SPACE RANGERS 2 NOTES (FAQ) Copyright 2008, Arthur DeMarois Legal Note: This FAQ belongs to me. Feel free to use it, if you post it on another website E-mail me at email@example.com so I can keep track of how it's used. INTRODUCTION (Purpose for this FAQ) The purpose of this FAQ is to put in one document all of those How do I do this?; How do I handle that? Questions that the evolving SR 2 Universe challenges the player with. Unique features of this FAQ include information on how to be a Pirate/Anti-Pirate and how to use Partner Rangers as a Convoy. Describing the SR 2 Pirate situation so well left me free to leave out a Life after Dominators section. I didn't include anything about Planetary Probes since the Game Manual does this quite well. I also opted to describe uses for only the Weapons I find most useful in the game. Again the manual covers the other Weapons well enough. For Hulls, Engines, Repair Droids and Artifacts I offered only some guidance. There's also a Different Species and Health issues section. This combines my experiences as Different Species with what the Game Manual says in 3 sections about the 5 Coalition Sentient Species, the Space Diseases section and the Section on Pirate Bases/Space stations. It's fun and unique that you can change species. I just think that a Ranger should know what they're in for. All the descriptions I saw of the Business Centers both in the Game manual and at various websites were very brief. So, I've gone ahead and detailed the effects that various Investments can have on a Ranger's game. Some uses for loans, consequences for not paying off Loans and some uses for Loans. My biases in writing this are that while success in Land Battles with Dominators and Text Based Adventures can be rewarding and fun, I don't think either is that important to a Rangers Long term success. I didn't include an Index or Table of Contents. Sections of this FAQ are divided by their All Caps title before that start of what I have to say on the subject. One more thing, I am a Star Trek Fan and a Comic Book Fan. So, this work has three references to the Avengers the Fantastic 4 and a Star Trek Character. To which I have to tip my proverbial hat in thanks to Stan Lee and the Guys and Dolls at Marvel Comics and to Gene Rodenberry and anybody who ever wrote for or acted in Star Trek. Enjoy Space Rangers 2! And Enjoy this FAQ! SPECIES NOTE One Mission Failure will get a planetary Government to change Attitude toward you. Smuggling on a planet only Affects the Attitude and Actions of that Planet: Feel Free to Fracture a law or two. (Continued on pg. 2) START CHARACTER A Faeyan with Merchant or Corsair Occupation gives you a big starting ship with a good weapons system. To make the most of such a large ship, choose Missile Thrower and Scanner as starting equipment. Missile Throwers and Scanners are usually the Smallest Pieces of Standard Equipment in the game. Another Option is Missile Thrower and a Trethone Weaopn. Trethone weapons have the unique property of slowing an opposing ship. This allows time and revenue to be spent on other things besides searching for a new hull. PLANETSIDE ANTI-DOMINATOR MISSION NOTE To avoid Jail time after give the First and most Humble Account to a Planetary Government. They may adopt an attitude of Bad toward you but you can work out that situation without Jail time. EQUIPMENT NOTE In the long run the only Equipment that doesn't need to be Gaalian (to reduce maintenance cost) is the Hull, Weapons and the Gripper. Only use Artifacts AKA. Special Equipment when necessary. This reduces wear and tear; and reduces repair costs. TRADE ISSUES 1) You can shadow Pirate vs. Commerce Battles from Start of game to pick up Spare Cargo or Spare Parts. 2) Prices are always given for all items. You are Free while fighting Dominators or even in some Pirate vs. Commerce Battles to Drop one of your items for a More expensive item. 3) Always use Search Utility in News Window. Type Planet for nearest 30 planets. Info Including Trade Information & Any Search whether it Nets 1 or many results is always only 3 credits. 4) Market Analysis from Business Centers is also a good source of trade info. 5) Make use of News Reports and Government Official Comments for trade info. This can shorten your time for getting Trade info from the Search Utility. 