3.0 Game Play |
| The Game Play section covers
the action of the game (it is the largest section, so give it time to download).
Ace of Angels® is an intricate game, with many nuances. The good news is,
that if you don't want to be bothered with the details, you can still easily
play the game. For a quick start, review the Movement
section. Pull the trigger or hit <space> to fire. For those wanting
to know more, read on. |
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3.1 Introduction |
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| 3.2 Movement | |
| 3.3 Targeting | |
| 3.3.1 RADAR Display | |
| 3.3.2 Fighter Window | |
| 3.3.3 Capital Ship Window | |
| 3.4 Ship Systems | |
| 3.5 Power Distribution | |
| 3.6 Weapons | |
| 3.7 Shields | |
| 3.8 Taking Damage | |
| 3.9 Electronic Warfare | |
| 3.10 Unit to Unit Communications | |
3.2 Movement |
|
| Overview | |
| Default Controls for Movement | |
HUD |
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| At distances over 1.5 km, a target does not display a large graphic, but instead appears as dot the color of its disposition. |
| Solid Dot | Fighters, Buoys, Gunboats, Capital Ships |
| Plus | Power-Ups |
| Circle | Missile |
| Diamond |
Flags |
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There are also 8 warning lights, 4 around the center sight, and 4 on each of the rims of the CTS. The inner lights flash when you are being fired at. The two on top represent fire coming from your forward 90º (that you can see), while the bottom two show fire from the rear 270º. If two lights are flashing, this means two or more objects are attempting to hit your ship with gunfire. The outer lights flash when a missile has been targeted on your fighter. The upper left is the first to flash, followed by the others in a clockwise direction. Up to four missiles can be tracked in this way. Each spotlighted target will also have a line drawn to a predictor reticule in the color of the target's disposition. This reticule predicts where you will need to aim to hit the target with your guns or cannons. Each spotlight has distinctive targeting brackets, one of which is displayed in the lower left hand side of the targeting window. Line up your center target sight on the predictor reticule and fire. Note that the reticule changes in intensity, which tells you the likelihood of your shots hitting. If there is a minimal chance of success, the reticule will disappear altogether.
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| Targeting Allied Targets |
| You can target your Ally's targets by targeting an allied player, and then using k or shift-k. Shift-k will put your ally's Primary target into the preceding window. K will place the target in your following window. Note: This will only work if your ally has you selected as Allied. (This happens automatically if you are both flying on the same team. |
| Targeting, Capital Ships (also see Missile Targeting) |
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You may also use the ~ key to summon a "ghost" image of the capital ship. This image shows the various systems marked (turrets are highlighted in the picture to the right). By placing your center site over the system and hitting the Y key, you can then target that system. This let's you pick your target before getting within capital ship gun range. Once a system is targeted, any missiles or topedoes that you fire will do the majority of their damage to that system. |
| Saving Targets |
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Targets can be saved and recalled (up to 20) using the default keys 0-9 and F5-F6. Use F5, and F6 select which group of 10 targets you are addressing. (For Example: pressing F6 then 4 would recall group F6 target 4) Whichever group was last selected remains in effect until another group is selected. To save a target, type Ctrl-and the number that you wish to save simultaneously. |
| Default Target Saving | |
| Saving Targets | |
| Select group 1 (default) | F5 |
| Select group 2 | F6 |
| Recall Target 0 to 9 | 0 to 9 |
| Set Target 0 to 9 | Ctrl-0 to 9 |
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| Toggle RADAR | Alt-R |
| Toggle RADAR Distance Display | Alt-G |
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Note all 5 disposition toggles are selected in example show to the right. A hostile is currently targeted | ||
| Hostile | Red | ||
| Allied | Green | ||
| Friendly | Blue | ||
| Unfriendly | Yellow | ||
| Neutral | White | ||
3.4 Ship Systems |
|
| Overview | |
| System List | |
| System Descriptions | |
| Overview |
| Your fighter has several systems that
