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Ships - Constructor

Global Properties - Constructors

  • Constructors are computer controlled ships responding to any friendly player's orders, orders displayed in the chat menu only to those who are in the command wing. It is thus recommended for every pilot to be in the command wing so that they see every order given by the commander.
  • Constructors are used to construct stations. They are built inside stations, flown to an appropriate asteroid, and transform the asteroid into the station, using equipment onboard their vessel. The whole construction process only takes about 10 seconds.
  • Like miners, constructors fly at reasonable speeds, with a strong hull, but are more efficient and secure as enhanced and advanced constructors, upgrades found respectively in the garrison and the expansion complex.
  • All constructors possess ripcord technology, which takes approximately 30 seconds to activate. It is very useful for expanding, since it allows a constructor to get much closer to its objective. It also serves safety purposes. Constructors being one of the highest priority targets, they are much likely to come under attack. Also, being expansion tools, they also are likely to be used in uncontrolled sectors, placing them at high risk. They are usually defended, but should they be in serious danger, ripcord is a most recommended emergency procedure. Of course, ripcording them means that the expanding will not be possible. Ripcord is thus a last resort.

Deploying Constructors

  • Constructors are used for expansion. Deploying a constructor also means deploying a certain type of station. Therefore, where to deploy it depends on what type of station it is. However, a few guidelines apply to every station. First, stations are usually built as far as possible from the aleph connecting to an uncontrolled sector. This helps prevent bombing. Indeed, a bomber coming out of an aleph an being already in range of the station will make it easy for him to destroy the station. The farther the station, the better are its chances of living. However, you can build certain stations closer to an unsecured sector, placing it in an aggressive position.
  • Second, building stations in key sectors is essential. An outpost should be built where it seals access to other sectors, or to give a launch point to your attacking ships. Teleport receivers should have a similar role, but also serve as a ripcord point for your important constructors. If you want to build a technology station in a remote location, having a teleport receiver in place can allow a safe and fast transport for the constructor to its asteroid.
  • Third, consider your technology type. If you use interceptors, forward teleport receivers will not be of much use, since interceptors cannot use them. They would be very difficult to defend, since interceptors can hardly get there in time. Use outposts in that case. If the enemy uses HTTs a lot, building less stations with docking bays and more teleport receivers makes the enemy's job more difficult, because teleport receivers cannot be captured by HTTs but do not keep your team from being deployed in different areas (assuming you use ships that can ripcord).
  • Fourth, before choosing a technology station, study the rocks' position. If you wish to use a tactical laboratory, but all silicon asteroids are dangerously close to alephs connecting to remote sectors, you should either consider another technology, or secure the remote sectors. Of course, it is likely that the enemy will also try and secure the remote sectors, so you should be prepared for a fight. Then again, you should also be prepared for the loss of the fight, and having your technology station exposed, where drones and caltrops come in handy. As you can see, things quickly lead to others, and this is how games are won and lost.
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