6) Always verify News Reports and Government Official Comments against the Search utility. PLANETARY BATTLE TRAINING Build a Robot with 3 of the best weapons you can put on it, a Mortar and a Repairer Unit. Bots will be able to Repair each other and Fight in battle. If needed use one member of the Phalanx to Fire 1st Round and the Rest for Fire Support. This may work in other Land Campaigns outside of Training. (Continued on page 3) REPAIR DROID EFFICENCY To be useful in combat conditions Repair Droid Efficiency should never fall too far below 5% of hull size. Example: 310-330 Hull size should be 12-16 points of Damage. SPACE BATTLE TRAINING Before IP-37 Battle: Trade to get currency and purchase whatever upgrades are necessary. Feel free to Trade and Shop in Several Systems. A Scanner with your radar enables you to get Structure data on some ships and an idea of what damage their taking during combat. This helps in all combat or prospective combat to determine your chances of wining the engagement. This also helps you to determine if maneuvers are in order to give your droid time for Hull repair before you go back on the Attack. STAR MAPS & PLANETARY PROBES Government will assign missions for the farthest reaches you have mapped out. News about trade will also tend to be about the Farthest reaches you have mapped out. Only get Probes that have values in at least two of the three categories water, plains and mountains. Get New Star Maps only when you've got the Sub-modem from the pirates; or war aims dictate you need a new Star Map. The SUB-MODEM is key to victory against the Terronoids . The Pirates won't offer the SUB-MODEM until 3305-3310. On the War Aims side of things a key system for the Dominators is always Gralghar. Type Gral in the search engine and get the sector this system is in and buy Star Maps going in that general direction. This system is usually in the KIO sector at the opposite end of the galaxy from where you start. Your starting system is always a Coalition Stronghold. Nothing gives Experience points or improves reputation like killing Dominators. Engines and the War Aim Side: The Splash Type Engine is the First Engine that with a Science Base Upgrade and if needed the right Micro-module can travel up to 40 Parsecs and give Fast Ship Speed in most situations. A Long Range and Speed can be extremely helpful in Fighting the Dominators and accomplishing missions. ACCEPTING ANTI-PIRACY MISSIONS FROM GOVERNMENTS Careful when accepting these missions. Think about declining if Pirate is located at the Edge of your Mapped Star Systems. The Pirate can always slip into unknown Star Systems. Catching one Pirate is not worth the complications of buying a Star Map Early. This leaves you more likely to have the much smaller complications of Failing the mission. MILITARY & PIRATE BASES Cheap Repairs are in this Cheapest to most Expensive Order; Military Base & Pirate Base. PIRATE BASES do ARTIFACT (SPEC EQUIP REPAIRS). To Qualify for Discounts, Always Ask Base Commander for REPAIRS. One way to Reduce Repair Costs is to put all parts that aren't in urgent need of repair either in STORAGE or your ship's hold and repair only the Urgent Repair items. (Continued on pg. 4 HOSTILE GOVERNMENTS/PLANETS Hostile Governments can be bribed through talking with their Battleships they send after you. One positive side of Spending time in Jail, is that all the governments that have a Beef with you in that sector will have at least Good relations with you when you get out of Jail. GUNS AND MISSILES The Best Coalition Guns are the Atomic Vision, Disintegrator and Turbogravir. The Best Dominator Guns are the IMHO-9000, Vertix and TORPEDO APPARATUS. For best results some combo of 5 out of 6 of these will be required and you will eventually need a ship with 5 Gun Slots. Buy Missile Throwers that are under 20 Spaces in size and Stockpile them on various planets. This way you can pick them up on the way to a battle or land and install them as needed and you won't find yourself trying to pay reload fees (while low on Credits) and fight Dominators at the same time. BUSINESS CENTERS If your Problem is with Governments (plural) and Planets (plural) and you don't care to Change Species. The Business Center in it's Investments division offers many charitable subsidies you can make. There are also investments you can make in building Pirate Bases, Military Bases and Ranger Centers. Investments in Navy Fleets will improve your standing on just one planet. Also