The Horwasp Plague: Difference between revisions
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* The Hive is your mothership. It can carry 24,000 clans and has a fuel tank of 2800. While the fully-loaded Hive is powerful, it is less powerful than a [[Golem Class Baseship|Golem]]. Moving a fully-loaded Hive is incredibly expensive in fuel. It often makes more sense to send a relatively empty Hive to a planet with natives, and grow Horwasp clans there. | |||
**Important weapon benchmarks for the Hive:<br> | |||
::2,667 clans - Proton, X-ray<br> | |||
::5,334 clans - Mk. 2, Plasma<br> | |||
::13,334 clans - Mk. 4, Disruptor | |||
:*Try to avoid the Gamma bomb tech level, between 8,000 and 10,667 clans. Gamma bombs are weak. | |||
* Brood - A powerful carrier. Since it carries 900 clans, it is useful for transporting clans and colonizing. | |||
* Soldier - A torp ship, good against other torpers. Can tow ships and stationary pods (sentry). Its 650 kt fuel tank makes it a good fuel transporter. | |||
* Jacker - No beams but has a thick skin that gives it resistance to fighter hits (fighters have only 25% chance of hitting Jacker). Good for attacking starbases, or weakening enemy carriers before finishing them off with another ship. | |||
* | ==== Important Pods ==== | ||
* Stinger - Your main weapon that helps you spread your empire. It is quite inexpensive in minerals and clans but reasonably powerful. In a pinch, you can accelerate it to warp 9 to get it to its destination faster. | |||
* Accelerator - stationary, weaponized pod that accelerates your pods to a higher warp speed. It provides 25 free fuel to each of your ships at the same location. The Accelerator cannot be towed. | |||
* Protofields - A pod launcher to a location where it takes 1 turn to turn into a minefield. Very cheap in minerals, but can be expensive in clans, depending on size of mine field. Max size is 2500 clans, which makes 2500 mines (48 LY radius). | |||
* Sentry - Stationary pod with beams that is useful for mine sweeping. Provides 5 free fuel per turn to each of your ships at the same location. Can be towed by Soldier or Hive. | |||
* Rocks - Use them to transport minerals between your planets, or throw them at enemy planets to kill colonists and natives. Very large rocks can do catastrophic damage. | |||
|StrategyEarly= Start with... | |StrategyEarly= Start with... | ||
|StrategyMid= See if ... | |StrategyMid= See if ... |
Revision as of 03:52, 28 October 2017
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 of clans, 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
- The Hive is your mothership. It can carry 24,000 clans and has a fuel tank of 2800. While the fully-loaded Hive is powerful, it is less powerful than a Golem. Moving a fully-loaded Hive is incredibly expensive in fuel. It often makes more sense to send a relatively empty Hive to a planet with natives, and grow Horwasp clans there.
- Important weapon benchmarks for the Hive:
- Important weapon benchmarks for the Hive:
- 2,667 clans - Proton, X-ray
- 5,334 clans - Mk. 2, Plasma
- 13,334 clans - Mk. 4, Disruptor
- Try to avoid the Gamma bomb tech level, between 8,000 and 10,667 clans. Gamma bombs are weak.
- 2,667 clans - Proton, X-ray
- Brood - A powerful carrier. Since it carries 900 clans, it is useful for transporting clans and colonizing.
- Soldier - A torp ship, good against other torpers. Can tow ships and stationary pods (sentry). Its 650 kt fuel tank makes it a good fuel transporter.
- Jacker - No beams but has a thick skin that gives it resistance to fighter hits (fighters have only 25% chance of hitting Jacker). Good for attacking starbases, or weakening enemy carriers before finishing them off with another ship.
Important Pods
- Stinger - Your main weapon that helps you spread your empire. It is quite inexpensive in minerals and clans but reasonably powerful. In a pinch, you can accelerate it to warp 9 to get it to its destination faster.
- Accelerator - stationary, weaponized pod that accelerates your pods to a higher warp speed. It provides 25 free fuel to each of your ships at the same location. The Accelerator cannot be towed.
- Protofields - A pod launcher to a location where it takes 1 turn to turn into a minefield. Very cheap in minerals, but can be expensive in clans, depending on size of mine field. Max size is 2500 clans, which makes 2500 mines (48 LY radius).
- Sentry - Stationary pod with beams that is useful for mine sweeping. Provides 5 free fuel per turn to each of your ships at the same location. Can be towed by Soldier or Hive.
- Rocks - Use them to transport minerals between your planets, or throw them at enemy planets to kill colonists and natives. Very large rocks can do catastrophic damage.
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.