Recruit Field Manual

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Recruit Field Manual RECRUIT FIELD MANUAL Be ready for tomorrow’s battle CONTENTS (CLICK CONTENT TO LINK TO PAGE) 1 HOW TO PLAY 1 MOVEMENT CONTROLS 2 SENSORS AND SPOTTING 2 TARGETING 3 MAIN ARMAMENT 3 ABILITIES 4 LOADOUTS 4 SQUADRONS 5 POINT DEFENSE 5 JUMPING 6 HULL STRENGTH & RESPAWNING 6 ENERGY 7 ARMOR 7 MINI MAP 8 ALLY STATUS 8 TAB SCREEN 9 CONQUEST 9 DRAFTING 10 CAPTURING 10 HOME BASE 11 ALPHA & BETA 12 GAMMA 12 RESOURCES 13 UPGRADES 14 MAIN MENU 14 GAME SELECTION 14 SERVICE RECORD 15 HANGAR 15 CURRENCY 16 STORE & INVENTORY 16 CREW 17 IMPLANTS 19 OPTIONS 19 TECH SUPPORT AND COMMUNITY 19 DISCORD & STEAM FORUMS 20 GLOSSARY 21 INDEX 1 User Manual Welcome to Fractured Space, this manual will serve as an introduction to the games basic mechanics, such as moving, shooting and what abilities are. We aim to inform you of what does what, both in our primary game mode “Conquest” and in our menus; from purchasing ships and crew, to joining a match. This information should serve as a launching point, but for more advanced guides we encourage you to visit our steam community guides or join our Discord to ask active players for tips and tricks. HOW TO PLAY MOVEMENT CONTROLS The capital ships of Fractured Space can use their thrusters to move in any direction Top Tip ❱ Forward Thrust ........................ W Change your ❱ Reverse Thrust ......................... S ships trajectory ❱ Turn Left ...............................A often to ❱ Turn Right ..............................D throw off the ❱ Vertical Thrust Up enemy’s aim. ............... SPACE ❱ Vertical Thrust Down ....... CONTROL ❱ Strafe Left ............................ Q ❱ Strafe Right ............................ E NOTE: Mastering control of your ship will give you a huge advantage in combat. Use cover! Maximising firepower! Navigate behind asteroids Some ships have more firepower on different and mining stations to avoid sides of their ship. Control and position your enemy fire. ship so all your turrets can fire on the enemy. 2 How to play Spin to Win SENSORS AND SPOTTING Top Tip Watch for Cloakers! All ships have sensors (most with a Protect your A Cloaked ship can’t be spotted. range of 18km). When an enemy is within sensor range, they have been support ships Force them out of cloak by using by focussing on spotted. Cloak-able ships Detect. They’ll also decloak for a ❱ Spotted enemies are shown on the mini-map when they’re short time if they take damage. revealed and tactical map ❱ Spotted enemies are targetable for all allies TARGETING Enemy ships that have been spotted can be targeted. Your ship will automatically target an enemy that you are aiming at after a short time, or you can use the hotkey: ❱ Cycle Targets ..................... T Once an enemy is targeted your HUD will show additional information including a set of ability icons that show which of your weapons are in range. Target Lock! Turret Convergence! Some weapons, like missiles, The turrets on your ship will adjust their aim based on require a target before they can the range of your target. This ensures that all your be launched. guns hit the same location at that range. 3 How to play Heals OPMAIN ARMAMENT The primary source of a ships damage, main armaments will contain a primary weapon and a secondary weapon or ability: ❱ LMB – Primary weapon. All weapons have a max range. ❱ RMB – Secondary systems vary on a ship per ship basis, from extra weaponry, to repairs and blinks. ABILITIES The 1, 2 and 3 abilities normally contain the following utility and offensive tools, with some exceptions: ❱ 1 – Boosts, Mines, AoE pulses and fields. ❱ 2 – Missiles or Target Blinks. ❱ 3 – Fighters, Drones or Buoys. These tools have different uses, ranging from offense to Missiles are support. This is a list of ability archetypes, the effects they vulnerable! apply in-game will vary from ship to ship: Destroy Missiles with ❱ Missiles – Target the enemy and fire missiles that home in and deal damage Point Defense or AoE on impact. Damaging missiles reduces their damage dealt and status effect attacks. The more duration. damage they take the ❱ Mines – Deploy mines that deal damage to enemies that come within range. ❱ less damage they will Drone Squadrons – Applies a status effect to enemy or allied targets until cause. they’re destroyed, recalled, or run out of fuel. ❱ Fighter/Bomber Squadrons – Send them to attack or defend ships at your command. Support points! ❱ Buoys – A static buoy with a constant area of effect, applying a status effect Gain support points on enemies or allies within range. by saving allies with ❱ Pulse – A short pulse instantly applies status effects to enemies or allies in repairs, or have an range. active de-buff on ❱ Fields – A toggleable AoE generates a radial sphere around a ship, costing an enemy as they’re energy over time. ❱ Boost – Drastically increase speed. destroyed. ❱ Blink – Instantly relocates a ship within a limited range. 