Investments into Military bases and Ranger Centers will get you promoted in the Rangers or the Military. Subsidies to Poor Rangers, to Families that have lost their Loved ones in the War and building Ranger Centers will improve your relations with your Fellow Rangers. Sometimes in the SPACE RANGERS world as in the real world it takes money to make money. Take loans only to help with enough cash to buy enough cargo for a lucrative trade. Pay back loans as soon as possible. (One other thought; Small loans with Long repayment times can be useful for Building Ranger Centers or Military Bases and advancing you in terms of Ranger experience points or Military Rank.) Paying off your loan qualifies you for larger future loans. Warning: With a Species change you can escape all past vices except for the VICE OF BAD CREDIT. Penalties for Unpaid Loans include Seesaw relationships with planets and species and spending much time in Jail because everyone frames you for Financial Frauds and for any and Every Crime in the Universe. Sure Fire Way to Pay Off Loans: When you have a Engine Range of 30-40 Parsecs, make sure there is a Trade Route with all destinations within your Range. Borrow what money you need to; Trade until you have the money owed plus profit. This strategy not only assures loan repayment but it will get you back to substantial profit within a few days to a few months time. (Continued on pg. 5) BLACK HOLES or WORM HOLES If Auto Combat isn't working for you, pilot your ship yourself and constantly keep firing. After Killing Keller or Sending him to the Klissians; look for a Silver Triangle and Break (shoot) through any barriers and use the Triangle as an Emergency exit: Unless there's enough of your ship left to destroy the remaining Kelleroids in a more conventional manner. REFUSING A GOVERNMENT MISSION Refusing a Government Mission won't damage your relations with a Planet!!! P.S. Don't ever refuse an RTS Mission (Land Mission) against the Dominators. If you do you won't get any more RTS Missions. HOW TO BE A PART-TIME PIRATE Repair Prices and Node Prices at Pirate Bases are based on your Pirate Rating. If your Pirate Rating is high enough Repair Prices will be cheaper than at Military Bases. Pirate Bases are the Other Place besides Science Bases where Artifacts can be repaired. The easiest way to be a Part-Time Pirate is to play, Jo Jo Krako (Bella Can't make a Date with a Broad Unless I Know about it) Listen to Merchant Communications and when they offer Credits or Cargo to Pirates; you offer to leave them alone if they'll share some Credits or Cargo with you. PART-TIME PIRATE ROAD RULES When asking for Credits, if the Merchant ship in question has already paid a Pirate ask them for the smallest amount you can ask for. When the Pirate has refused their offer for credits ask for a few less credits than what the Pirate refused. If the Merchant ship has no credits than ask for cargo. This will make negotiations quick and the Merchants relationship to you won't suffer as much. Missiles keep pursuing a target after you've made peace. (don't use unless you intend to destroy a target) Careful, with Peleng Pirates go after with only Guns and pursue for Credits or Cargo. Peleng Pirates are often cozy with Peleng Planetary governments. ENGINE PURCHASE Avoid the Shortest Time Frame for Missions until after you purchase and if not already upgraded, upgrade the first Engine you buy; (DOUBLE ENGINE SOLUTION) One Solution to Wear and Tear on an Engine from use of Thrust Ability is to keep 2 Engines. One for regular use and one for thrusting. This cuts down on repair cost, if your thrust engine has the Cent Micro- Module the thrust engine lasts longer and this solution works even better. This solution requires 2 Engines that are small compared to the ship you are using. This solution also enables you to maintain good regular speeds and good thrusting speeds. (Continued on pg. 6) SCIENCE BASES Science Bases don't offer Repair discounts and can cost more than most other places for repairs. Science Bases also pay Full market Value for Dominator parts regardless of Rangers Trading Skill. Dominator Parts Note: When turning in Dominator Parts shop around between the 3 departments for the department that will give you 2X value on the greatest number of items. It's Coalition Research but your credits. Artifact Note: The Probability Analyzer only works if you have a