Campaign: Difference between revisions
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Campaign mode is a special gameplay mode available only at Planets.nu. In campaign games, players can use new ships and racial abilities not available in Standard or Classic modes. In order to unlock these new ships and abilities, players must spend Campaign points that they earn through playing. When a player creates a new account, they start with some Campaign points and can unlock a few abilities. They gain further points by playing games, each time they conquer a new planet, and by winning games. Points are shown as "Megacredits" on your player's "homeworld" page. These MC can be spend for more advantages. | |||
The new Campaign ships and racial abilities are designed to balance out the game somewhat, and make the game more fun. A lot of the ships in the original VGA Planets were "useless", so updated versions of them have been created that now have a function. Some of the races were considered weaker than others, so some of the new features are intended to redress that to some extent. Some of the Campaign abilities have also migrated into Standard over time, such as [http://help.planets.nu/adv-2x-faster-beams Fascist Double Beams], [http://help.planets.nu/adv-starbase-fighter-transfer Starbase Fighter Transfer] (Empire), and [[Cloak and Intercept]] (Birds). | |||
In 2019, Planets.nu [http://planets.nu/#/post/kin-a-new-currency-for-planets announced] the use of Kin, a new cryptocurrency, in association with Campaign points. Earning Campaign points happens concurrently with earning Kin, and they can be traded with one another. | |||
== Advantage Points == | |||
In most games, you are allowed to use up to 500 advantage points for your race. This includes to total advantage point value of the ships and racial abilities you turn on. Some abilities can be disabled and others can be enabled, altering the number of advantage points available for you to use. | |||
By default, races have different starting values, reflecting their perceived power in the game balance. For example, Cyborg, widely considered the most powerful race, starts with 500 advantage points. Thus, in order for Cyborg to use a new advantage, first it would have to disable an existing advantage. Weaker races will start with a lower number of advantage points, which gives them room to activate more abilities. | |||
[[Category: | {| border="1" class="wikitable" | ||
!Race | |||
!Adv. Points | |||
|- | |||
| [[The Solar Federation|Fed]] | |||
| style="text-align: right" | 475 | |||
|- | |||
| [[The Lizard Alliance|Lizard]] | |||
| style="text-align: right" | 490 | |||
|- | |||
| [[The Empire of Birds|Bird Man]] | |||
| style="text-align: right" | 455 | |||
|- | |||
| [[The Fascist Empire|Fascist]] | |||
| style="text-align: right" | 455 | |||
|- | |||
| [[The Privateer Bands|Privateer]] | |||
| style="text-align: right" | 490 | |||
|- | |||
| [[The Cyborg|Cyborg]] | |||
| style="text-align: right" | 500 | |||
|- | |||
| [[The Crystal Confederation|Crystalline]] | |||
| style="text-align: right" | 455 | |||
|- | |||
| [[The Evil Empire|Empire]] | |||
| style="text-align: right" | 480 | |||
|- | |||
| [[The Robotic Imperium|Robotic]] | |||
| style="text-align: right" | 475 | |||
|- | |||
| [[The Rebel Confederation|Rebel]] | |||
| style="text-align: right" | 445 | |||
|- | |||
| [[The Missing Colonies of Man|Colonial]] | |||
| style="text-align: right" | 455 | |||
|} | |||
Bear in mind that all races can lay mines up to 150 LY, which is worth a total of 100 advantage. However, 30 advantage can be freed by reducing the maximum radius to 100 LY. Likewise, races that can clone can remove cloning to free an additional 10 advantage, or can upgrade to advanced cloning for 55 advantage more. | |||
=== Locked Advantages === | |||
As some tech of each race cannot be disabled, each race has also been assigned a locked advantage value. This is the ''absolute'' minimum a race would have if they were to disable ''everything'' worth something that they can disable. | |||
== Resources == | |||
As of May 2019, Planets.nu [http://planets.nu/#/post/major-changes-to-campaign-reward-system announced] major changes to the Campaign points system. Whereas previously each player received resources of duranium, tritanium, molybdenum and megacredits as campaign resources to spend, this system was done away with. It was replaced with new a system using only one resource, megacredits. In addition, whereas in the past, resources you earned were segregated by race, now any campaign points you earned are pooled together. So you can unlock items from any race with campaign points that you earn. | |||
[[Planet]]s captured during the game (for the ''first'' time) or maintained when the game ends will contribute to officers' resource pools. Even [[Debris Disks|Planetoids]], which do not influence victory conditions, contribute towards campaign resources. Earning resources applies only to public games. | |||
