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Ultimate Ship Guide by Saxman

Version: 3.1 | Updated: 11/11/99

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|  -  | - / | ||  -  |    |    | | |      Ultimate Ship FAQ version 3.1
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Written by Andy Poon <saxman19@home.com> 

<Ver 2.0>
     - Comments were inserted here and there.
     - The configuration of my current Globe is released. 

<Ver 3.0>
     - More explanation of the Orion Globe features

<Ver 3.1>
     - A new section is added. See Table of Content.

INTRO <Ver 3.0> (06/23/99)

For those of you reading my FAQ for the first time, this is a FAQ that releases 
the configuration of a ship that I have created in the Masters of Orion II 
universe that is virtually indestructable. It is the most powerful ship that can 
be constructed at the late stage of a game. When used correctly, this ship, by 
itself, is proven to be able to take on an entire fleet of enemy vessels, no 
matter how big, and then some. (^^)

This ship is intended for one player gaming, because multi-player games usually 
end before the necessary research can be done to build the Orion Globe.

*- It seemed to me, after reading my old FAQ over just to admire my own work, 
that some of the details on my Orion Globe are not explained very clearly on my 
previous FAQ, thus people were confused about why those systems that I have on 
the Globe are on it, and how to use the Globe itself. This version will rewrite 
parts of the old FAQ, and explain my creation in more detail and clarity.

<Ver 3.1> (11/16/99)
     - It was stressed that the Orion Globe shouldn't be used for multi-player
       games, but people are still mailing me multi-player questions about the
       Orion Globe. An added section to this FAQ will change that.



I called this ship I have built the Orion Globe because in Master of Orion II, 
Orion is the symbol of power, and because I made it a DoomStar. What this ship 
can do in terms of destructive force well deserves its name. The record so far 
is 36 Doom Stars and 64 Titans destroyed, single-handedly.

<Ver 3.0> (07/31/99)
     - The record is now 71 Doomstars, 17 Titans, and 12 battleships!

Since the maximum ships that can go into one single battle is 100, this record 
is hard to be borken. How did I managed to invoke the enemy to send me that many 
ships you ask? Well, first I gave the seat of the galactic council away , then I 
used a program I downloaded called Corion2, and gave the enemy 5 billion 
credits, which they used to buy all the ships they could, and an all out attack 
was launched against me. The rest you can figure out on your own.


A. Necessary Technology

B. Explaining the Essential Special systems

	a. misc. systems

	b. movement systems

	c. defensive systems

	d. offensive systems

C. Explaining the weapon choices

D. Disecting the Orion Globe

E. Special Guest - Loknar

F. End Result

G. Working the Globe

H. The Orion Globe Antidote

A. Necessary Technology

Here is the list of the necessary technology to have in order to construct the 
'best' Orion Globe possible.  Some of the technology improve the weapon capacity 
of the Orion Globe, others are essential parts of it.  Because you might have to 
acquire more than one technologies from the same research field, it is strongly 
recommended that the 'Creative' special race ability be selected when you begin 
a game so that all the necessary technology can be gained.  But if for some 
reason you chose not to be 'Creative', this list is here for reference as to 
what you do need to get, if by other means than research.

  Categories		Fields				 Applications
  ----------		------				 ------------

- Construction 	- Capsule Construction 		- Battle Pods (essential)

		- Planetoid Construction	- Doom Star Construction (essential)

- Power		- Ion Fission 			- Ion Pulse Cannon (optional)

		- High Energy Distribution 	- High Energy Focus (essential)
						- Megafluxers (optional)
		- Hyper-Dimensional Fission	- Hyper-X Capacitors (essential)

		- Interphased Fission 		- Plasma Torpedo (optional)	

	      *	- Drive 			- The faster the better.

- Chemistry   *	- Armor				- The stronger the better.

	      *	- Fuel Cell			- The larger the better.

- Sociology	- None are essential.

- Computers	- Cybertronics			- Structural Analyzer (essential)

		- Moleculartronic Computer	- Achilles Targeting Unit (essential)

	      *	- Computer			- The smarter the better.

- Genetics	- none are essential.

