Ga'Taraan Federation

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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
float


The Ga'Taraan Federation - Founded twenty years ago by the uprising of two science colonies under the iron fist command of the Iron Coalition, the Ga'Taraan Federation remained isolated from the war that ensued after the destruction of Earth. Developing different technologies, they felt their involvement was necessary, and recently began assaults in the Solar System.


The Ga'Taraan Federation was isolated from combat for some time, and although its ships and stations are behind the times, it is a highly science-oriented faction. They have adapted many of the older technologies to new uses which can hold their own in fighting the other factions.

Finding their origins with the Iron Coalition, their ships and stations use many of the older designs of the Coalition, albeit modified.

The technological tree of this faction is longer than that of others. They require more facilities to become as functional as the others, placing a huge weight on their tech tree and financial system. They must build a palisade before having the ability to upgrade any other technological station. Although the palisade does have its advantages, it is costly and slows tech tree progress.

Having been away for so long, they are significantly different from the others. They can use a research station for the development of such equipment as solar inverters and pulse lasers, for example, both of which bring incredible advantages to the faction. Kinetic bombs, targeting computers, MRM Zeus missiles and the Doomsday are only examples of the acquisitions that they can make through the research station.

The faction also uses different ships. In addition to the regular scouts, fighters, interceptors and stealth fighters, the faction uses PT bombers, which are researched in the palisade similarly to GigaCorp's patrollers researched in the garrison. The PT Bomber use old rocket technology coupled with the latest mass production systems. This makes PT Bombers particularly lethal in that they can mount 35 rockets per missile slot, and fire them 5 at a time, dealing massive damage. Also, using the precursors to anti-base missiles, PT Bomber can mount kinetic bombs, which cost money per unit, but are as damaging as AB1. Since they can be fired from PT Bombers, they represent dangers similar to that of the galvonic blaster, with the exception that this is not limited to smaller stations, but is costly.

The economy of the faction is somewhat weak. Based off the Iron Coalition's then basically nonexistent economy, the Federates had to take care of themselves during their isolation. They only managed to develop basic He3-collecting miners, without any refineries. Coupled with the requirement to build a Palisade early in the game, their economy is seriously handicapped.

Also in the spirit of taking IC technology and improving upon it, Federation designers produce the unique rescue drone, an AI-controlled craft that acts as a moving rescue probe, thus having the ability to hide in important locations as it is sent in rescue operations.


Ga'Taraan Federation

Information taken from CC_03.
Gtlogo.jpg

Starting ship(s)
Scout
Fighter

Faction statistics

Health Ships Weapons Economy
Ship hull[1] 100% Top speed 100% EW range 100% Starting money 100%
Ship shield 110% Acceleration 100% PW range 100% Payday $600
Ship shield repair 100% Turn rate 100% PW damage 100% Mining speed 80%
Station hull 110% Torque 100% Missile tracking 90% Miner capacity 100%
Station shield 110% Sensors 100% Missile damage 100% He3 yield 95%
Station hull repair 100% Signature[2] 100% Energy 100% Research time 2 minutes
Station shield repair 100% Ripcording[3] 90% Research costs 80%
1  ·  
Standard ship hull is 90%.
2  ·  
Note that ship signature is divided by this number, so a higher number is better.
3  ·  
Note that ripcord time is divided by this number, so a higher number is better.

Faction unique traits

  • Scouts are able to mount Gatt and Nan at the same time
  • Palisade required before techbases can be upgraded.
  • Palisade can be used as an expensive but strong "outpost" as it builds on generic asteroids but is ungalvable.
  • Palisade doubles as a garrison.
  • Unique tech (see below) available by building a research station.
  • Miners offload at tech bases (but no refineries available at all).
  • No gunship available.