''The amount of points you receive has historically been affected by your tenacity rating. | |||
=== End of game bonuses === | |||
When an officer survives the game, he is given another boost in resources. | |||
You are awarded based on the number of planets you've maintained. | |||
''This has been historically been modified by the following factors, multiplied to your points earned: <br> | |||
: ''v'' is the victory bonus (currently x1-x6)<br> | |||
: ''t'' is your tenacity <br> | |||
: ''l'' is the number of turns you played (1 - 0.02 for each turn short of 50). <br> | |||
{{NuhostOnly}} | |||
== Additional Information == | |||
* [http://cssolexp.mygamesonline.org/addons/nuCampaign/ Campaign Simulator] | |||
[[Category:NuHost Addons]] |
Latest revision as of 07:07, 23 April 2021
Campaign mode is a special gameplay mode available only at Planets.nu. In campaign games, players can use new ships and racial abilities not available in Standard or Classic modes. In order to unlock these new ships and abilities, players must spend Campaign points that they earn through playing. When a player creates a new account, they start with some Campaign points and can unlock a few abilities. They gain further points by playing games, each time they conquer a new planet, and by winning games. Points are shown as "Megacredits" on your player's "homeworld" page. These MC can be spend for more advantages.
The new Campaign ships and racial abilities are designed to balance out the game somewhat, and make the game more fun. A lot of the ships in the original VGA Planets were "useless", so updated versions of them have been created that now have a function. Some of the races were considered weaker than others, so some of the new features are intended to redress that to some extent. Some of the Campaign abilities have also migrated into Standard over time, such as Fascist Double Beams, Starbase Fighter Transfer (Empire), and Cloak and Intercept (Birds).
In 2019, Planets.nu announced the use of Kin, a new cryptocurrency, in association with Campaign points. Earning Campaign points happens concurrently with earning Kin, and they can be traded with one another.
Advantage Points
In most games, you are allowed to use up to 500 advantage points for your race. This includes to total advantage point value of the ships and racial abilities you turn on. Some abilities can be disabled and others can be enabled, altering the number of advantage points available for you to use.
By default, races have different starting values, reflecting their perceived power in the game balance. For example, Cyborg, widely considered the most powerful race, starts with 500 advantage points. Thus, in order for Cyborg to use a new advantage, first it would have to disable an existing advantage. Weaker races will start with a lower number of advantage points, which gives them room to activate more abilities.
Race | Adv. Points |
---|---|
Fed | 475 |
Lizard | 490 |
Bird Man | 455 |
Fascist | 455 |
Privateer | 490 |
Cyborg | 500 |
Crystalline | 455 |
Empire | 480 |
Robotic | 475 |
Rebel | 445 |
Colonial | 455 |
Bear in mind that all races can lay mines up to 150 LY, which is worth a total of 100 advantage. However, 30 advantage can be freed by reducing the maximum radius to 100 LY. Likewise, races that can clone can remove cloning to free an additional 10 advantage, or can upgrade to advanced cloning for 55 advantage more.
Locked Advantages
As some tech of each race cannot be disabled, each race has also been assigned a locked advantage value. This is the absolute minimum a race would have if they were to disable everything worth something that they can disable.
Resources
As of May 2019, Planets.nu announced major changes to the Campaign points system. Whereas previously each player received resources of duranium, tritanium, molybdenum and megacredits as campaign resources to spend, this system was done away with. It was replaced with new a system using only one resource, megacredits. In addition, whereas in the past, resources you earned were segregated by race, now any campaign points you earned are pooled together. So you can unlock items from any race with campaign points that you earn.
Planets captured during the game (for the first time) or maintained when the game ends will contribute to officers' resource pools. Even Planetoids, which do not influence victory conditions, contribute towards campaign resources. Earning resources applies only to public games.
The amount of points you receive has historically been affected by your tenacity rating.
End of game bonuses
When an officer survives the game, he is given another boost in resources.
You are awarded based on the number of planets you've maintained.
This has been historically been modified by the following factors, multiplied to your points earned:
- v is the victory bonus (currently x1-x6)
- t is your tenacity
- l is the number of turns you played (1 - 0.02 for each turn short of 50).
Differences between NuHost and Host 3.22
This element is available only to NuHost.