- Physics	- Multi-Phased Physics 		- Phasors (essential)

		- Multi-Dimensional Physics	- Disruptor Cannon (optional)

		- Tempral Physics		- Time Warp Facilitatir (essential)
						- Stellar Converter (optional)

- Force Fields 	- Magneto Gravitics		- Warp Dissipater (optional)

		- Transwarp Fields		- Subspace Teleporter (optional)
						- Inertial Nullifier (optional)
		- Temporal Fields		- Phasing Cloak (essential)

	      * - Shields			- The thicker the better.



a. Miscelaneous Systems

Battle Pods 

   - There's nothing special about this, just that it gives you more room
     to work with. After all the vital special systems are installed,
     there really isn't much room left for weapons. So this is quite 

Time Warp Facilitators

   - Combined with other systems, this is one of the most essential
     equipments. It enables a ship to take two consecutive turns after 
     the enemies have finished theirs. This system works with the Hyper-X
     Capacitor, Phasing Cloak, and other things like Plasma Torpedos that
     all take one turn to recharge or restore.

b. Movement Systems

Inertial Nullifier

   - When you're only one ship, the limited weapons range requires you 
     to travel near the other ships, and start shooting at close range.
     If you go up or down on the screen, you'll still need to turn 
     around, and head back the other direction. If you lost movement 
     points while turning, it'll lose you some time before you can 
     reach the enemies again, so this is a good equipment to have. 

   - Not only that, after you destroy the ships infront of you, and try
     to turn around and get the ships behind you, they will fire at you 
     because their weapons are still at full. At this time, the 
     nullifier will evade their shots, and you'll suffer much less 
     damage because most of the shots will miss you. (optional)

Subspace Teleporter

   - This teleporter moves you further, so that most of your weapons 
     can be used. Believe me, with the amount of weapons this ship 
     equips, some times, you'll still have a lot of weapon shots left
     because you don't have enough movement points to get you close 
     enough to the enemy. (optional)

<ver 2.0>
  -  After a long time perfecting the Orion Globe (Why do I have so 
     much time on my hands you ask? don't ask), I actually prefer to
     use this more than the I. Nullifier, and have some weapons at 
     fx or 360. Doing this will take away some of the weapons on board 
     because of decreased space, but since you won't be turning, you 
     won't even be shot at. Using this will also allow you to move
     more freely than just using your movement points. Adds incredible

c. Defensive Systems

Damper Field

   - This cuts your damage by 3/4 if you are taking accidental damage
     such as warp core breaches. Very useful in some cases, because if
     the enemies equip Plasma Webs on their ships, which always hits,
     you'll suffer quite a bit if you get caught uncloaked and without
     the Damper field.

Phasing Cloak

   - Combined with the Time Warp Facilitators, it allows the ship 10
     cloaked turns to not be attacked at all. If you can't be attacked,
     you can't be destroyed. It's so simple yet effective. However, all 
     weapons must be turned off in order to re-cloak. (essential)

d. Offensive Systems

Achilles Targeting System

   - If you look at the descriptions for this system, you'll know that
     the system allows you to completely ignores armors, and go for the
     hull. What does this do? obviously cuts down the weapon use to
     nearly half the neccessary amount! 
   - Not only that, at times, it hits the systems of the enemy ship, 
     causing warp core breaches that damage other enemy ships, and when
     this happens, your weapon usage is even less. (essential)

High Energy Focus

   - This increases the damage each of your weapons can do by 50%, and 
     decrease the weapon usage to destroy a ship. I think it's worth
     it. (essential)

Hyper-X Capacitors 

   - If you want even more weapon shots, you gotta have this. Combined
     with the time-warp facilitators and the phasing cloak, this thing
     will pump out twice your equipped weapons every time you decloak.
     Because the combination of the Time-warper and the Phase cloak 
     requires you to not fire for one round to recloak again, it is the
     perfect time to recharge the Capacitor. What a combination, eh? :)

Structural Analyzer

   - It Doubles the damage of each weapon that penetrates the shield, 
     it is just like another Hyper-X, except it works in a different 
     way. You've gotta have this to do more damage. Although this
     system only works when the enemy shield is down, there is a way to
     bypass the enemy shields which will be explained later, if you
     don't already know it. (essential)



Stellar Converter

   - The Stellar converter is, of course, the most powerful weapon to
     use against anything; ships, space stations, planets. But the 
     problem with using it against ships is that it is too powerful,
     like killing a fly with a smart missile. Another flaw is the space
     that it takes up. Although you can still get it miniturized to 200
     space per, it is still too much for one weapon, although they ARE
     cool to have on board. (Not Recommended for efficiency/ Recommended
     for coolness)

 * - The Stellar Converter is not compatible with other systems, but IS
     compatible with the Structural Analyzer and the Achilles Targeting
     Unit !! Smart people will know what that means. 