scanner. Science Bases develop the "Logical Denial" software that can be used to Persuade Blazer to Join the Coalition. Science Bases also develop custom software for dealing with Keller and Terron. In a game on Custom Settings, Science bases set to the Dumb Setting will take 50-80yrs game time to Develop all 3 types of Anti-Dominator Software. On higher Settings R & D is 20-30yrs game time. Science Bases DO ARTIFACT REPAIR (SPEC EQUIP REPAIRS) & DO STANDARD EQUIP UPGRADES SMUGGLER'S BLUES If Accepting a Mission on the same planet you intend to Trade in illegal goods with. Make your deal with the Government First. Afterwards Fracture a law or two. The government can refuse you a mission if their attitude toward you isn't Good or Excellent. However, they can't prevent you from doing a Mission that you've already contracted with them to do. Another thing you can do along Smuggler's Blues lines is sell illegal goods first and then report a completed mission to the Government. This way your reputation stays at least good enough for more trading and often good enough to get another Mission. SKILLS NOTES Accuracy and Maneuverability are the best starting skills, this insures that you'll always have these skills even when not on Stimulants. The First Level for Each these skills come in handy against Merchants and Pirates. To Cut Down on ship maintenance costs and get the most probes; develop Technician Skill First. Trading Skill, dictates what you can sell old hardware (ship parts) you come across for. If you want to be the Best Fred Sanford you can be don't sell old hardware without the top trading skill. (unless you're desperate for credits) Charisma, reduces peoples negative reactions to your actions and increases their positive reactions to your actions. Pay for Government Missions increases overtime regardless of your skill level in this area. (i.e. After a Certain point all Planetary governments figure that you won't work for much less that 1000 Ranger Points and 10K in Credits.) Leadership is Discussed in Detail in the Section: CONVOYS. One advantage to Charisma and Leadership skills is that they require the least experience points to get to the top level. (Continued on Page 7) HULLS AND ENGINES The Manual Hints at this but won't come right out and say it, for optimum speed even with an upgraded Temporal Engine. Don't use a Hull Greater in size than 1000. Anything Greater and the weight of the Hull itself will slow down engine speed considerably. For a good combination of Speed and Spaciousness something in the 800's in size will do. However to stand the best chance of withstanding the Attrition Slug Fest with Dominator Bosses, the Closer the weight of your ship is to 1000 in Hull Size, the better. For a combination of Good Ship Speed and the ability to handle Dominator Attrition Slug Fests a Ship of 500-550 Hull Size with some good Leadership Skills and good Followers works best. RTS BATTLE ABOARD TERRON Terron thinks he's a planet, with rebel forces on the surface. So, if you get permission to board you will have an RTS mission. Like the Training RTS mission the Enemy will not take the offensive. However, the enemy will use it's ability to produce Robots and you can't produce any new robots. Also, your forces are divided into two separate camps on opposite sides of the planet. One of the camps has four repair droids. One goal will be to unite your forces. The penalty for failure is that Terron will keep on fighting. Success means that Terron will self destruct. SHIP and CHARACTER DEVELOPMENT RECOMMENDATION A good ship makes Mission's easier to do and more missions possible to do. So, despite all that can happen in the life of a SPACE RANGER; after the Training Missions, concentrate on Trade First, Buying and Upgrading Equipment Second and Missions third. OVERALL STRATEGY FOR FIGHTING DOMINATORS Kelleroid, Terronoid and Blazeroid Dominators fight each other as well as the Coalition. This fighting with each other means they find it difficult to control more than 1/3 of Coalition Space at anytime. If you start eliminating Dominator classes (types) early the remaining kinds of dominators will find it easier to control Half or more than Half of Coalition Space and Complicate your War Efforts against them. The easiest way to defeat them is to wait for Coalition Science Bases to Develop their Kelleroid Software and use it to Defeat Kelleroid inside of a Black Hole. The