Ga'Taraan tech

  • PT bombers - A multipurpose ship, similar to a fighter bomber, that can kill bases and is a deadly tool in the hands of a skilled pilot who understands how to aim the rockets. Requires a Research and Palisade station. It can arm Kinetic bombs, lightnings, thunders and LRM AB's.
  • Guardian - A slow mobile manned turret(AC/SC/Lt). Requires Research,Palisade.
  • Mustang - Similar to a gunship, but with one turret (AC) and a front mounted Mini AC turret. Able to equip Hunters, Zeus, and Seeker missiles. Can load LB and ion booster. Requires Research, Palisade, and Starbase.
  • MRR Lightning - A multi rocket gun, able to do large amounts of damage, but is highly lag dependent. Requires Research.
  • LRR Thunder - Similar to the Lightnings, but designed for use against capital ships and bombers. Requires Research.
  • Rescue Drone - A drone that is able to pick up pods, must be manually moved. Requires Research.
  • EW Pulse Laser - Does comparable damage as Gatt3, but is an EW weapon so it doesn't use ammo, and has excellent accuracy. Requires Research, Supremacy, Gatt2.
  • MRM Zeus - Has the damage of Dumbfire2 and the tracking of Seeker2. Requires Research, Supremacy and Dumbfire2
  • LRM Anti-Base - A long range missile, doing little damage. Requires Research, Supremacy, AB2.
  • EW Gauss Gun - A long range, powerful weapon that shoots in short bursts, only equipable on SF's and SB's. Requires Research, Tactical, and Sniper 1.
  • Lt Sig Cloak - An endurance cloak, ideal for cruising through sectors without taking up much energy, not as effective as regular cloak, but lasts much longer. Requires Research, Tactical.
  • Solar Inverter - Works as opposite as a cloak does, it raises your Sig and energy recharge rate. Requires Research, Tactical.
  • HTT Armor Plating - Increases the armor and mass of the HTT. Requires Research, Adv Expansion, troop transport, heavy troop transport.
  • PW Mini-Disruptor - A cross between an Disruptor and a Mini Gun, ideal for anti-capship and Phoenix Bombers. Requires Research, Expansion, Minigun2.
  • Ion Booster - A booster with very slow accel, and limited top speed, however it does have the longest lifespan out of any booster. Requires Research, Expansion, Light Boost 1.
  • Harbinger of Doom - A large capital ship able to load the Doomsday missile, which, when shot at an aleph will destroy anything within the two sectors, including bases and asteroids. Requires, Research, Heavy Class Shipyard, Aleph Res 1.
  • Assault carrier drone - A massive carrier drone with more armor and shields than Enh or basic carriers. Requires Research, Medium Class Shipyard.
  • EW SkyRipper LE - Comparable damage to regular Skyrippers, only less energy drain.
  • PE Striker- Mounted on Destroyers, a shorter range, burst fire Lancer, that uses both energy and ammo. Requires Research, Dry Dock
  • AS Hvy Nanite Mount - A powerful Nan mountable on the turrets of the attack carrier. Requires Research, Dry dock, Nanite 2.

Ideal settings

  • GT can survive on anything and doesn't require a lot of starting money due to it's cheap research and ship costs.

Faction strategies

  • Expansion - GT currently has no real nerf's making any tech path a very viable alternative. Their expansion especially is powerful for a number of reasons. Their Ints have better hull then IC with comparable gunmounts and similar hitboxes, their HTT's can get armor plating which makes them incredibly hard to ram and also gives them a huge amount of hull. The He GA's already boost their incredibly strong economy.
  • Mustang/Tactical - Purchase a TAC first for SF's to destroy the enemies econ while you plunk away into the Palisade and Research, using these to expand you only need to spend money on one or two OP's on a medium sized map like high higher. Proceed to upgrade the Garrison and purchase mustangs, Med 2 and 3 make them very hard to kill, while Hunter3 will make them able to combat heavy Ints. Although this tactic seems like it may cost a lot of money, GT's economy is strong enough that as long as it's miners are not too troubled it shouldn't have problems getting mustangs by 15 - 20 mins. Enh miners with GT will make them almost invincible.
  • Mining - Due to GT not having any refs the method of expansion is hindered slightly as the OP's and Techs have to be placed at a maximum of 2 sectors away from your home. Most maps this isn't an issue, on larger maps your miners may have to backtrack to your Garrison to unload or travel multiple sectors to unload at a forward OP. To maximize your econ mine one sector and then send them to go to your OP/Tech base. This will get you your money a little slower, but it shouldn't matter much.