Ion Pulse Cannon

   - This gun is recommended for minimum use, and only over short
     distance. Obviously with the system config on the Globe, the power
     of the Ion Pulse Cannon will sky rocket, but the result is still
     too unstable to be effective. (Not recommended for efficiency/
     Recommended for coolness)

Mauler Devices

   - People also think that maulers are the best weapons because it 
     always hits. I can give you many reasons right now why NOT to use

	1. Double range dissipation
	2. No Autofire, point defense, and other mod's. 
	3. takes up still too much space for a weapon that can't use 

     There's so much that this weapon can't do that others can, and the 
     100% hit is not exactly necessary, as long as you have near 99% 
     hit. (Not Recommended)

Death Rays

   - Same with the Mauler Device, It has no mods available. Sure it
     kills marines, fine! But if you're eliminating a ship anyways, do
     the marines even matter?? (Not Recommended)


   - As far as I can see, the two best weapons to use are phasors and 
     disruptors. Surprised? Yes! Phasors and Disruptors are the best 
     weapons by far!! (Recommended)
   - The reason for this is that Phasors have the Shield Piercing mod 
     and the AutoFire mod. 

     a. Shield piercing

        - This IGNORES the shields completely! 

     At this point I'd like to make a concept clear. A ship has 4 levels
     of defense: Shield, Armor, Structure, and System. But when the 
     structure is destroyed, then the enemy ship  is destroyed. So all 
     we want to target is just the structure!

	Lvl1:	Shield		Bypassed by the shield piercing ability
	Lvl2:   Armor		Bypassed by the Achilles system
	Lvl3: 	Structure	Nothing left to protect it

     Understand now? Shield piercing allows your weapons to completely
     go through the shield, unless they got hard shield, then there's 
     nothing we can do about it. Combined with the Achilles system, all 
     that's left of the enemy that's worth a darn is the structure.

     So the lesson for today is that with the modifications that you've
     see so far, all you are shooting at, IS the structure!!

     b. Auto fire

        - This enable you to shoot a single weapon three times! 
          tripling the damage each weapon can do! 

	Below is a theoretical calculation of the total increase in 
	weapon power after all the modifications have been done to the 
	Orion Globe.

Let's see now:  Normal weapon: 		x1
		High energy focus:      x1.5	(50% power up)
		Achilles system:	x2	(skipping the armor)
		Structural analyzer:	x2	(double structure damage)
		Autofire:		x3	(triple weapon fire)
		Hyper-X Capacitor:	x2	(double weapon fire)

     The systems here enhance one single weapon by 3600%, meaning that
     with 1 of the modified weapons, you can do the damage that's 
     needed by 36 of the non-modified weapons! Don't tell me You're
     not impressed.

     When the ship you've just made becomes a veteran, each of the 
     modified phasors will do 180 damage to the enemy ship structure.
     That's a lot for a phasor considering the max damage the 
     descriptions gave was only 20 points. Wait 'til it becomes an 
     ultra-elite, then they'll REALLY hurt them.


   - This gun certainly is more powerful than the phasor, but it also
     takes up more space, and unlike the phasor, cannot have the shield
     piercing ability. But if you're going to fighting on a planet in a
     nebula, or if the enemies have weak shields that can be penetrated
     easily, it is definitely the optimal weapon to have. (Recommended)

<Ver3.1> (11/16/99)

- I received an e-mail suggesting this weapon. At first I was skeptical,
  but I came to realize the advantage of this weapon. Thanks, if you're
  still reading my updates. 

Plasma Cannon

   - Although this weapon can't pearce shields or AutoFire, it does have
     a lot of power thanks to it's inherent Enveloping Mod. And after 
     minaturization, it'll use just about the same space as Phasors. 
     Because this weapon has Double Dissipation, it is recommended to 
     use this without the Heavy Mounted Mod. Good against close by  
     enemies and stationary targets such as space stations. (Recommened)


Particle beams

   - Obviously, the particle beam has more force than the phasors, and
     itself is always shield piercing. If only there's a method to 
     miniturize the particle beams, then this would be the better 
     weapon. (Not Recommended)

Other weapons aren't really worth mentioning, such as missiles that get
shot down too easily, so I won't mention them. 