can be modified. Each system can be damaged, though some are more likely to be damaged than others. |
| System List | |
| Power Plant Drives Weapons Guns Cannons Missiles Torpedoes Shields Communications Electronic Counter Measures Scanners/Electronic Counter-Counter Measures Hull |
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| System Descriptions |
| Weapons |
3.5 Power Distribution |
|
| Overview | |
| Power Allocation Cycle | |
| Base Charge | |
| Current Charge | |
| Desired Charge | |
| Power Allocation Per System Type | |
| System Order | |
| Power
Allocation Per System Type The Desired Charge setting is handled differently based upon the type of system. |
| Hull and Missile Racks |
| Systems do not require power. |
| Drives (Thrust and Maneuvering) |
| The power allocated to the drives is fixed and cannot be altered by the pilot or player. Fighters always utilize maximum thrust and maneuver rates possible for Their current loadout. |
| Guns and Cannons |
| Desired charge is how much power you would 'like' to have the system absorb per power allocation cycle. This setting helps configure the rate at which a system reaches its maximum charge. The system is ready to fire when it's current power reaches the systems maximum charge |
| Shield and ECM |
| Desired charge is the amount of charge the system should achieve per power allocation cycle towards performing its task. The rate at which this charge setting is reached is influenced by how much power was already allocated to the system by its base setting, it's order in power allocation, and by it's assigned priority. |
| ECCM and Comm |
| Electronic Counter-Counter Measures and Communications systems can both experience times when the amount of power that can be allocated to them is not required (because of a high Desired Charge and early order number). In these cases, the ECCM and Communication systems automatically scales their power usage to the appropriate level. (For example, if you were flying in and out of a region of high natural ECM, your ECCM would not always need the power to burn through that region's terrain). |
| Organic |
| Missiles | ||||||||||||||||||||||||||||||||||||
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There are two basic categories of missiles, the anti-fighter missile and the anti-ship missile. While no missiles require energy to fire, they are limited both in number and in size to the Missile Racks carried by your fighter. These racks are associated with the different frame classes. Class 1 and Class 2 missiles are usually anti-fighter missiles and tend to be short or medium range missiles. Class 3 missiles are usually anti-ship missiles, however, they can contain anti-fighter submunitions, and act as extended range, or do extra damage. Class 4 missiles are never anti-fighter, but like their Class 3 counterparts, they can carry anti-fighter submunitions.
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| Torpedoes |
| Torpedoes are unguided munitions that inherit the velocity of their parent. Torpedoes use a disruptive field to "burrow" into the target's shields. Because of the delicacy of this field, a torpedo cannot be fired while a gravity drive (N-Field) is being used for thrusting or maneuvering. This makes torpedoes hard to use, but because of their devastating potential, they are much feared. |
| Missile Targeting | |
| Friend or Foe (FoF) Gravity Seeking (GS) Capital Targeting(CT) |
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| Friend or Foe (FoF) |
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Friend or Foe missiles use the unique characteristic of a fighter or ship to pursue their target, and no one else; they will detonate only on their intended target. FoF missiles automatically start to build a lock on a target once that target has been spotlighted. The strength of this lock is displayed as a number from 0-100 in the target window. Once a missile is fired, the lock is reset to 15, and starts to rebuild. Each spotlight can build its own lock that is unaffected by the locks of other spotlights. Lock upon fire is the missiles maximum lock, except with specific warheads (see below). FoF missile locks are effected by the ECM shift. The worse the shift, the lower the maximum lock can be. (For Example: If your shift to a unit is 5, the maximum lock you can achieve is 85). In order for your FoF missile to maintain a good chance impacting on the target, you need to keep energy in your ECCM. As your shift increases and decreases, the effectiveness of any missiles in flight will also change appropriately, with the lock