Post by Hachi on Oct 25, 2009 0:42:07 GMT -5
Universal Upgrade
Anti-jammer
Research Time: 30 days
Uses: Prevent Darkwater's Base Defenses and War Machine from being effected by radar and sensor jamming technology.
===============================================
Buildings * Defenses are in base section.
3 Enhancement Center
Build Time: 30 days
Composition: 300 Iron (Strength 3)
Uses: Increase Project Slots by one
2 Petal Gathering Centers
Build Time: 30 days
Composition: 400 Iron (Strength 3)
Uses: Increase Petal gain by 12/day
Bulborbium Petal Gathering Centers
Build Time: 30 days
Composition: 400 Bulborbium (Strength 2, Weak to electricity, Strong versus heat and blunt attacks)
Uses: Increase Petal gain by 12/day. Weak against electricity but resistant to heat and blunt attacks such as bullets and other nonexplosive attacks.
2 Defense Factory
Build Time: 40 days
Composition: 400 Bulborbium (Strength 2, Weak to electricity, Strong versus heat and blunt attacks)
Uses: Extra project slot for defenses. Weak against electricity but resistant to heat and blunt attacks such as bullets and other nonexplosive attacks.
===============================================
Land War Machines
Anti-air Tank
Build Time: 20 days
Composition: 100 Iron (Strength 3)
Ammo: 20 mm High Explosive
Uses: Super effective against troops and aircraft. Extremely effective against air troops. Has a defensive system that greatly reduces damage from low altitude troops/machine such as helicopters. Weak against other targets.
Missile Truck
Build Time: 40 days
Composition: 100 Iron (Strength 3), 100 Bulborbium (Strength 2)
Ammo: Primary - Stingers
Uses: High ranged and extremely effective against air units. Can't fire at close up targets. Has resistance to blunt and heat based attacks.
Tank
Build Time: 20 days
Composition: 100 Iron (Strength 3)
Ammo: Primary - Blast Rock (Secondary - Bullets)
Uses: Effective versus armored ground units and troops. Possesses decent speed and defense.
Drill Tank
Build Time: 20 days
Composition: 100 Iron (Strength 3)
Ammo: None
Uses: A tank with a drill in front. It is used to dig underground. The drill is excellent against troops and anything with a strength of 2 or less.
Medium Drill Tank
Build Time: 40 days
Composition: 200 Stainless Steel (Strength 6)
Ammo: None
Uses: A tank with a drill in front. It is used to dig underground. The drill is excellent against troops and anything with a strength of 5 or less.
Bulborbium Artillery
Build Time: 20 days
Composition: 100 Bulborbium (Strength 2, Weak to electricity, Strong versus heat and blunt attacks)
Ammo: 150 mm Howitzer
Uses: A slow ranged attacker that can not defend itself at close range or hit air targets. However, it deals high amount of damage to what it can hit. Weak against electricity but resistant to heat and blunt attacks such as bullets and other nonexplosive attacks.
================================================
Air War Machines
Duster
Build Time: 20 days
Composition: 100 Aluminum (Strength 2)
Ammo: Primary - Bullets
Uses: A somewhat useful aircraft that does good damage against other air units, troops, and weakly armored targets. Does very low damage to everything else. Only anti-air weapons can hit the Duster.
Battle Copter
Build Time: 20 days
Composition: 100 Aluminum (Strength 2)
Ammo: Primary - Anti-ground Missile (Secondary - Bullets)
Uses: Flying considerably slower and lower then the Duster, this craft can be hit by conventional ground based weapons. However, it deals greater damage then the Duster to both armored and unarmored targets. It's anti-ground missiles also does considerable damage to naval units. The B-copter can hit low flying targets, but not high altitude foes like bombers.