You can try and fit as many weapons as you can onto this ship after you
equip the necessary special systems. I can tell you right now, if 
you're only going for phasors you'll be able to fit 198 SP, Af Phasors 
onboard, that's 2 whole slots of 99 phasors. However, It's also a good 
idea to have some Heavy Mounted phasors. Because if you have 198 regular 
phasors, you're definitely not going to be able to use them all because 
all other ships will be out of range of your weapons, so put some heavy 
mounted phasors on for a farther reach.



This is the basic layout of the Orion Globe:

(***) phasors (shield Piercing, Autofire)   Shields
(**)  Other Weapons (Optional)		    Computer

Achilles Targeting Unit
Battle pod
High Enegy Focus
Hyper-X Capacitor 
Phasing Cloak
Structural Analyzer
Time Warp Facilitator
* One optional System

The Orion Globe is created by combining the technologies listed above together, 
and all of them work together with one another. The Orion Globe :

- Has increased weapon capacity using the Battle Pod. Without it, the firepower 
is too little. 

- Has 900% increase in weapon power by using the AutoFire mod, the High Energy 
Focus, and the Structural Analyzer! Allows less weapon usage to destroy an enemy 

- Allows 100% effectiveness of the Structural Analyzer (except against hard 
shields) by adding the Shield Piercing mod to the Phasor weapons to bypass the 
shields. Allows even less weapon usage to destroy an enemy vessel.

- Cuts weapon usage to destroying enemy ships in HALF by using the Achilles 
Targeting Unit to completely bypass their armor. This effect is accumulative 
with other systems!!

- Has double the weapon shots by using the Hyper-X Capacitor and Time Warp 
Facilitator Combination! If the Orion Globe has 200 weapons, that's 400 shots 
every turn an enemy takes! No ship can fit that many weapons! This effect is 
accumulative with other systems!!

- only shoots at the enemy's vulnerable spot - the structure - by bypassing both 
the shields AND the armor using the Shield Piercing weapon mod and the Achilles 
Targetting Unit!!

- Avoids enemy fires by using the combined effect of the Time Warp Facilitator 
and the Phasing Cloak. Decloak, fire weapons, next turn, take weapons offline, 
recloak. A more detailed explanation of this feature will be posted later.

- Actuates total harmony between the Hyper-X, Phasing Cloak, and the Time Warp 
Facilitator, the heart of the Orion Globe!

- Has room for an extra System for increased mobility or defense! Recommend 
Subspace Teleporter for Maximum added mobility.

- Doesn't require any unresearchable technology!!!



There's one thing I'd like to add here now. I mentioned before that 
people might be concerned with the side-effects of Auto-fire, because
it _does_ decrease the accuracy rate. It is why so people want to put
the Rangemaster on, or have the Continuous modification to the weapons
to compensate.

Loknar is one of the reasons why I called the Orion Globe the Orion 
Globe. With Loknar on your ship, his extraordinary abilities enhance
every feature of the ship, including his super Weaponry skill which 
gives you extreme accuracy, and his Ordnance skill that increases the 
weapon damage by even more. I've always had loknar onboard the Orion 
Globe (It's just cool to assign the legendary captaion to the 
legendary ship), but if you have a hero that also has a high Weaponry
skill, that hero can be used as well.



The result is a ship that is so deadly, one of its kind can take on the
entire universe, no matter how big, and it won't suffer any direct 

<ver 2.0> (11/12/98)

Almost a year later after I finished the game(many many times) and the
original FAQ, I got bored, and went back to the game. At this time I
still was victorious and had nothing better to do than design a 
better Orion Globe.

After many other trial designs, I have refitted a new Orion Globe. It 
now contains many other new options. See for yourself. This is now the
official Orion Globe configuration.

(01) Stellar Coverter
(**) Phasors 	( f ) 	 sp,af
(**) Phasors 	(360)  	 sp,af
(**) Phasors 	(fx ) 	hv,sp,af
(01) Plasma Torp.    NR,env,eccm,ovr
(01) Disruptor 	(360)    hv,af
(01) Ion Pulse 	(360)     af

Achilles Targetting Unit 	Battle Pods
High Energy Focus		Hyper-X Capacitor
Phasing Cloak			Structural Analyzer
Subspace Teleporter		Time Warp Facilitator

My very last version, after many, of Orion Globes, Has a Stellar 
Converter on Board. I know I said that it takes up too much room, but 
it still kicks ass. Besides, It's awesome for planetary sieges. If 
the Enemy has Barrier Shields on their planet, none of the phasors 
on-board will work, even if you fire all of them at once (yes, even 
the heavy mounted Phasors can't penetrate a Barrier Shield). The
Converter can take out 2 of the planetary defenses every time you fire

Although the Converter took space, I still had room for lots of
regular Phasors and ones with 360 degree span. I was able to get a 
clean number of phasors and save enough room to put a Plasma Torpedo 

But why would you want a Torpedo' you ask? 'cause it's FUN! The old 
ship had power, but it's no fun just making enemies disappear. Target
little ships with the Torpedo, and watch it do it's job; you can even 
savor the moment as the shields disappear on Starfortresses and raid
them. It's not very powerful at all, it wastes space, but it's fun. 