jumping to its maximum possible value. In addition, while FoF missiles have built-in ECCM, their scanners are less powerful than those on a fighter. Fortunately, you are able to assist your missiles; as long as you continue to paint a target with your spotlight, the missile is able to use your fighters spotlight for guidance, much like a laser pointer. If you drop your spotlight from a target, however, the missiles lock will drop to the level of its less powerful sensors. FoF missiles will usually detonate within 150 meters of a target, casting their focused charge in the direction of the target. Because of the time needed for a newly launched FoF missile to acquire its target, the minimum range of any FoF missile is 500 meters. Long range FoF missiles sacrifice warhead for sophisticated suites of scanners that allow for increasing the lock, once within range of a target. |
| Gravity Seeking (GS) |
| Gravity seeking missiles do seek a specific target, but home in on the strongest gravity source in their forward arc. This means that the GS missile might miss its target to impact on an unintended gravity source. Usually, used at very short ranges, on low endurance frames, GS missiles nonetheless are useful in close combat, when you do not have time to gain a strong lock, or against incoming missiles targeted upon you. GS missiles have no minimum range to be fired, and pilots often wait until the last moments before using these missiles. |
| Capital Targeting(CT) |
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Anti-Capital ship missiles mostly use Friend or Foe (FoF), targeting systems. By using the controls for Targeting Capital Ships, you can select to fire not only at the ship in general, but at specific systems on the capital ship. While, it is impossible for a capital ship to confuse a missile about its general location, a negative ECM shift might cause the missile to detonate prematurely, or late (and be destroyed hitting the drive field of the capital ship, doing no damage). To use an anti-capital ship missile, simply target the desired system on the capital ship and fire your missile. If the missile hits, any damage that gets through the shields will primarily damage the targeted system. |
| Torpedo Targeting |
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Due to the demanding and delicate nature of torpedoes, they can only be targeted and released by your fighter when you have achieved a direct line of sight with your target. The disruption field used by the torpedo complicates this simple procedure with three factors. One, the torpedo cannot impact its target at a relative closing speed that is greater than its maximum closing speed (this will vary between the different torpedoes used by nations within the Known Sphere ). Two, the torpedo cannot be launched without first forming its field while still on its rack. Finally, the disruption field cannot be formed within 10 seconds of a N-Field being used to maneuver or thrust. If these conditions are met, the torpedo will not fire at the target. To Fire a Torpedo, select the Rack with the Torpedo and select your target. Depress the M key or the number two (2) button on your joystick and hold it. This will start the Torpedo Fire Sequence. Your fighter will automatically slow to the maximum closing speed with the target and start the countdown to energize your torpedo (the 10 seconds mentioned above). During this time, your fighter is at 10% of its normal thrust and maneuver, which is just enough for final course corrections but not much more. Once you are in range of the target, release the button to fire your torpedo. Your controls will return to normal once the torpedo is fired. You may release your fire button anytime before your torpedo is fired to abort the run, and regain full control of your fighter. |
| Weapons Configuration | |
| Overview Window Controls |
|
| Overview |
| Your fighter has a number of weapons that can be assigned several possible configurations. Guns and Cannons can be grouped together in up to 6 different configurations, and your Missile Racks can also be linked in the manner in which your choose. |
| Window |
| The Weapons Configuration Window is displayed using Alt-W. At present, the window displays switches for each gun or cannon on your fighter. Below these are your 6 weapons groups. |
| Controls |
| For each group, the gun and
cannon switches all default to the "On" position. Left-click on
the switch to deactivate the weapon for that group. Now, when that weapons
group is used, the "Off" weapons will not fire. Weapons can be
turned on by left-clicking them again.