===============================================
Naval War Machines
Cruiser
Build Time: 40 days
Composition: 200 Pikmite (Strength 4, Fire resistant)
Ammo: Primary - Refined Naval Missile (Secondary - 20 mm High Explosive)
Uses: Deals heavy damage to air and submarine units. Possesses a highly developed defense system that greatly reduces damage taken from submarine and low flying aircraft/troops. Tracks down subs easily. Does less damage against other ships. Can not fire on land units.
Heavy Cruiser
Build Time: 40 days
Composition: 400 Stainless Steel (Strength 6, good against everything)
Ammo: Primary - Refined Naval Missile (Secondary - 20 mm High Explosive)
Uses: Deals heavy damage to air and submarine units. Possesses a highly developed defense system that greatly reduces damage taken from submarine and low flying aircraft/troops. Tracks down subs easily. Does less damage against other ships. Can not fire on land units. Stronger and more armored then the normal Cruisers.
Heavy Sub
Build Time: 40 days
Composition: 400 Pikmite (Strength 6)
Ammo: Primary - Torpedoes (Secondary - Bullets)
Uses: Super effective against all naval targets. It only fares poorly versus specialized anti-sub units. Secondary gun is used to combat weak targets at the surface/air. Heavily armored.
Battleship
Build Time: 80 days
Composition: 400 Pikmite (Strength 4, Fire resistant)
Ammo: Primary - Cannonballs
Uses: The Battleship is a slow moving behemoth which could survive a sub attack but would be render nearly worthless. It's main goal is to break down defenses with it's extremely long ranged cannons. Because of it's high specialty in long ranged naval/land attacks, it can not defend against any foe that comes up close or against air attacks.
Jammer
Build Time: 60 days
Composition: 300 Pikmite (Strength 4, Fire resistant)
Ammo:
Uses: Despite it's high build time and material, most of the effort has been put into it's jamming equipment, which hides allied ships within a 5000 meter radius around the Sub from radar or similar detection device. Those ships will simply not appear on mechanical tracking devices. It has moderately high speeds to keep up with allied ships.
It has good reconnaissance equipments which allows it to detect and gather information from it's watery surroundings and the air above it.
The most glaring weakness is that the Sub itself is can be detected by enemy war machines that passes within 3000 m of it.
Barge
Build Time: 10 days
Composition: 100 Iron (Strength 3)
Uses: Naval Transport, 300 Troops + 2 Machines
===============================================
Troop/Machine Equipments
Bullets
Build Time: 20 days
Description: Bullets for use in machines and machine guns.
Torpedoes
Build Time: 35 days
Description from store: Heavy anti-ship/anti-submarine weapons. After launch, torpedoes are self-propelled tracking heavy explosives that can breach massive amounts of armor, sometimes even sinking a ship in one hit. Torpedoes do not travel quickly, but are hard to avoid. They arm themselves shortly before hitting the target to avoid detonating prematurely. This research took a while, and so torpedoes are very effective from these documents.
Blast Rocks
Build Time: 30 days
Description: General explosive.
Refined Naval Missiles
Build Time: 50 days
Description: Used exclusively to destroy Submarines, these are launched into the air. Against a Sub, the missiles are sent almost directly on top of the Sub. After hitting water, it'll dive straight down with some guidance to strike the Sub. Can also be used against other naval targets to less effect.
Cannonball
Build Time: 40 days
Description from store: Bein' raided by some scallywags in a boat and MG Bullets just 'arrn't cuttin' it? Try out 'arr newest ammo: Cannonballs! Made for cannons, these'll take out larger enemies with ease.
Stinger
Build Time: 40 days
Description from store: Say sayonarr'a to your problems from above when you purchase these baddies! Perfect for use in any surface-to-air missile launcharr' (whatever that means), they track in aerial enemies and blow 'em up real good!
20 mm High Explosive
Build Time: 20 days
Description: A light, high-explosive round suitable for anti-personnel or anti-aircraft duty. It is small compared to a tank shell, and can be fired in sort bursts.
150 mm Howitzer
Build Time: 30 days
Description: A highly explosive artillery shell that does well against most targets. Also useful in assault guns for close-range infantry support.
