Ga'Taraan Federation
| 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.
View screenshots of this factions unique Ships
& Stations
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The following "Faction Perk" post was
written by Shizoku, with minor edits.
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Ga'Taraan (GT)
Faction Perks
- Strong hull(1.0) and shield(1.1)
- Strong station shield and hull (1.1)
- Cheap tech cost(.8)
- Scouts able to mount Gatt and Nan at the same time
- Palisade provided for a cheap ungalvable base, also
doubles as a Garrison
- Extra tech provided by the Research(pulse laser,
HTT armor plating, Gauss gun etc.)
- Miners offload at tech bases
- Available Harbringer of Doom
Faction weakness
- Lack of refineries may anger some people
- Slow He speed(.8)
- Missile track nerfed(.9)
- Slower ripcord(.9)
Faction Specific Tech
- PT Bombers -
A multipurpose ship, similar to a figbomber, 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.
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