To save your Weapons Configuration Groups, save ANY of your Ship's Systems settings (Default Ctrl-F9 through Ctrl-F10). |
| Default Keys For Weapons | |
| Fire Guns/Cannons | Spacebar |
| Fire Missiles | M |
| Toggle Link/Unlinked Guns/Cannons | Z |
3.7 Shields |
|
| Overview | |
| Harmonization Display | |
| Reinforcing Shields | |
| Deharmonizing Shields | |
| Overview |
| All military units, and many non military units of the Known Sphere utilize shields. These shields are able to withstand staggering amounts of "normal damage", however, they are vulnerable to shield-cracking technology. While shields can be made resistant to the effects of cracking technology through harmonizing the energy fields that form the shields, this defense is ablative in nature and is lost as the shields are struck. |
| Harmonization Display | |
| Your shield's level or harmonization display defaults to the middle-bottom of your screen, under your RADAR display. It starts as a green line with a number above the line that represents your current harmonization or "tune". As your shields are deharmonized or "de-tuned", the line will shorten to the left, and the number will decrease. As this decrease occurs, the line will change color, eventually becoming red as your harmonization nears zero. At zero, cracking weapons are able to effectively penetrate your shields to inflict serious damage to your fighter. |
| Reinforcing Shields | |
| You
can stem the effects of deharmonization by increasing the amount of power
you place in your shields over the minimum power requirement. This will
decrease the amount of deharmonization your shields experience by a given
percentage, based upon how much extra power your shields are receiving.
You can add up to 3 times your shield's maximum harmonization number in
energy for reinforcement. On the average fighter, for every 10 points of
energy spent in this manner, you receive 1% of reinforcement, decreasing
incoming damage by that percentage. (For example: You have shields with
a maximum of 100. You place your maximum 300 points of energy into your
shields. This gives you a 30% reduction verses the deharmonization effect
of all incoming damage). |
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| This fighter's shields are set to about 75% reinforcement. On an average fighter this would result in point of Harmonization/13 sec | |
| Reharmonizing Shields |
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By redirecting power into your shields, you can also slowly reharmonize them. This occurs simultaneously when power is applied for reinforcement. Note, however, that this process is time and power consuming, and often it would be faster to use a powerup, or disengage from combat and land on a capital ship and have your shields reharmonized by an external source. Reharmonization takes place when you apply over 50% of your shield's maximum reinforcement. At 50%, you receive 1/20th of a point in shields per second. This rate of deharmonization increases as you approach the maximum, to end at 1/10th of a point per second. (For example: Your have 150 points of energy added to your shields, this will give you 1/20th a shield point per second, or 1 shield point per 20 seconds). Note that this means larger shields are harder to reharmonize than smaller shields, reflecting the increasing difficulty with reharmonization. Some fighters have a higher or lower than average shield efficiency rating. For these fighters, the shield recharge rates will be faster or slower than average.
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3.8 Taking Damage |
|
| Overview | |
| Effects of damage | |
| Damage Repair Systems | |
| Overview |
|
Known Sphere technology is quite advanced by the standards of 21st Century Earth. Repair systems are composed of micro-machines and raw materials, that together look more like piles of dust than an actual mechanism. These machines use the dust and their own bodies to create patches, new circuits, and whatever else is needed to repair damage as best they can. This is a limited resource on something like a fighter, and while these damage repair systems are amazing, they have limits. As your shields are deharmonized or "de-tuned" increasing amounts of damage "bleed" through your shields each time they are impacted by shield-cracking weapons. This damage is then applied to your fighter's various systems. For the sake of convenience, all damage is broken down into points. These "points" are then applied to your shield's remaining harmonization. Any "points" of damage not stopped by your shields are applied to a Damage Allocation Chart (DAC). By using the DAC, those systems most vulnerable to damage tend to be struck first, and more protected, more vital systems tend to take damage last. Because of differing construction, some fighters will have different DACs from others. In general, Missiles and Hull are the first items to be destroyed when damage is taken, followed by Guns, Drives, Power Plants, and Internal Hull. The final "point" of damage your fighter takes will be to rupture its fusion reactor's plasma bottle, venting plasma across your fighter. Your average damage is displayed in a green line with your current total system points at the right, and your maximum points on the left. While this does not tell you specifically your damage, it does give you a general idea of where you stand. |
