to be particularly careful in laying them around, hiding them to be sure that the enemy cannot take advantage of them. The religious beliefs of the Belters led them to name this technology a "sanctuary".

Faction unique traits

  • Salvagers:
    • Can use any tech that is researched or salvaged, whether or not the corresponding techbase is alive.
    • Can replicate other factions unique technology, such as Technoflux's particle-energy weapons.
    • Belter ships can carry a variety of weapons and equipment normally available to only a single type of ship. For example the belter interceptor can mount dumbfire missiles.
    • Scouts, stealth fighters, stealth bombers, fighter bombers carry booster. Bombers can mount light booster.
  • Workers, not thinkers:
    • 4 minute research time.
    • New ship equipment is expensive to research.
    • New ship designs are cheap to research.
    • Bases are cheaper to construct (-20%).
  • Unsophisticated engineering:
    • No small shield available.
    • Extra hitpoints for most ships (in addition to the faction-wide buffs listed above).
    • Heavier, boxier ships.
    • Once researched, can use Mk II ships whether or not the corresponding techbase is alive.
  • Unique ship the omni fighter is available.
    • A fighter class ship capable of mounting any equipment available to any small ship.


See also