For fun, I also added a Hv. Disruptor and an Ion Cannon on the Globe.
Ion Cannons disable ship drives, and causes immobility in enemy ships 
or even Warp Core Breaches. But in order for it to work on the enemy,
their shield has to be down first, and that's where the disruptor comes
in handy. Watch them as they can't handle being disabled and chooses 
the honorable death of committing suicide and self-distructs the ship
instead of being captured. It's just fun to watch. 

The Subspace Teleporter is there to increase mobility. There's no need
for an Inertial Stablizer because the phasors are already 360' capable.

Although a lot of space is used for 'fun' equipments, The original
Globe had too much power itself, and lots of phasors were wasted
anyways. Having the extra stuff there means that I won't be bored
with the Globe and just press Auto and let it do it's job, but rather
take some time to torture the enemy ships. 

<Ver3.0> (07/31/99)

- A good ratio of Phasors, Phasors(360') and Hv Phasors(fx) is 8-5-2, 
  for a good and even coverage of areas. I used to have a 1-1-1 ratio,
  but that wasted room on heavy phasors that did the job a regular 
  phasor could have done. So here's a new ratio to fit the max amount 
  of weapons, and being efficient at the same time. 



*- Some people still don't understand how the Time Warp Facilitator &
   Phasing Cloak combo works, so this section will be a little more

The Orion Globe, as explained before, is awesome because it has a Time
Warp Facilitator and a Phasing cloak onboard. What this does is allow 
you to de-cloak and unleash your firepower on your enemy during your 
first turn, save your ammo (AND recharge the Hyper-X Capacitor) and 
re-cloak on your second turn. And when the enemies attack you with 
what's left of their forces from your attack, they can't hit you 
because you've already recloaked. When they have no target and no 
choice but to pass their turn, your turn comes up once again, and you
wipe out the rest of their forces just like the way you do it on Your 
first two turns. There, that just about explain the whole Orion 
Globe 'Elimination' process. 

The hard part is explaining the workings of the T.W.F. because in 
MOO2 Ver1.31, it is pretty tricky.

In MOO2 Versions before 1.31, the T.W.F is simple; after you take your
turn, you get another go, then the enemy goes if they survived. However,
MOO2 creators made things in Ver1.31 a little different, in my opinion,
a little more logical. Thus, The workings of the T.W.F changed, and here
is how to work the T.W.F & P.Cloak combo in version 1.31. 

The time warp facilitator turns(version 1.31) works like this:

In each round, 
You start 		enemy start

Turn 1: you		Turn 1: enemy
Turn 2: enemy		Turn 2: you
----                    ----
Turn 3: you		Turn 3: you
go back to turn 1	go back to turn 1

After both sides have taken a turn, the final turn (3rd turn) goes to 
the ships that have a time warp facilitator on. Know your turns so that 
you can shut off all your un-used weapons and allow the ship to 

Therefore, if you are using the Orion Globe, and you are attacking 
first, SKIP THE TURN!!! Let the enemy go first. If the Orion Globe is 
the only ship standing up against the enemy (highly recommended), then 
when you skip your turn, the enemy will have nothing to shoot at because 
you have NOT decloaked yet. THEN you attack, and the Phasing Cloak and 
T.W.F combo will work. And if the enemy attacks first, the all is well,
as long as your ships in that fight are cloaked.

If you do it right, you can sustain up to 10 rounds undiscovered, 10 
turns to do whatever you want. Unless the enemy runs before they're all
destroyed, but through my experiences, I doubt that they'll run before 
you finish mowing them down. Besides, you'll only have like 20-30 ships 
to worry about if they launch an attack anyways. There's PLEANTY of 
firepower for that.

* It is recommended that the Orion Globe go into battle alone, because
  the Orion Globe itself can already take care of a whole fleet of
  enemies. But if you have ships that also have the Time Warper and 
  Phase Cloaker combo, you can send them in with the Globe, and they 
  would compliment eachother.

