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Structure
» Turbine
» Radar Tower
» Advocate
» Copter Station
» Cloaking Device
» Quantum Gate

Turbine

Turbines are the primary source of electrical power for the Free Trade Alliance. Each Turbine will provide 300 power, so several will be needed to run a base with all the structural advances. It should be noted that Turbines are weak and easily destroyed by Turbine Copters. Defending them with more than a couple Advocates is preferable.

Cost: 600 Build Time: 15s
Power Output: +300 Tech Req: FTA Collector
Allows: Blade Scout, Radar Tower Class: Power facility
Function: Power generation Armor: 400
Good For: Providing power Speed: 0 (stationary)
Counter With: Turbine copters and offensive units Damage Yeild: N/A
Primary Weapon: N/A Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: No
 

Radar Tower

A Radar Tower allows foreign and domestic units and structures to be seen in the radar screen. Radar will keep troops from having to fly blind, and provide instant knowledge of where new units are on the screen. Radar Towers also serve to allow the creation of several new units, including Interceptor's, Da Vinci's, and Turbine Copters once a Copter Station is built.

Cost: 1000 Build Time: 30s
Power Consumed: -400 Tech Req: Turbine
Allows: Interceptor, Da Vinci, Advocate, Copter Station Class: Radar facility
Function: Allows radar Armor: 400
Good For: Lack of radar facility Speed: 0 (stationary)
Counter With: Any offensive unit Damage Yeild: N/A
Primary Weapon: N/A Hover Distance: 0 (ground)
Secondary Instrument: N/A Can Deploy: No
 

Advocate

Advocates are standard FTA defense turrents. They are better armored than Interceptors and deliver about the same damage. A few properly placed Advocates can ensure a base's security against attacks by any low hovering ships. On the down hill side, Advocates cannot target high flying units, allowing enemy Turbine Copters to fly unhindered above.

Cost: 500 Build Time: 15s
Power Consumption: -100 Tech Req: Radar Tower
Allows: N/A Class: Defense turrent
Function: Defense structure Armor: 350
Good Against: Most low-flying units Speed: 0 (stationary)
Counter With: Bombers and Gamma Cruisers Damage Yield: Medium
Primary Weapon: Plasma cannon Hover Distance: Low
Secondary Weapon: N/A Can Deploy: No
 

Copter Station

The Copter Station is a necessary structure for Turbine Copters to reload at. Placing the Copter Station close to the enemy base is advised, as it will allow Turbine Copters to make more frequent runs and reload faster. However, do not leave the Copter Station undefended. Turbine Copters alone will not guarantee the station's safety. If the Copter Station is lost, the Turbine Copters will be left defenseless after they drop their bombs.

Cost: 1500 Build Time: 20s
Power Consumption: 0 Tech Req: Radar Tower
Allows: Turbine Copter Class: Reloading station
Function: Ammunition replenishment for Turbine Copters Armor: 200
Good Against: Friendly Turbine Copters Speed: 0 (stationary)
Counter With: Any offensive unit Damage Yield: N/A
Primary Weapon: N/A Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: No
 

Cloaking Device

Cloaks can hide a base and friendly units from enemy sight. When the enemy travels near the cloak, it gives a chance to catch the enemy on unawares and surprise them with the base's true strength. Cloaks are among the more expensive structures of the FTA and require two Turbines to be powered. They should be used sparingly and carefully.

Cost: 2500 Build Time: 35s
Power Consumption: -300 Tech Req: Da Vinci
Allows: N/A Class: Cloak
Function: Concealing friendly units and structures Armor: 400
Good Against: Non-reconnaissance enemy units Speed: 0 (stationary)
Counter With: BC-45 or a unit that enters the Cloak Damage Yield: N/A
Primary Weapon: N/A Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: Yes
 

Quantum Gate

Among all the structures that can be built, the Quantum Gate is the most valuable. A Quantum Gate will grant units safe passage into the future and back to the present. What makes the Quantum Gate so valuable is that when the Drop-Ship is sent through the gate into the future, more advanced units can be built in the future and sent back to the present. Quantum Gates work both ways, as units can be sent to the future and back to the past. Keep the Quantum Gate well protected, as it is not only expensive, it can also leave units stranded in another time period if destroyed.

Cost: 2500 Build Time: 30s
Power Consumption: -500 Tech Req: Da Vinci
Allows: Gamma Cruiser Class: Time machine
Function: Time travel Armor: 800
Good Against: Need for temporal transport Speed: 0 (stationary)
Counter With: Bombers and offense units Temporal Distance: 50yrs
Primary Weapon: N/A Hover Distance: 0 (ground)
Secondary Weapon: N/A Can Deploy: Yes
 


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