General > Discussion
How-to draft beginnings
jffdougan:
Nation Happiness
PHALANX is a UN organisation that is permitted and funded by the unanimous support of its member nations. If we neglect the defense and security of one of our sponsors, they'll soon lose faith in our capabilities and withdraw their funding. Let the relationship deteriorate too far and they may shut the whole operation down.
To keep up satisfaction in the performance of PHALANX, make sure the organisation can cover as much of the globe as possible and confront alien attacks all around the world.
jffdougan:
Time Units
A soldier can only do so much in a single turn. Each soldier has a limited number of Time Units (TUs) they can spend each turn on moving, crouching, looking around and firing their weapon. They move faster when standing and spend more TUs walking in a crouched position.
Monitor a soldier's TU carefully. Some firemodes -- like aimed shots and automatic fire -- take more TUs than others. Running low on time in the wrong spot can be a deadly mistake.
Addendum
TUs are refreshed each turn, but if an enemy flashbang goes off in front of a soldier they will lose all of their TUs for the next turn.
jffdougan:
Reaction Fire
Units can fire on enemy units when they wander into their field of view during the enemy's turn. Soldiers will execute a reaction shot when an enemy unit spends more Time Units (TU) in their field of view than the cost of their reaction fire.
This means that a unit which has been set to execute a reaction shot that costs 8 TU will take the shot after the enemy spends 9 or more TU within their field of view. But be careful -- aliens can take reaction shots just like PHALANX soldiers.
Soldiers firing weapons with low TU costs will execute more reaction shots -- and receive less reaction fire from the enemy -- than soldiers who fire weapons which cost more TUs.
Addenda
A soldier will not perform reaction fire unless they have saved enough Time Units in the last turn and reaction fire has been enabled in the soldier's control panel. Commanders can choose the firemode the soldier should use with reaction fire in the firemode selection window.
If an enemy unit wanders out of a unit's view -- even for a moment -- the reaction fire counter will be reset. A unit must spend enough TUs consecutively in view of a unit to receive reaction fire.
jffdougan:
Weight and Encumbrance
Soldiers must be able to fight quickly and effectively. Load them up with too much equipment and they will slow down, reducing the number of Time Units (TUs) they have to use each turn. Soldiers will get a speed boost if they're carrying a light load.
Addendum
Monitor a soldier's load carefully in the equipment screen. If he is carrying more than 50 per cent of his maximum capacity, he'll lose TUs and may not be able to use all of his fire modes. If he is carrying less than 20 per cent of his maximum capacity, he'll gain extra TUs.
jffdougan:
Wounds & Healing
Our soldiers can receive wounds if they are injured by enemy fire. These wounds can effect their firing accuracy, firing speed and movement speed. Injuries will degrade a soldier's health each turn and may lead to death if they are not treated by a medikit. A PHALANX squad should bring along plenty of medikits to perform combat stabilisation of wounds.
Addenda
Wounds can be tracked in the character stats window. A medikit can heal wounds to prevent a soldier from dying from their wounds on the battlefield, but it will only restore a small amount of health. Soldiers will need time to recover once they've returned to the base. Build a hospital facility to greatly increase their recovery times.
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