best weapon against Kelleroid inside Black Holes is Missile Throwers (the more the merrier). The other two Dominator series will be easier to defeat than Kelleroid and at that point you should have the Terronoid software. An alternate Strategy is if you have Blazeroid and Terronoid (thank you Pirates) software before you have an opportunity to use Kelleroid Software, take out Blazeroid and Terronoid in quick succession and then you will only have the A-Team (Guerrilla) fighting Kelleroids to take on and the Coalition will Control 90% of Coalition space. A third Strategy is to take out Kelleroid first and then Terronoid in quick succession and then wait for Science Bases to develop the Blazeroid 'Logical Denial' software. (Continued on pg. 8) CREATIVE USE OF MILITARY SHIPS If Military ships ask for your assistance grounding (getting a Pirate to Land on A Planet) or destroying a pirate; feel free to give it. If a Military ship is traveling on other business and you want to destroy a pirate feel free to ask. Either way they can use their Missiles and you can save some or all of yours while you take out a pirate. ULTIMATE ENGINE An upgraded Temporal Engine with at least a 47 Parsec Range and then add an Exploder Micro-module to the engine. This will Reduce the Range by 7 but increase the speed by 150; Other Micro-modules that also increase speed by at least 150 may also be useful. TACTICAL STRATEGY FOR FIGHTING DOMINATORS (Individual Battles) RANGERS are better suited to liberating a system than defending one. Leave System Defense to the Military unless a system has a Space Station or Stations that are critical to your operations. This will increase the length service (useful lifetime) of any partners-squad mates you have and make it highly unlikely that you will be caught and killed by Dominators on a inhabited planet when they take over a system. One more thing you get more Experience points and Military points and there's more Dominator parts to choose from when taking out Bigger Dominator ships vs. Smaller Dominator Ships. When possible take out bigger Dominator Ships First! DIFFERENT SPECIES AND HEALTH ISSUES Gaalians, Maloqs, and Faeyans can develop health conditions that give them certain advantages. Gaalians can develop New Malozone (Gaalian Pregnancy) which increases their Accuracy and Maneuverability but makes trade in Food and Medicine Illegal on All Planets. Maloqs can develop the Grand Malossossus which increases Leadership and Trade Skills but due to weight gain decreases the speed of the ship. Faeyans can develop Aka Seziyanka which increases Trade Skill, but decreases Accuracy, Maneuverability and Tech Skills and can cause Faeyans to Jetison their own equipment on board their ship. Humans have average health in that they have no health conditions that only affect their species. Pelengs have the worst Health in the Galaxy. The disease peculiar to them Bitter Pelenosha results in them damaging their own equipment onboard their ship. Unlike the conditions peculiar to the Gaalians and Maloqs. This condition has no advantages. (Finished on pg. 9) CONVOYS Followers can be used in a Convoy fashion to protect each other from Pirates. This results in almost always defeating Pirates and sometimes destroying them. Convoys can also be helpful in Escort missions. When using your squad as a Convoy Planets and their Militaries will be after individual Convoy members less often and they'll spend less time in Jail. To get the most use (longest lifespan) out of each follower be careful about what situations you put your squad in when they fight Dominators and for the most part only fight pirates when they attack Convoy members or a ship you are escorting. A LAST RESORT SCENARIO a Convoy can be useful in is if a Planet sends only a couple of Military Ships after a Convoy member. The Convoy can easily defeat this kind of patrol; however you'll have to change your Species/Identity a short time later. Another use for Convoys is to defeat a Wayward Ranger who decides to attack a Convoy member. One more Convoy thought; Convoys don't have a static membership like the Fantastic 4, membership changes from time to time and may even break up altogether; membership is more like the Avengers. CREDITS Thank you 1C, Elemental Games and Cinemaware Marquee for making a Sci-Fi game in which the player can play each and every one of several sides at sometime during the game.