Welcome Visitor...

Latest News

- WKA Event Competitions..
- Enhancement changes...
- Posting etiquette
- Ship layout audit testing
- Planet capturing now allowed...
- Do not capture or bomb planets in beta...
- Important Key Binding Changes
- Layout updates...
- Ship Testing Update...
- Reminder regarding ship testing

Latest Topics

Network

DarkSpace
DarkSpace - Beta
Palestar

Search

 
DarkSpace Manual[SHOW INDEX][DOCUMENT INDEX]
5.2.2 Choosing a Faction
Almost there! Upon pressing play on the Opening Screen, you have now joined the action...sort of. There are still a few specifics remaining. Your first task will be to select a faction, unless you are playing on a clan server and have a clan affiliation. Before you make this choice, you might want to consider the basic traits of each faction.

Refer to section 11 The Factions for a more detailed overview of each faction, as well as a list of their ships and the requirements for those ships.
5.2.2.1 The United Galactic Trade Organization
Called "Uggies" or "Uglies" by their enemies, the UGTO fields some of the sleekest and most well-rounded ships. Energy weapons, Proton technology and thick armor result in ships with good protection, and efficient use of their energy pool for weapons.

Pros: Good energy use, Flux and EMP weapons to disable ship systems, large fighter carriers, Armor can be repaired by depots
Cons: Armor by itself has lower all-around protection than shields and repairs itself slower.
5.2.2.2 The Interstellar Cultural Confederation
The ICC, "Ickies" to their foes, are masters of energy shields and Fusion technology. Slate-grey, angular ships blend in with the blackness of space, and their weapons have the longest range of all the factions. As such, ICC ships excel at holding defensive positions and pounding enemies at range.

Pros: Long range weapons, shields make ICC ships a tough nut to crack, fast firing pulse lasers easily defeat incoming missiles and fighters.
Cons: Recharging shields drain large amounts of energy, light armor leaves ships relatively defenseless without energy to power shields.
5.2.2.3 The K'luth
The organic ships of the alien K'Luth and the insectoid naming conventions used by humans to describe their ships have earned the K'Luth the nickname "Lobsters" or "Bugs". Psionic and Antimatter technology give the K'Luth significant damage-dealing capacity at short range, and their Antimatter engines and jump drives make them the fastest ships in known space. K'Luth armor is much lighter than that found on comparable ICC ships, but a cloaking device compensates for this deficiency, making K'Luth masters of hit and run tactics.

Pros: Most powerful weapons in terms of raw damage, fast ships, and the ability to move invisibly.
Cons: Shorter weapon range than human weapons, weak armor, weapons and cloaking device have high energy drain.


Copyright 2000-2017 by Palestar, All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR
Best viewed with Internet Explorer 5+.