| Turbine |
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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.
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Cost: 600
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Build Time: 15s
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Power Output: +300
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Tech Req: FTA Collector
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Allows: Blade Scout, Radar Tower
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Class: Power facility
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Function: Power generation
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Armor: 400
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Good For: Providing power
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Speed: 0 (stationary)
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Counter With: Turbine copters and offensive units
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Damage Yeild: N/A
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Primary Weapon: N/A
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: No
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| Radar Tower |
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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.
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Cost: 1000
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Build Time: 30s
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Power Consumed: -400
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Tech Req: Turbine
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Allows: Interceptor, Da Vinci, Advocate, Copter Station
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Class: Radar facility
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Function: Allows radar
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Armor: 400
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Good For: Lack of radar facility
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Speed: 0 (stationary)
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Counter With: Any offensive unit
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Damage Yeild: N/A
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Primary Weapon: N/A
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Hover Distance: 0 (ground)
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Secondary Instrument: N/A
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Can Deploy: No
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| Advocate |
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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.
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Cost: 500
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Build Time: 15s
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Power Consumption: -100
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Tech Req: Radar Tower
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Allows: N/A
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Class: Defense turrent
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Function: Defense structure
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Armor: 350
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Good Against: Most low-flying units
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Speed: 0 (stationary)
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Counter With: Bombers and Gamma Cruisers
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Damage Yield: Medium
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Primary Weapon: Plasma cannon
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Hover Distance: Low
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Secondary Weapon: N/A
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Can Deploy: No
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| Copter Station |
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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.
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Cost: 1500
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Build Time: 20s
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Power Consumption: 0
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Tech Req: Radar Tower
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Allows: Turbine Copter
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Class: Reloading station
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Function: Ammunition replenishment for Turbine Copters
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Armor: 200
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Good Against: Friendly Turbine Copters
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Speed: 0 (stationary)
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Counter With: Any offensive unit
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Damage Yield: N/A
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Primary Weapon: N/A
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: No
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| Cloaking Device |
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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.
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Cost: 2500
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Build Time: 35s
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Power Consumption: -300
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Tech Req: Da Vinci
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Allows: N/A
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Class: Cloak
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Function: Concealing friendly units and structures
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Armor: 400
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Good Against: Non-reconnaissance enemy units
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Speed: 0 (stationary)
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Counter With: BC-45 or a unit that enters the Cloak
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Damage Yield: N/A
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Primary Weapon: N/A
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: Yes
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| Quantum Gate |
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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.
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Cost: 2500
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Build Time: 30s
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Power Consumption: -500
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Tech Req: Da Vinci
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Allows: Gamma Cruiser
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Class: Time machine
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Function: Time travel
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Armor: 800
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Good Against: Need for temporal transport
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Speed: 0 (stationary)
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Counter With: Bombers and offense units
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Temporal Distance: 50yrs
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Primary Weapon: N/A
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Hover Distance: 0 (ground)
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Secondary Weapon: N/A
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Can Deploy: Yes
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