03 May 2010

Allods Online Astral Ship Crew Guide

Great news for those players who want to know more about Astral Ships and other Astral related stuff. One of Russian Allods Online fansites posted really good guide on this topic written by experienced Astral travellers and fighters.

Crew functions

Here is the list of roles for crew members:
Steersman

The person responsible for operating ship’s wheel, engine and vertical engine control panels. He makes the ship fly from one point on Astral to another and maneuvers in combat situations. On the screen below there are actions available to him from each panel.

Here’s the translation of hot-key actions associated with each panel:

Engine control panel:

1-4: Set vessel speed to 0, 7, 14 and 21 m/s respectively.

5: Exit from the hangar

6: Hyper-jump to another Astral sector

7: Stop Hyper Jump.

Ship’s wheel control panel:

1: Turn left fast

2: Turn left

3: Stop action

4: Turn right

5: Turn right fast

Vertical engine control panel:

1: Go up

2: Stop action

3: Go down

4: Leave Astral island
Navigator

The person who operates Scanner control panel. Scanner is a sphere which shows the whereabouts of different objects of interest in Astral. Such as enemy ships, wormholes, islands and so on. Navigator sets the course for Steersman and gives orders to all crew members in battle. He is the only person who has the whole picture of what is happening right now.

Besides, Navigator can set a course between different Astral sectors (or Hubs). Steersman can start the jump but only Navigator can see the destination of it. So they must work together to get to some specific place. I’ll describe astral navigation in more details in one of the next posts.

And hot-keys functions translation:

1: Find nearest wormhole. Wormholes lead to random places in Astral.

2: Find nearest Astral island

3: Find nearest enemy ship

4: Find hub

5: Change Hub. Hubs are automatically changed every 10 seconds. This button allows to change it immediately.

6: Lock Hub. Locks currently active Hub for 30 seconds.

Pay attention to counter to the right of action panel near the bottom of the screen. Here we can see the number of Astral Emanations (AE) available. Each Navigator action costs several AE to succeed. The ship leaves hangar with 50 AE which isn’t enough for long astral journey. Additional AE can be acquired by killing astral monsters.

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.

nd 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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