The different technological pathways can be combined in many ways to form
deadly mixes. Not only does each pathway provide the team with specific
ships that can be used for multiple parallel purposes, but most pathways
also include GAs, such as missile damage, that affect every single ship
in the team. This section will review each pathway individually, and
for each pathway, will detail how it can be combined with others and
what the results of those combinations are.
The Garrison is always used in combination with other technologies
because it is so central to every aspect of the game. Additionally,
it is essential to own one if you wish to build other technology
constructors. Nonetheless, the garrison can provide interesting
equipment upgrades, such as the seeker, heavy cloak, nanite
2, shields, miners & constructors, or even special refineries.
Since it is so central, the Garrison is not considered to be
used in combination with other technologies. It is the basis
of all games.
The Supremacy Center brings the fighters, the most versatile ship.
Since it is so versatile, the fighter is generally not used
in combination with other technologies, as it can defend well
and attack well. The supremacy center can however supply interesting
technology for bombers. Any stealth bomber and regular bomber
can appreciate an upgraded version of the anti-base missile
as well as GA upgrades for missile damage, and so getting a
supremacy center after having used a fully upgraded tactical
laboratory is useful to increase your bombing abilities. Also,
missile tracking can be upgraded, thus serving any ship that
uses missiles, including the TAC's LRM Hunters. The bomber runs
will also appreciate the AC2 turrets and ship strength upgrades.
Finally, the ripcord time can be shortened, useful for every
technology pathway. The supremacy center also provides teleport
probe 2 (TP1 is researched under the garrison but is rarely
used because of its excessive activation time), which is usually
used with bombers, but can also be used to insert stealth ships
(stealth bombers, HTTs) inside enemy territory.
The Tactical Laboratory is usually used as a secondary technology. It is
mostly an early strike technology, crippling the economy before they
get He3 and before they expand. A tactical laboratory is also not going
to provide any superior defensive assets. Getting a tactical laboratory
is thus not a good choice later in the game for its anti-utility or
defensive functions. It can nonetheless be used if it seems necessary
to halt the enemy's He3 collecting operations very abruptly and if no
other alternatives exist to destroy enemy miners. However, the energy
upgrades that it provides could be useful to any ship that uses a lot
of energy, namely all of Bios' ships (which bear heavy cloak) and some
capital ships. Also, if a team is unable to effectively penetrate the
enemy defense, a tactical laboratory can be used for its stealth bombers.
For example, a team that has been using bombers all game along with
a sup, but has now been locked out of enemy territory by the opponent's
newly acquired heavy interceptors, could use stealth bombers to penetrate
enemy defenses.
The Expansion Complex is very useful to other pathways.
Because it provides the best defense technology, it
is most useful to TAC, hence the Tacspansion
strategy, but useful to all other pathways. If a team
is unable to expand, and is constantly getting pushed
back, heavy interceptors are the best solution. The
offensive troop transports are usually used as a first
technology, not a secondary asset. The expansion complex
however provides the most GAs of all stations, including
He3 speed and yield, most useful to economies. Other
GAs are useful to both EW and PW weapons and stations.
The advanced miners and constructors are also purchased
here, serving financial and expansion assets.
The Shipyard is rarely used alone, mostly because only IC can build
it from the start, and because most teams will have a very hard
time affording the ships without a very complete expansion.
Nonetheless, those ships are deployed when other technologies
no longer suffice in attacking the enemy. If, for example, your
bomber runs can no longer penetrate enemy camps, using a few
cruisers may do it. It is best to use the shipyard secretly,
otherwise the enemy will develop technology that can defeat
capital ships, making your investments a waste. Capital ships
are also used because of their unique properties. Assault ships
as teleport receivers and carriers as reload stations, all kinds
of different assaults can be lead. Assault ships are used either
as TP2, receiving bombers or Capships near an enemy target.
They can also accommodate stealth crafts to ripcord inside enemy
territory. Carriers are useful when swarming a sector, using
the ship to recover pods and repair/reload ships. Of course,
the ship speed GA is among the most useful in the game, increasing
all ships' speeds.
The Palisade is exclusive to GT. Because it is required for other
tech stations to be built, and because it provides nothing but
corvettes in terms of technology, it is not used in combination
with others. The Research Station, on the other hand, is used
in combination with all other technologies. Providing most of
GT's unique features, the Research Station simply increases the power of any
pathway, and so should be purchased if possible.
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