Anti-jammer
Research Time: 30 days
Uses: Prevent Darkwater's Base Defenses and War Machine from being effected by radar and sensor jamming technology.
===============================================
Buildings * Defenses are in base section.
3 Enhancement Center
Build Time: 30 days
Composition: 300 Iron (Strength 3)
Uses: Increase Project Slots by one
2 Petal Gathering Centers
Build Time: 30 days
Composition: 400 Iron (Strength 3)
Uses: Increase Petal gain by 12/day
Bulborbium Petal Gathering Centers
Build Time: 30 days
Composition: 400 Bulborbium (Strength 2, Weak to electricity, Strong versus heat and blunt attacks)
Uses: Increase Petal gain by 12/day. Weak against electricity but resistant to heat and blunt attacks such as bullets and other nonexplosive attacks.
2 Defense Factory
Build Time: 40 days
Composition: 400 Bulborbium (Strength 2, Weak to electricity, Strong versus heat and blunt attacks)
Uses: Extra project slot for defenses. Weak against electricity but resistant to heat and blunt attacks such as bullets and other nonexplosive attacks.
===============================================
Land War Machines
Anti-air Tank
Build Time: 20 days
Composition: 100 Iron (Strength 3)
Ammo: 20 mm High Explosive
Uses: Super effective against troops and aircraft. Extremely effective against air troops. Has a defensive system that greatly reduces damage from low altitude troops/machine such as helicopters. Weak against other targets.
Missile Truck
Build Time: 40 days
Composition: 100 Iron (Strength 3), 100 Bulborbium (Strength 2)
Ammo: Primary - Stingers
Uses: High ranged and extremely effective against air units. Can't fire at close up targets. Has resistance to blunt and heat based attacks.
Tank
Build Time: 20 days
Composition: 100 Iron (Strength 3)
Ammo: Primary - Blast Rock (Secondary - Bullets)
Uses: Effective versus armored ground units and troops. Possesses decent speed and defense.
Drill Tank
Build Time: 20 days
Composition: 100 Iron (Strength 3)
Ammo: None
Uses: A tank with a drill in front. It is used to dig underground. The drill is excellent against troops and anything with a strength of 2 or less.
Medium Drill Tank
Build Time: 40 days
Composition: 200 Stainless Steel (Strength 6)
Ammo: None
Uses: A tank with a drill in front. It is used to dig underground. The drill is excellent against troops and anything with a strength of 5 or less.
Bulborbium Artillery
Build Time: 20 days
Composition: 100 Bulborbium (Strength 2, Weak to electricity, Strong versus heat and blunt attacks)
Ammo: 150 mm Howitzer
Uses: A slow ranged attacker that can not defend itself at close range or hit air targets. However, it deals high amount of damage to what it can hit. Weak against electricity but resistant to heat and blunt attacks such as bullets and other nonexplosive attacks.
================================================
Air War Machines
Duster
Build Time: 20 days
Composition: 100 Aluminum (Strength 2)
Ammo: Primary - Bullets
Uses: A somewhat useful aircraft that does good damage against other air units, troops, and weakly armored targets. Does very low damage to everything else. Only anti-air weapons can hit the Duster.
Battle Copter
Build Time: 20 days
Composition: 100 Aluminum (Strength 2)
Ammo: Primary - Anti-ground Missile (Secondary - Bullets)
Uses: Flying considerably slower and lower then the Duster, this craft can be hit by conventional ground based weapons. However, it deals greater damage then the Duster to both armored and unarmored targets. It's anti-ground missiles also does considerable damage to naval units. The B-copter can hit low flying targets, but not high altitude foes like bombers.
===============================================
Naval War Machines
Cruiser
Build Time: 40 days
Composition: 200 Pikmite (Strength 4, Fire resistant)
Ammo: Primary - Refined Naval Missile (Secondary - 20 mm High Explosive)
Uses: Deals heavy damage to air and submarine units. Possesses a highly developed defense system that greatly reduces damage taken from submarine and low flying aircraft/troops. Tracks down subs easily. Does less damage against other ships. Can not fire on land units.
