Zilla Class Battlecarrier: Difference between revisions

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  |Comments=This behemoth exhibits unique abilities exclusive to the Lizards.
  |Comments=This behemoth exhibits unique abilities exclusive to the Lizards.


The ship's ability to survive with up to 150% damage against planets makes it well suited to take out maxbases. As a late-game ship, its value in this role can be quite high, if you control several enemy homeworlds (which gives the Zilla more bays). In the early game, this ship is less remarkable, since it has only 5 bays. Since you can only build 1 of them in the early game, Zillas will not make a big difference to your fleet. It is also quite expensive in minerals (the most expensive in the game, in minerals:mass ratio), making it a bit less appealing to build before ship limit.  
The ship's ability to survive with up to 150% damage against planets makes it well suited to take out maxbases. Its special ability is you get +1 bay for every homeworld you control (including your own). As a late-game ship, its value in this role can be quite high, if you control several enemy homeworlds (which gives the Zilla more bays). In the early game, this ship is less remarkable, since it has only 6 bays. Since you can only build 1 of them in the early game, Zillas will not make a big difference to your fleet. It is also quite expensive in minerals (the most expensive in the game, in minerals:mass ratio), making it a bit less appealing to build before ship limit.  


Further adding to the Zilla's appeal as a late-game ship, it only costs 11 PP to build its 500 kt hull. This is quite light for a heavy carrier with 10 beams. The next most comparable carrier is the Virgo (625 kt), which costs 14 PP and is weaker against starbases since it lacks the 150% damage capacity. The Zilla is better than any [[Robot]] carrier at attacking starbases. The only ships comparable at destroying starbases are [[Gorbie_Class_Battlecarrier|Gorbies]], [[Biocide_Class_Carrier|Biocides]] and [[Nova_Class_Super-dreadnought|Novas]] (with quantum torps). If the Zilla gets extra bays, it can be even better than those ships. This is mostly due to its tidal force shield, which allows it to survive up to 150% damage against planets.
===On odds against Starbases===
*If you have 8+ bays, the Zilla will win ~95% of the time against a maxbase (with 100 planet defense posts).  
*If you have 8+ bays, the Zilla will win ~95% of the time against a maxbase (with 100 planet defense posts).  
*With the Zilla's default 5 bays, your odds to beat a maxbase with 100 planet dp is 70%. If planet dp are higher (200-300), the odds of victory are reduced to ~50%.
*With the Zilla's default 5 bays, your odds to beat a maxbase with 100 planet dp is 70%. If planet dp are higher (200-300), the odds of victory are reduced to ~50%.
  |Notes=The Zilla contains the following abilities and restrictions:
  |Notes=The Zilla contains the following abilities and restrictions:
* '''Emork's Spirit bonus''': Fights with one additional fighter bay for every homeworld you control. Maximum bays of the ship are 13.
* '''Emork's Spirit bonus''': Fights with one additional fighter bay for every homeworld you control. Maximum bays of the ship are 13.
* '''Tidal Force Shield''': Survives up to 149% damage when fighting [[planet]]s.  
* '''Tidal Force Shield''': Survives up to 150% damage when fighting [[planet]]s.  
* Can only be built at a homeworld [[planet]]. Has the unchangeable name "Spirit of (homeworld name)".
* Can only be built at a homeworld [[planet]]. Starts with the name, "Spirit of (homeworld name)". (Documentation says the Zilla can't be renamed, but this is false).
* Homeworlds may not build another Zilla until the old Zilla from that homeworld is no longer in play
* Homeworlds may not build another Zilla until the old Zilla from that homeworld is no longer in play.
* Will explode (like a glory device) if you lose control of that homeworld
* Will explode (like a glory device) if you lose control of that homeworld.
* If a Zilla is destroyed, captured or traded then the [[colonists]] on the linked homeworld get -100 [[happiness]].
* If a Zilla is destroyed, captured or traded then the [[colonists]] on the linked homeworld get -100 [[happiness]].
* If a Zilla is tow-captured or traded away then it is a 10/5 carrier without the spirit bonus. The Zilla can ''never'' be [[clone]]d
* If a Zilla is tow-captured or traded away then it is a 10/5 carrier without the spirit bonus. The Zilla can ''never'' be [[clone]]d.


=== External Links ===
=== External Links ===

Latest revision as of 23:57, 24 October 2022

The Zilla is a campaign-only ship at Planets.nu. It was designed by Emork the Lizard King, the champion of the Aries war.

Zilla Class Battlecarrier image from Planets Nu

Comments

This behemoth exhibits unique abilities exclusive to the Lizards.

The ship's ability to survive with up to 150% damage against planets makes it well suited to take out maxbases. Its special ability is you get +1 bay for every homeworld you control (including your own). As a late-game ship, its value in this role can be quite high, if you control several enemy homeworlds (which gives the Zilla more bays). In the early game, this ship is less remarkable, since it has only 6 bays. Since you can only build 1 of them in the early game, Zillas will not make a big difference to your fleet. It is also quite expensive in minerals (the most expensive in the game, in minerals:mass ratio), making it a bit less appealing to build before ship limit.

Further adding to the Zilla's appeal as a late-game ship, it only costs 11 PP to build its 500 kt hull. This is quite light for a heavy carrier with 10 beams. The next most comparable carrier is the Virgo (625 kt), which costs 14 PP and is weaker against starbases since it lacks the 150% damage capacity. The Zilla is better than any Robot carrier at attacking starbases. The only ships comparable at destroying starbases are Gorbies, Biocides and Novas (with quantum torps). If the Zilla gets extra bays, it can be even better than those ships. This is mostly due to its tidal force shield, which allows it to survive up to 150% damage against planets.

On odds against Starbases

  • If you have 8+ bays, the Zilla will win ~95% of the time against a maxbase (with 100 planet defense posts).
  • With the Zilla's default 5 bays, your odds to beat a maxbase with 100 planet dp is 70%. If planet dp are higher (200-300), the odds of victory are reduced to ~50%.

Built by

The Lizard Alliance

Hull specs

Name Tech Beams T/F En MC Dur Tri Mol Mass Cargo Fuel Crew Abilities Adv
Zilla Class Battlecarrier 10 10 0/5 4 2500 250 250 250 500 250 230 500 ESL 15


Notes

The Zilla contains the following abilities and restrictions:

  • Emork's Spirit bonus: Fights with one additional fighter bay for every homeworld you control. Maximum bays of the ship are 13.
  • Tidal Force Shield: Survives up to 150% damage when fighting planets.
  • Can only be built at a homeworld planet. Starts with the name, "Spirit of (homeworld name)". (Documentation says the Zilla can't be renamed, but this is false).
  • Homeworlds may not build another Zilla until the old Zilla from that homeworld is no longer in play.
  • Will explode (like a glory device) if you lose control of that homeworld.
  • If a Zilla is destroyed, captured or traded then the colonists on the linked homeworld get -100 happiness.
  • If a Zilla is tow-captured or traded away then it is a 10/5 carrier without the spirit bonus. The Zilla can never be cloned.

External Links

Link to the ship's announcement.

Addons

This ship design is exclusive to Campaign Mode.