03 May 2010

Allods Online Astral Ship Guide

This is how fully repaired ship looks like for player who is responsible for her shields and reactor management. I’ll describe this and other crew roles later and now let’s look at transparent objects that surround our vessel. Each of them has “100%” status which means that the ship is either new or just has been repaired. We can see shields, cannons, navigation systems and reactor status. If one of these system gets 0% status it becomes damaged and can’t be used by players until repaired.

How one can get a ship like this? In RU OBT version of the game it requires 100 ‘real days’ to build it and 1500 gold and highest reputation with 4 endgame factions to start construction process. Construction time can be shortened to 33 days if ship owner completes special quests in heroic dungeons every day. It may seem too long or too difficult to accomplish but I think it was done intentionally to make Astral Ships really rare. Like epic flymounts in World of Warcraft BC addon. One ship can carry full group of 6 players so even those who don’t have their own ship will be able to fly and fight in Astral.

Ship Energy Operator.

Operates visor control panel which is most useful in combat. Each ship reactor has two main characteristics: capacity and recharge rate. Nearly all ship actions consume energy. Ship Energy Operator’s main task is to prevent reactor from blowing up from going above maximum capacity and at the same time utilize available capacity to make ship more efficient in battle. If ship consumes too much energy there is a chance that some parts of it will take damage or even the whole ship will blow up.

And hot-keys functions translation:

1. Balance Shields. Energy is equally distributed between all four shields. Useful in combat when all enemies are attacking one of your shields.

2. Energy Down. Halves the amount of energy currently consumed by the ship. Has a small chance of damaging random ship parts.

3. Turn around. Ship turns around very quickly. Has a small chance of damaging ship’s engine.

4. Critical Hit. Next cannon shot becomes critical shot. Consumes energy.
Goblins

Goblins are NPCs who can repair your ship in battles. Their activation requires a lot of reactor energy so be careful. And besides every goblin has a small chance to damage ship which he is meant to repair. Nice guys, heh? Every crew member can activate the goblins. Usually one of the gunners do it when after Captain commands to.
Lookout

It’s highly recommended that one of crew members should look around just in case. There’s no control panel for this guy, he just watches the Astral and reports to Captain about everything he sees. In battle lookout usually becomes one of the gunners.
Gunner

Gunners fire cannons ;) Usually all people who aren’t busy with other things take gunner role.
Conclusion

Well, it seems flying in Astral can’t be called boring. Many crew roles and functions make Astral fights and travels quite an entertainment for nearly all people on board. With so many people involved in manoeuvring and firing one person should act as coordinator, the one who tells the group what to do now. And that is how we come to the role which isn’t covered in the guide: ship’s Captain. He will be to blame if anything goes wrong. He must show good leadership skills and knowledge about how his ship works and what it can or cannot do. In my opinion, this role will be the greatest challenge for any highlevel player.

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