4 How to play Nerf Rob Nerf Rob’s Ship LOADOUTS Loadouts are alternate abilities and weapons that you can equip on ships: ❱ Purchased with Credits or Platinum. ❱ Weapon options offer different fire patterns or projectile speeds but their damage output will remain similar. ❱ Ability loadouts offer a variety of different options. You may want to switch an ability disable for a weapon disable, or you could sacrifice the cooldown on a blink to have less range. Tactical recalls! Brawler If a ship has more than one Squadron you can create individual SQUADRONS key bindings to recall Many ships have access to squadrons of separate squads to fighters, drones or bombers that you control your ship. Locate to attack enemy targets and defend your own: “Recall squad ‘X’” in the ❱ Fighter Squadron controls section of the - Fighters are permanently deployed. - Fighters can be ordered to attack or defend other ships. options menu. - Fighters prioritise enemy fighters, after that they will engage drones and bombers in the order they were placed on the target. - When defending their own ship the squadron is replenished with new fighters and fuel. Top Tip - When defending any allied ship the squadron is replenished with fuel ❱ Bomber Squadron Give surviving - Bombers are permanently deployed. Pilots unrestricted - Bombers can be ordered to attack or defend other ships. access to booze. - Bombers can only attack capital ships. - When defending their own ship the squadron is replenished with new bombers, ammo and fuel. - When defending an allied ship the squadron is replenished with fuel and ammo. 5 How to play - Drone Squadron - Target a ship and activate drones to deploy them. - Drones instantly blink to ships and apply a status effect. - Most drones cannot defend, with a few exceptions. - Tap R to recall squadrons to your ship. - If the squadron can defend, it will return and guard your ship. - If the squadron is unable to defend, they will enter cooldown. POINT DEFENSE Top Tip There are two missile countermeasure options available to every ship. Move away from use the 4 key your missiles ❱ Manual Point Defense (MPDS) is a harder to use but more effective missile countermeasure. with MPDS - Deals high damage to incoming missiles active, they’re - Deals damage to squadrons in range. more likely to be destroyed before - Must be activated and deactivated manually. they hit the ship. - Uses energy on activation, depleting until deactivation. use the ? key ❱ Automatic Point Defense (APDS) serves as an alternate option, to weaken missiles but not outright stop them, sacrificing power for ease of use. - Automatically deploys countermeasures 1.2s after missiles have been fired at the ship. - Deals low damage to incoming missiles in range. - Deals low damage to squadrons within in range. - No energy cost. Quick Sector Change. JUMPING Jump abilities Top Tip Jump drives are required to move between have separate sectors separated by massive distances, your Hide behind cooldowns. asteroids or jump drive requires charging before the jump Switch sector stations before completes: initiating jump. location quickly ❱ Jump Drive - Allows shiftjumping andbetween mouse adjacent to sectors. jump point by using Jump ❱ Jump Home - Jump back to your Home Base from any sector Home, then Jump Once a jump is activated it cannot be cancelled and your ship takes Drive. use the 6 key 200% extra damage. 6 How to play HULL STRENGTH & RESPAWNING Hull strength represents the hit points of your ship, it’s indicated by the segmented green bar to the left of your crosshair: ❱ Each segmented bar represents 1000 hull strength. ❱ Hull strength is increased per level. ❱ Hull strength can be increased through implants. Once a ship’s hull strength is depleted it will explode, dealing damage and pushing enemy ships. The ship will also enter a respawn timer, the length of time it takes to respawn increases with your level and the game timer. ENERGY Energy is indicated by the blue bar to the right of your crosshairs: ❱ Energy passively regenerates over time. ❱ Utility tools (e.g. Detect or Repair) cost energy. ❱ Manual Point Defense costs energy. ❱ On some occasions weaponry needs energy e.g. The Raven’s overcharge beam requires energy to fire. Managing Energy. Abilities are dependent on energy, maintain reasonable levels to keep full functionality of the ship. Destroyer 7 How to play ARMOR Top Tip Armor is displayed by the “Armor Widget” in the bottom Rotate Armor. Attack broken Turn your ship when armor is broken or armor whenever left of the screen and it protects you can! your hull: weakened to reduce damage taken. ❱ Most ships have armor pools of varying strength on independent armor facings. e.g. The Brawler has 4000 armor on its sides but 750 on its front. ❱ Your 6 armor facings are: left, right, front, back, top and bottom.
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