![]() Pretty much the only pirate ship that's actually a significant threat, these things fire rockets (up to three times per ship). The only upside is that they are the only PACT capital ships that don't have shields. Assault Carriers are usually the highest priority for takedowns, with the possible exception of PACT Supports that are already on the field. Yes, this is a Demonic Spider that spawns *additional* Demonic Spiders. On top of being one of the hardiest ships PACT has (with a pretty solid offensive arsenal to boot), each turn these will spawn either a PACT Support ryder or a PACT Elite ryder. Frustratingly, Supports tend to stay at the back of enemy formations, making them difficult to take down. Two of the most brutal are Flak Off (disables one ship's flak, leaving it vulnerable to enemy missiles and rockets) and Shield Down (disables the shields of the enemy ship - if used on the Liberty or the Bianca, it can absolutely cripple your odds of surviving), both of which have infinite range, are impossible to guard against, and can be used twice in a turn. As enemy Ryders these have an array of abilities they can use to either buff the enemy fleet or debuff yours. "Rescue Diplomats" is the fourth main mission in Sunrider. Arriving for the Alliance task, the Sunrider warped into a recon squad from PACT. ![]() What battle have to be fight after this depend on the decision made in the story afterwards. Either you choose to escort the diplomats with the children out of the sector or you left the Agamemnon behind in the sector to spark an Alliance-PACT-war.Īdmiral Grey contacted the Sunrider and its captain and gave the mission to go to the world Versta and escort the Alliance's diplomats out of the sector, because an invasion fleet from PACT is already approaching this world and their mission to convince the local government to temporary join the Alliance didn't seem to be succesful either. But shortly after the warp they encountered a recon squad from PACT and an unknown Ryder. After destroying the PACT squad and 'special unit', it turned out only its booster was destroyed leaving the unknown Ryder behind for boarding. Or you focus out the mooks first, use kinetics if the cruisers get close and finish off the last cruiser then.Īfter an interrogation of the captured Ryder-pilot Icari Isidolde, the captain is left with two choices: Escorting the Agamemnon or leaving it behind as prey to spark an Alliance-PACT war.įocusing out early a cruiser can help in the long run, as those tend to get close to each other and with their overlapping shields, the Liberty need to perma use the shut off leaving no room for repairs until one cruiser is down, except you want to deal reduced damage to them and the mooks. The hostile come in the 2nd Turn and use laser attacks, but is hopefully not really dangerous due your shielding.HP is straightforward enough. In the Sunrider's case, it's your toughest unit by a fair margin, especially early in the game before you get the Paladin and can purchase Solar Alliance Cruisers, but this is small comfort as the Sunrider is usually your only mission-critical unit: if the Sunrider dies, you game over then and there. Your other units can all die and it doesn't really matter if you manage to get to the end of the mission successfully anyway. One wrinkle worth noting is that the game has a 'repair cost' notion, where the amount of HP your units are missing at the end of a mission subtracts some cash from what you just earned. ![]() The actual ratio is extremely generous, with every 10 HP your forces are missing costing you 1$, so it's largely an ignorable mechanic (You make hundreds of credits in early missions, thousands in the mid-game, and can easily break 10,000 on some late-game missions, while your repair costs even with catastrophic losses are generally double-digit or triple-digit), but it does mean that raising HP as a means of improving a unit's survivability is slightly counterproductive relative to other options. More importantly, it means that repairing your units mid-mission is a way to slightly increase your intake from a mission, which is particularly significant in the early missions when you don't have much money to go around and saving 30$ can be the difference between affording one additional, vital upgrade vs not hitting that threshold. #SUNRIDER MASK OF ARCADIUS RESCUE MISSION UPGRADE# ![]() Note that this isn't an endorsement of the Repair Drones Order once you're into the part of the campaign where they cost 400$ a pop. #SUNRIDER MASK OF ARCADIUS RESCUE MISSION UPGRADE#. ![]()
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