Difference between revisions of "User:Aloe/Pod Wars"

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|Combat Dinghy
|Combat Dinghy
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|A cheap, speedy combat putt. Comes equipped with an unremovable, low-range version of the [[Space_Pod#Dual_Phasers | MK 1.5 phaser]], 100 max health, and a 1.7 speed multiplier. Can be constructed for free from the pod fabricators in both team's hangars.
|A cheap, speedy combat putt. Comes equipped with an unremovable, low-range version of the [[Space_Pod#Dual_Phasers | MK 1.5 phaser]], 100 max health, and a 1.7 speed multiplier. Can be constructed for free from the pod builders in both team's hangars.


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Revision as of 07:19, 3 June 2021

MechanicNew64.png This page is under construction.
The following information may be incomplete.
The Pod Wars game mode is still new, and is undergoing various balance changes and updates at the moment. Information may become outdated very quickly. In addition, this page is currently being worked on.


Welcome to the Front Lines

The Battleground

Yes, it is that big.
  • Home Ships
    • NSV Pytheas
      • The NanoTrasen team's home base. It boasts a large hangar, a hi-tech medbay with an automatic cloner, a mining section to the west, and even a bar! The Pytheas is defended by an automated turret system which will shoot anyone without a valid NT ID.
    • Lodbrok
      • The base of operations for the Syndicate team. It has all of the same systems as the Pytheas, but the layout is significantly different.
  • Control Points
    • Fortuna
      • The largest of the control points. Controlling this station grants access to an upgraded medbay capable of producing more powerful medicines than those on the home ships.
    • UVB-67
      • A claustrophobic arena, with little interior space and asteroid walls on 3 sides. Expect close-quarters combat here, as the tight walls and limited number of entry points mean that this outpost will be well-fortified against an assault.
    • NSV Reliant
      • Smack dab in the middle of the map is the Reliant. The location means that whichever team holds this ship has an easy forward base to push from, but also ensures that this point is hotly contested at all times.
  • Minor Locations
    • Mining Outpost
      • A fully functional mining outpost. Comes with mining gear, Nano-Fabs, and a mining magnet (some assembly required).
    • Cheesy Chuck's
      • A cozy restaurant with a serviceable kitchen, a fryer, and cheese. A LOT of cheese.
    • DORGUN'S
      • Everything you need for a functional space shuttle. Which... really isn't much at all.
    • Nancy's
      • A deserted trading post. The backroom contains some boxes of goods- mostly junk, but you might find something useful.
    • LS Greater Things Await You
      • A shattered wreck.
    • LS Brightwell
      • A compact ship equipped with a couple rechargers.

Equipment

Starter Gear

Name Icon Description
Pilot Helmet Iiam.png A helmet to protect you from space (and your enemies).
Pilot Armor Iiam.png An armored space suit to keep you warm in the cold of space, and keep you cool in the heat of battle.
SWAT Gloves Iiam.png A set of armored gloves, built for close-quarters combat. They grant you some electrical and thermal resistance, and have a 20% chance to block disarms and shoves.
Blaster Iiam.png A compact energy pistol which packs a punch. It's small enough to fit on your belt, but can't be crammed into your pockets. Your blaster deals 33 BURN per shot, takes 20 PUs to fire, and comes with a self-recharging cell- though with enough materials, you can get a better one. Blasters are biolocked to their owner's team, so you won't be able to fire blasters you steal from the enemy.
Survival Machete Iiam.png A last-ditch weapon, it can be used to slice up your enemies once you've exhausted all other options. It also makes for a decent throwing knife.

Other Gear

Name Icon Description
Basic Self-Charging Weapon Cell Iiam.png The default blaster cell. Has a 200 PU capacity and recharges 10 PU every process tick.
Standard Self-Charging Weapon Cell Iiam.png A solid blaster cell. Has a 300 PU capacity and recharges 15 PU every process tick.
Robust Self-Charging Weapon Cell Iiam.png A top-shelf blaster cell. Has a 350 PU capacity and recharges 30 PU every process tick.
Large Weapon Cell Iiam.png A large blaster cell which doesn't recharge. Has a 300 PU capacity.
Bubs Weapon Cell Iiam.png A fat and sassy blaster cell which doesn't recharge. Has a 500 PU capacity.
Barricade Deployer Iiam.png A kit of materials used to assemble a barricade. Barricades can be shot over, but not walked through, and have 100 health.
Blast Grenade Iiam.png A formidable anti-personnel grenade which explodes into a circle of 12 energy arcs, dealing 66 damage each.
Concussion Grenade Iiam.png A grenade which pushes and disorients enemies in a 3 by 3 area around it. Great for disarming a group of enemies, or just blasting the poor bastards into space.

Pod Types

Name Icon Description
Combat Dinghy Iiam.png A cheap, speedy combat putt. Comes equipped with an unremovable, low-range version of the MK 1.5 phaser, 100 max health, and a 1.7 speed multiplier. Can be constructed for free from the pod builders in both team's hangars.
Mining Dinghy Iiam.png A simple mining putt. Has an unremovable mining phaser, 100 max health, and a 1.7 speed multiplier. Can be constructed for free from the pod fabricators in both team's hangars. Fairly ineffective for actual mining- stick to a real mining tool.
Light Putt Iiam.png An average putt. Better than the free ones, but nothing scary. Has 150 health and an 0.8 speed multiplier.
Robust Putt Iiam.png A strong putt. These things can tank some hits, but the material costs make them difficult to produce if your miners aren't working overtime. Has 350 health and an 0.6 speed multiplier.
Light Pod Iiam.png The standard pod. Good for troop deployment or scouting, but will break down under any sort of sustained fire. Has 250 health and an 0.9 speed multiplier.
Robust Pod Iiam.png The best of the best. Will tank hits like nothing else- just make sure you give it a suitable weapon. Has 500 health and an 0.8 speed multiplier.