The Horwasp Plague: Difference between revisions

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  |raceicon=Feds_Race_Icon_Nu.png
  |raceicon=Feds_Race_Icon_Nu.png
  |racename=The Horwasp Plague
  |racename=The Horwasp Plague
  |RaceDescription='''The Horwasp Plague''' The Horwasp are a unique species available only at Planets.nu. The Horwasp are currently in early testing (Alpha 2, as of this writing) and can therefore be expected to change quickly. As a result, documentation you read about them may not be up to date. Horwasp are currently only available to paying members of Planets.nu.
  |RaceDescription='''The Horwasp Plague''' The Horwasp are an add-on race available only at Planets.nu. The Horwasp are an inter-dimensional species that are invading known space. Little is known about them, but they are widely feared for their destructive and chaotic power. They are very different from every other race in Planets, having no starbases, not using factories or mines, not using supplies or MC and not taxing natives. The Horwasp may not share intel or make an alliance with non-Horwasp players. They also cannot capture ships, have their ships captured, or give or receive ships with another player.


  |RaceCharacteristics=The Horwasp are an inter-dimensional species that are invading known space. Little is known about them, but they are widely feared for their destructive and chaotic power. They are very different from every other race in Planets, having no starbases, not using factories or mines, not using supplies or MC and not taxing natives. The Horwasp may not share intel or make an alliance with non-Horwasp players. They also cannot capture ships, have their ships captured, or give or receive ships with another player.  
The Horwasp are currently in early testing (Alpha 2, as of this writing) and can therefore be expected to change quickly. As a result, documentation you read about them may not be up to date. Horwasp are currently only available to paying members of Planets.nu.
  |RaceCharacteristics=
Horwasp population only grows by consuming natives on planets they control. The Horwasp automatically stop consuming natives once they are at the limit of what they can sustainably feed themselves with (as of Alpha 2). If there are no natives on a planet to feed on, the Horwasp will slowly starve. Horwasp can land a small pod full of clans on a native planet and quickly grow in size within a few turns. This rapid growth allows Horwasp to spread from that planet to nearby planets for further colonization or attack. (Perhaps this rapid spread is why they are called a "plague").  


To grow their population, they must consume natives. The Horwasp automatically stop consuming natives once they are at the limit of what they can sustainably feed themselves with (as of Alpha 2). If there are no natives on a planet to feed on, the Horwasp will slowly starve. Horwasp can land a small pod full of clans on a native planet and quickly grow in size within a few turns, allowing it to start spreading pods to nearby planets for further colonization or attack. (Perhaps this is why they are called the "plague", as they can spread in a rapid, deadly manner). Horwasp pods are non-steerable ships that are aimed from one planet to another. Pods travel slowly, at warp 6, and are hard to detect, being detectable only at 25 LY, or at 50 LY if they have weapons. Whenever a Horwasp ship is destroyed, small numbers of clans are deposited on nearby planets and initiate ground combat.
The combat strength of Horwasp ships is determined by the number of clans on board. Horwasp ships do not use ammo, but instead rely on their "psycho-kinetic energies" as weapons, which are based on the number of clans on board. When a Horwasp ship is full, it has Mk. 8 torps and Heavy Phasers. In combat, torps never run out, while fighters regenerate after each combat round. Horwasp pods are non-steerable ships that are launched from planets, usually to another planet. Pods travel slowly, at warp 6, and are hard to detect, being detectable only at 25 LY, or at 50 LY if they have weapons.
 
Horwasp can build any ship at any colony, provided they have enough clans and minerals to build it. Clans are consumed to manufacture a ship or pod, so a planet's population will go down from construction. The combat strength of the ship is determined by the number of clans of clans on board. Horwasp ships do not use ammo, but instead rely on their "psycho-kinetic energies" as weapons, which are based on the number of clans on board. When a Horwasp ship is full, it has Mk. 8 torps and Heavy Phasers. In combat, torps never run out, while fighters regenerate after each combat round.
  |StrategyGuides=
  |StrategyGuides=
  |RacialAbilities=
  |RacialAbilities=
The Horwasp main abilities  
The Horwasp main abilities  
* Psychic Scanning - Ability to detect enemy ships regardless of cloak or environmental conditions. Also detects enemy colonies and starbases. Range is 150 LY.<br>
* Rock Attacks - Ability to hurl rock at other planets, causing major damage to enemies.<br>
* Swarming - Whenever a Horwasp ship is destroyed, small numbers of clans aboard are deposited on nearby planets and initiate ground combat.<br>
* Ship-building Planets - Ships can be built from any colony. Horwasp can build any ship at any colony, provided they have enough clans and minerals to build it. Clans are consumed to manufacture a ship or pod, so a planet's population will go down from construction.


Disadvantages:
* Reduced Diplomacy - Cannot share intel or make alliance with other players, unless Horwasp.