Well, here it is. Use the ship wisely. If you're not careful, and it's 
exposed to the enemy range, it is quite possible that they will shoot 
you down. But otherwise, this ship cannot be beaten.


H. The Orion Globe Neutralizer

This section of the FAQ will give you a ship configuration that is 
capable of destroying the Orion Globe 100% of the time. This is the
one and only weapon against my deadly Orion Globe. 

A while back when I was driving home from a music rehersal (I'm a 
musician too, if you didn't notice from my e-mail address (^^)), I ran 
the Orion Globe through my mind, and wondered if there's anything that 
can defeat it. And sadly, I figured out how to destroy my proudest
creation in the world of Master of Orion II, right there in the car.
I was going to call this section the Orion Globe Killer, but that 
didn't sound good, so I used "Neutralizer" instead. I suppose the Orion
Globe Buster works as well, or the Orion Globe Antidote. =)

I'm putting this section in the FAQ just as an amusing section. This
ship should never exist because the computer is not smart enough to 
build it, and since the Globe should not show up in a multi-player
game, players should never have to build it as a counter-measure.

So if there ARE players out there trying to build my Globe in a multi-
player game, watch out, 'cause this ship will kick Orion Globe's ass.
>From now on, I will refer to this ship as the O.G.N. Here goes:

- The only way to attack the Orion Globe is to wait until it is
  decloaked. The only way to do that is if the O.G.N. is phase-cloaked
  as well, so as to wait it out with the Orion Globe and not get attacked
  at the same time. So a Phasing Cloak is necessary.

- Now, if the Orion Globe can't target the O.G.N., it can simply
  retreat to avoid a fight. To prevent it from running away, the O.G.N. 
  also needs a Warp Dissipater. Now the Globe is trapped.

- If the Orion Globe Can't run, and can't decloak to fire, it's cloaked
  turns will go by in 5 of O.G.N.'s turns, because the Time Warp 
  Facilitator doubles time flow for the Globe. 

- So, in 5 turns, the Globe will have to decload, but it's not a 
  complete decloak, because a Phase-cloak will turn into a regular cloak
  that has 80% evasion, so the O.G.N. also needs a 100% sure hit weapon,
  namely the Stellar Converter, because it can fire anywhere in the 
  battle field. now the Orion Globe can't run, can't hide, and can't 

- It's best for the O.G.N. to ready at least 2 Stellar Converters, 
  because if the Orion Globe has been equiped with shields, it'll probably
  withstand 1 S.C. blast with a strong Armor. But an Achilles Targetting
  Unit and a Structural Analyzer can be fitted onboard to increase weapon 
  power because the Stellar Converter is compatible with both Units, as 
  mentioned earlier in the FAQ.
To summerize it, here is the necessary configuration:

(01) Stellar Converter
(01) Stellar Converter (If there is space)
(**) Anything

Achilles Targeting Unit		Battle Pods
Phasing Cloak			Structural Analyzer
Warp Dissipater			Anything
Anything				Anything

Notice that the O.G.N. does not have a Time Warp Facilitator onboard, because 
that will just make it a 50/50 chance out of who will decloak first and get 
killed first. The O.G.N. is still a normal ship if it is decloaked too early, 
and will get pounded by the Orion Globe if it decloaks before the Orion Globe 

There you have it. The for sure way to defeat the Orion Globe. If some people 
does try to use my Globe in a Multi-player game, kick their ass with this. Since 
it does not require much onboard, it is not necessary for the O.G.N. to be a 
Doom Star; a Titan O.G.N. will do nicely.

*- Actually, I haven't tested the O.G.N., because I can't pit my own ships 
against    eachother. But the theory works. 


<ver 2.0> (11/12/98)

- Thank you all for reading my work. Since I'm satisfied with the
  current Globe, I won't be improving on it, meaning there won't be
  another FAQ on the Globe.

<Ver 3.0> (07/31/99)

- I guess I lied. This should be the last version of this FAQ. I put
  in as much detail as I could, I think that's enough. Questions? you
  know what to do.

<Version 3.1> (11/11/99)

- Guess what? I lied again! I've corrected spellings, added a brand
  new section, and changed my e-mail address. 

Like any FAQ, many thanks to Microprose for making such a wonderful 
game. There, I said it.

If there's any questions, or anything that I might have left out,
please feel free to e-mail me at the address on the top of this FAQ.

I don't need any money from any of you (like I can get any), but a 
little thank you note in my e-mailbox would be much appreciated.

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