Rixian Unity
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First contact with life outside the solar system -- with the Rixian Unity.
So far, the Rixian have proven themselves superior scientists, explorers,
and, as has now been made clear to mankind, crusaders. Led by Issa
Rix, a being so revered among his people that his very name stands
for all Rixians, little is truly known about this species. Certainly
not their true goals or intentions.
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The Rixian Unity is the first alien species that came into contact with the
human species, and it wasn't too friendly. In what appears to be a desire
to convert all species to their ways or cleanse them all, the Rixians
have been leading deadly assaults on many human positions, who have only
begun adapting.
The Rixians have different ways of fighting. They designed their ships to
not necessarily have a good turn rate overall, like those of human factions,
but instead have an extremely high turn rate horizontally at the expense
of the vertical turn rate. This means that when turning around, their
pilots constantly rotate their ships properly to turn very quickly on
their horizontal axes and strike.
The faction does not use missiles. Whether this is because they never evolved
in combat or because they were found to be ineffective means of combat
at one point in their history is not known. In replacement, they use all
kinds of pods that they drop off their ships. The pods are then targeting
ships, stations or asteroids, and simply fire. This is advantageous in
that pods don't need to be armed, so their ships never have this extra
signature. They can even be dropped at the limit of their range, when,
for example, a stealth bomber is attacking a station. Another missile
replacement is simply weapons. The EW Stinger replaces both the anti-base
and EMP missiles. Since it's energy based and not a missile, it's unlimited
and does not raise signature. This is one of the reasons for their military
superiority. They don't need as much supplies in combat. This also means
that HTT's have the ability to damage station hull as well as station
shields, unique to the Rixians.
The Rixians have also developed much superior means of deployment.
The most versatile craft in the game, the Fighter is made even
more versatile by the Rixians. Scouts all carry a teleport reception
device, which uses energy to receive ships, similar to that of
Assault Ships. Scouts can thus ripcord to other scouts, allowing
them to jump all over space in seconds. The Rixians also managed
to enable their fighters (only enhanced and advanced versions)
to use those smaller ripcord devices. This means that a simple
scout can become a major threat to the enemy as fighters ripcord
to them, and so Rixian scouts are attacked much more violently
than any other. This also means that deep space combat fleets
can be rearmed with ease. For example, during bomber runs, if
a Nan pilot loses his ship, he can get his eject pod picked up
and teleport right back with a brand new Nan.
Rixian science is more developed than that of humanity. Scientific research is
no longer an issue. Getting the funds is the only part of the work. Investments
yield equipment and ships in only twelve seconds. This makes the Rixian
sup rush a particularly deadly tactic. A Rixian commander can build a
Supremacy Center, purchase enhanced fighters and within 12 seconds, have
fighters ripcording to scouts in the enemy's home, attacking miners and
the first constructors.
The Rixian Destroyer is also one of the most feared ships in Allegiance. It
uses a particle weapon, the PW Lancer, instead of missiles. Using a lead
indicator, a Destroyer pilot can take out ships six kilometers away in
seconds. The ship can also specialize in taking out capital ships by switching
to the EW Skyripper, making it the only Destroyer that can attack stations.
Since the Rixians don't use devastators, it's a worthy compromise.
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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Rixian Unity
Faction Perks
- 12 second research time
- Optional Ripscout
- Greater PW damage (1.15) and (&EW)
range (1.2) then any other faction
- Station Drones can allow a skilled
SB to solo tech bases with the proper GA's
Faction weakness
- Lack of missiles may turn off certain newer pilots
- High X axis, low Y axis will turn
off pilots who do not have a working roll button
- Weaker Hull (.9)
Ideal Settings
- Rix benefits on high money settings
due to the fact it has a 12s research time. Ideal
settings are generally quite high, Rib, Sol, or
even Outrageous
Faction Strategies
- Tacspansion - Rix has arguably
the best stealth bombers in the game, what stops most
people from going full TAC is that during the time in
which it takes to get Adv SF's with combat drone 3 for
defense, you are left open to multi-Nan bombing teams.
With really good teams you can go full TAC because they
will realize that Rix SF's can probe, and drop prox
as well as rape miners, with average teams base placement
has to be 1-2k further from the aleph then normal due
to the fact Nan's can be a lot slower to kill. Another
advantage aside from defense from the EXP is the GA's,
not only the signature GA, but the PW damage and range.
This will allow your SB's to drop their drones at 998m
with PW range 1 1098m with PW range 2. Station drone
2 is a must. A side note: Rix SF's can rip to SR scouts.
- Full Expansion - Due to Rix's
incredibly powerful PW damage and range, with full EXP
GA's your Ints will be doing more then any other Int
in the game and they will be able to hit their enemy
at 580m. The damage almost makes up for the weaker hull,
and a good Int pilot will use it to his advantage. As
with IC, good end tactics are Int bombing, Adv con pushing,
and forced HTT'ing (or stealth HTT'ing, their hitbox
makes for less then desirable ramming, but the standard
Sig doesn't take away from it like the IC's does
- Supremacy Rush
- Although not as necessary on DN due to the SR scout
and carrier, a few Rip scouts by the enemies miners
will attract the attention of your figs and the enemy
will have serious economy problems. A lot of pilots
dislike Rix Sup due to the lack of missiles, but the
faction's higher PW Dmg and range makes up for this
as long as the pilot has a bit of accuracy, Rix Adv
Figs are not so much Figs, as Ints with range, Shields
and a ripcord ability. With a good Rix Sup team, end
tech shouldn't be needed as the enemies econ will
be absolutely crushed, but their turrets with better
range and Dmg will shred even Heavy Ints.
- Rix TP1 Rush - Best used against
a Faction with Light Ints (can't rip back to defend
if TP1 is spotted) or Giga (Scouts are screwed anywise)
and when you have at least High Starting Cash. Send
out a few SR scouts. Get a home TP or keep a SR scout
in reserve. Up Garrison, get Bombers, get TP1. Get Adv
Scout, Nan2, and Heavy Bombers if money allows (it probably
won't). Wait for a SR scout to get near their home,
launch your TP1 scout. TP1 scout rips forward to SR
scout. Everyone else rips home and gets bombers. TP1
aleph drop (usually easiest to perform uneyed) or do
a rock drop. Giggle as 10 bombers plow into their home
and all their Ints are forward with their OP con or
trying to kill your miner and they have no defense whatsoever
even if they see the TP1. Note you don't even need 10
bombers, you can actually just have Nan's ripping forward
to the SR scouts and use the TP1 to perform a full-team
bomber run as normal (albeit, hitting inside of two
minutes and never seen between your home and their home
thanks to the TP1) if you feel like it.
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