The main race characteristics that distinguish the Horwasp from other races are:
Horwasp colonies can be neglected and they will auto-manage themselves. They follow a particular order upon planetfall:
*  
* Harvest natives. (Will harvest until at equilibrium with native population and can feed without causing de-population)
* Burrow - Will dig planet defenses until 100% (1 burrow for each clan). Takes 4 turns for 1 clan to build 1 burrow. Burrows affect ship combat but not ground combat.
* Mine - workers will mine until planet is depleted of minerals.
* Terraform - workers will terraform planet until at 50 degrees.
* Rest. (If there are burrows, Horwasp consume half their normal food)


Disadvantages:
*
  |ShipList=
  |ShipList=
  |ImportantShips=
  |ImportantShips=

Revision as of 07:59, 27 October 2017

The Horwasp Plague race icon from VGA Planets Nu

The Horwasp Plague The Horwasp are an add-on race available only at Planets.nu. The Horwasp are an inter-dimensional species that are invading known space. Little is known about them, but they are widely feared for their destructive and chaotic power. They are very different from every other race in Planets, having no starbases, not using factories or mines, not using supplies or MC and not taxing natives. The Horwasp may not share intel or make an alliance with non-Horwasp players. They also cannot capture ships, have their ships captured, or give or receive ships with another player.

The Horwasp are currently in early testing (Alpha 2, as of this writing) and can therefore be expected to change quickly. As a result, documentation you read about them may not be up to date. Horwasp are currently only available to paying members of Planets.nu.

Race Characteristics

Horwasp population only grows by consuming natives on planets they control. The Horwasp automatically stop consuming natives once they are at the limit of what they can sustainably feed themselves with (as of Alpha 2). If there are no natives on a planet to feed on, the Horwasp will slowly starve. Horwasp can land a small pod full of clans on a native planet and quickly grow in size within a few turns. This rapid growth allows Horwasp to spread from that planet to nearby planets for further colonization or attack. (Perhaps this rapid spread is why they are called a "plague").

The combat strength of Horwasp ships is determined by the number of clans on board. Horwasp ships do not use ammo, but instead rely on their "psycho-kinetic energies" as weapons, which are based on the number of clans on board. When a Horwasp ship is full, it has Mk. 8 torps and Heavy Phasers. In combat, torps never run out, while fighters regenerate after each combat round. Horwasp pods are non-steerable ships that are launched from planets, usually to another planet. Pods travel slowly, at warp 6, and are hard to detect, being detectable only at 25 LY, or at 50 LY if they have weapons.

Strategy Guides

Racial Abilities

The Horwasp main abilities

  • Psychic Scanning - Ability to detect enemy ships regardless of cloak or environmental conditions. Also detects enemy colonies and starbases. Range is 150 LY.
  • Rock Attacks - Ability to hurl rock at other planets, causing major damage to enemies.
  • Swarming - Whenever a Horwasp ship is destroyed, small numbers of clans aboard are deposited on nearby planets and initiate ground combat.
  • Ship-building Planets - Ships can be built from any colony. Horwasp can build any ship at any colony, provided they have enough clans and minerals to build it. Clans are consumed to manufacture a ship or pod, so a planet's population will go down from construction.

Disadvantages:

  • Reduced Diplomacy - Cannot share intel or make alliance with other players, unless Horwasp.

Horwasp colonies can be neglected and they will auto-manage themselves. They follow a particular order upon planetfall:

  • Harvest natives. (Will harvest until at equilibrium with native population and can feed without causing de-population)
  • Burrow - Will dig planet defenses until 100% (1 burrow for each clan). Takes 4 turns for 1 clan to build 1 burrow. Burrows affect ship combat but not ground combat.
  • Mine - workers will mine until planet is depleted of minerals.
  • Terraform - workers will terraform planet until at 50 degrees.
  • Rest. (If there are burrows, Horwasp consume half their normal food)

Ship List

See The master ship list for a list of The Horwasp Plague ships.

Important Ships

Only the most useful ships will be mentioned here.

Strategy

Overall Strategy

Set StrategyOverall= in this page.

Early Game

Start with...

Midgame

See if ...

Endgame

Get...

Notes

With the Horwasp,

Alliances

Overall

Your main value as an ally is in:
1. Transfer Natives to others planets
You mainly want from an alliance:
1.

The Solar Federation

The Lizard Alliance

The Empire of Birds

The Fascist Empire

The Privateer Bands

The Cyborg

The Crystal Confederation

The Evil Empire

The Robotic Imperium

The Rebel Confederation

The Missing Colonies of Man

Enemies

Overall

The Solar Federation

The Lizard Alliance

The Empire of Birds

The Fascist Empire

The Privateer Bands

The Cyborg

The Crystal Confederation

The Evil Empire

The Robotic Imperium

The Rebel Confederation

The Missing Colonies of Man