| Effects of Damage | ||||||||||||||||
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The effects of damage on each system is based on that system's function:
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| Damage Repair Systems | ||
| Alt-D is the default to call up your Damage Display. You will see a list of your fighter's systems on the left hand side of the box. |
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Column Toggles |
Like with other windows, these allow you to hide/display the various columns on the Damage Display Window. |
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System |
The System to be/being repaired |
|
Auto-Repair Toggle |
Click to highlight/gray-out. When this is highlighted, the system will be automatically start being repaired when it is damaged, using any available points up to the Auto-Repair Break. (see below) |
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System Status Bar |
Series of bars that represent the percentage of functioning remaining in a specific system. As the system is damaged, the larger bars on the right disappear. |
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Manual Repair Toggle |
Click to highlight/gray-out. When this is highlighted, the system is repaired using any available points, regardless of the position of the Auto-Repair Brake. |
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System Status |
A text representation of the systems status: Online, Off-line, Destroyed |
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Repair Points Remaining |
Shows the total repair points your fighter has remaining. If nothing has been repaired, this shows your fighter's maximum repair capacity. Note: Within the "Battlezone" Arena, this number is not used, and the repair capacity of a fighter is infinite. |
|
Point Reserve |
Shows the amount of repair points "behind-the-brake", that will not be used by the Auto-Repair Function. Note: Within the "Battlezone" Arena, this number is not used, and the repair capacity of a fighter is infinite. |
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Auto-Repair Brake |
Sets the level of the Point Reserve. Note: Within the "Battlezone" Arena, this number is not used, and the repair capacity of a fighter is infinite. |
3.9 Electronic Warfare |
|
| Overview | |
| Tactical Intelligence (TACINT) | |
| Overview |
| Scanners are the "eyes" of a fighter or ship, while Electronic Counter Measures (ECM) are how your fighters attempts to fool enemy scanners. Electronic Warfare (EW) is the ongoing conflict between the Electronic Counter Measures, and the Electronic Counter-Counter Measures (ECCM). At a distance between units of 800 meters, ECM and ECCM are balanced. Closer than 800 meters and ECCM has a bonus to its shift, and further out, and ECM has the advantage. |
| Tactical Intelligence (TACINT) |
|
Within a given tactical situation, exact information about your opponents is not always known. The movement of troops may pass unnoticed, or ships might be misidentified. This "fog of war" has been a problem for generals and admirals throughout the centuries. In the Battlezone Arena for Ace of Angels® , players are not hindered by this traditional problem. We have decided to allow you the freedom to familiarize yourself with the fighters of the Known Sphere without having to guess your way through various counter measures. Many scenarios built by players will also have no Tactical Intelligence to maintain simplicity. In fact, we feel that the absence of Tactical Intelligence does not hinder the play of Ace of Angels® in the least. However, in The Campaign, Tactical Intelligence will be an integral part of most missions. ECM and Scanners will play an important part of Tactical Intelligence, protecting your information on the one hand, and piercing the mystery on the other. Tactical Intelligence is broken down into varying levels. You accumulate points based upon the amount of time you spend scanning or spotlighting a target at a given TACINT Level. By using spotlights with extra power, you can increase the rate at which you accumulate points. When your point level achieves a given number, you move to the next Level of Tactical Intelligence. Each level has specific information associated with that level, such as ship type, shield strength, and amount of damage. Note: A table that describes the levels of Tactical Intelligence will be forthcoming with the release of the AoA Campaign. |
3.10 Unit to Unit Communications |
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Communications cover both the "in game" communications of between fighters and ships (Unit to Unit), and the communications between you and others online in Ace of Angels® (Player to Player). It is assumed that all units attempt to stay part of their respective "side's" local communication network, which usually includes all allied and friendly ships. This network can not only relay orders and precise positions, but also update other unit's targeting information. This means that a capital ship, which is able to burn through massive amounts of ECM, will be able to increase the likely hood of your weapon connecting. Because of the technology involved, communications seamlessly include FTL transmissions, radio, tight lasers, and even drive field modulation. All of these are automatically handled by a fighter or ships computer systems. |