Heavy Cruiser
Build Time: 40 days
Composition: 400 Stainless Steel (Strength 6, good against everything)
Ammo: Primary - Refined Naval Missile (Secondary - 20 mm High Explosive)
Uses: Deals heavy damage to air and submarine units. Possesses a highly developed defense system that greatly reduces damage taken from submarine and low flying aircraft/troops. Tracks down subs easily. Does less damage against other ships. Can not fire on land units. Stronger and more armored then the normal Cruisers.
Heavy Sub
Build Time: 40 days
Composition: 400 Pikmite (Strength 6)
Ammo: Primary - Torpedoes (Secondary - Bullets)
Uses: Super effective against all naval targets. It only fares poorly versus specialized anti-sub units. Secondary gun is used to combat weak targets at the surface/air. Heavily armored.
Battleship
Build Time: 80 days
Composition: 400 Pikmite (Strength 4, Fire resistant)
Ammo: Primary - Cannonballs
Uses: The Battleship is a slow moving behemoth which could survive a sub attack but would be render nearly worthless. It's main goal is to break down defenses with it's extremely long ranged cannons. Because of it's high specialty in long ranged naval/land attacks, it can not defend against any foe that comes up close or against air attacks.
Jammer
Build Time: 60 days
Composition: 300 Pikmite (Strength 4, Fire resistant)
Ammo:
Uses: Despite it's high build time and material, most of the effort has been put into it's jamming equipment, which hides allied ships within a 5000 meter radius around the Sub from radar or similar detection device. Those ships will simply not appear on mechanical tracking devices. It has moderately high speeds to keep up with allied ships.
It has good reconnaissance equipments which allows it to detect and gather information from it's watery surroundings and the air above it.
The most glaring weakness is that the Sub itself is can be detected by enemy war machines that passes within 3000 m of it.
Barge
Build Time: 10 days
Composition: 100 Iron (Strength 3)
Uses: Naval Transport, 300 Troops + 2 Machines
===============================================
Troop/Machine Equipments
Bullets
Build Time: 20 days
Description: Bullets for use in machines and machine guns.
Torpedoes
Build Time: 35 days
Description from store: Heavy anti-ship/anti-submarine weapons. After launch, torpedoes are self-propelled tracking heavy explosives that can breach massive amounts of armor, sometimes even sinking a ship in one hit. Torpedoes do not travel quickly, but are hard to avoid. They arm themselves shortly before hitting the target to avoid detonating prematurely. This research took a while, and so torpedoes are very effective from these documents.
Blast Rocks
Build Time: 30 days
Description: General explosive.
Refined Naval Missiles
Build Time: 50 days
Description: Used exclusively to destroy Submarines, these are launched into the air. Against a Sub, the missiles are sent almost directly on top of the Sub. After hitting water, it'll dive straight down with some guidance to strike the Sub. Can also be used against other naval targets to less effect.
Cannonball
Build Time: 40 days
Description from store: Bein' raided by some scallywags in a boat and MG Bullets just 'arrn't cuttin' it? Try out 'arr newest ammo: Cannonballs! Made for cannons, these'll take out larger enemies with ease.
Stinger
Build Time: 40 days
Description from store: Say sayonarr'a to your problems from above when you purchase these baddies! Perfect for use in any surface-to-air missile launcharr' (whatever that means), they track in aerial enemies and blow 'em up real good!
20 mm High Explosive
Build Time: 20 days
Description: A light, high-explosive round suitable for anti-personnel or anti-aircraft duty. It is small compared to a tank shell, and can be fired in sort bursts.
150 mm Howitzer
Build Time: 30 days
Description: A highly explosive artillery shell that does well against most targets. Also useful in assault guns for close-range infantry support.