Galactic Conquest

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Revision as of 16:00, 28 November 2020 by Bokkiewokkie (talk | contribs) (Adds syndicate jojo)
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Game Modes on

NSVBanner299.png

In Rotation Traitor, Incursion, Galactic Conquest, Blood Cult, Wizard, Monkey, Nuclear Emergency, Bloodling, Extended
Overmap Patrol, Shakedown, Armada, Courier, Galactic Conquest
Special Modes Planetary Assault
Removed Gang War, Devil, Overthrow, Legacy Modes, Revolution, Changeling

The PVP (aka: Galactic Conquest) gamemode is part of NSV13's overmap combat system and pitches a Nanotrasen crew and a Syndicate crew against eachother.

Winning the game

The main focus of PVP is not only destroying the (crewed) enemy ship, but also conquering the galaxy. This can be done in a variety of ways, but before you start flying around you're goint to need to know how it all works: At the start of the game all factions start with no control points, this means you have to start getting some! You can get points by letting a Of course every game must come to an end, and so does this one. Luckily for you you get to know exactly when and why this game will end! There's four different ways to win (or lose):

Point Victory

If any of the factions (yes that includes the Tortuga Raiders) reach 1000 points the game will end, and the faction with the points will receive a major victory. Unless the Raiders win, if the Tortuga Raiders somehow gain 1000 points you will not only be humiliated, but the round will end with a minor victory for the Syndicate.

Timeout Victory

The PVP gamemode has a time limit of 2 hours and 30 minutes, when this timer runs out the faction with the most points will win. The victory type will be decided the same way as the regular point victory.

Destruction Victory

Of course the enemy can't win without their flagship intact! If you manage to seduce subdue the captain and blow of either ship up the nuke or explode it with pure firepower, the game will end in a major victory for the survivors.

Tie

And last and certainly least, is the tie. You've somehow managed to both get the same amount of points as the Tortuga Raiders and now nothing has changed. Thanks a lot guys! Everything you did was pointless and you've all just wasted eachother's time, including mine!

Nanotrasen

So you're part of the Nanotrasen crew and Whiterapids has given your ship the all-clear to wipe out the syndicate. This means your ship will be assisted by Nanotrasen fleets during the game as you will be the agressors of the conflict this time (in contrary to the normal gamemode where the Syndicate are attacking Nanotrasen).

Command

When playing as the Commanding Officer (Captain, Executive Officer or other heads of Staff) of the NSV you will have to command the ship to the best of your ability, as one could expect. Though some measures may need to be taken to ensure the ship is ready for combat as soon as possible. As stated before you are now in control of the attacking faction and because of this it is recommended to take more aggressive actions, such as leaving for combat early and promoting non-essential personnel to more supportive jobs.

Conquer

Of course you can't just fly into a star system and claim it as your own! Oh wait, you can. Or rather, your Nanotrasen friends can. If you want to capture a system, simply make sure it's clear of Syndicate scum and let a Nanotrasen fleet fly in! When a system is captured you will gain 50 control points. Alternatively you can also gain points by defeating enemy fleets, which will also reduce the amount of points they have. Destroying a fleet will give you 25 points and take 25 away from the enemy you've defeated.

Syndicate

Of course this is what the gamemode is all about, playing as the Syndicate crew. In every PVP round half of the readied up people who have their antag preferences set with syndicate crew enabled are chosen to be part of the Syndies. Their job is to fight back the Nanotrasen invasion and conquer the other half of the galaxy before it's too late. The Syndicate crew also have a more unique playstyle and command structure compared to the standard Nanotrasen ship.

Jobs

The Syndicate ship also needs a clear command structure, and this is where the jobs come in. On the player preferences screen should be an option to select your preferred syndicate job, this determines which job you will most likely be picked for when you're selected as a syndicate crewmember. The Autofill role will set you to be whichever essential job is needed first and if all the essential jobs are already filled you will become a Marine.

Captain

SYNDICATE STAFF
SyndicateCaptain.png
Syndicate Captain
Access: Syndicate, Syndicate Engineering, Syndicate Armoury, Syndicate Requisitions, Syndicate Heads
Difficulty: Hard
Supervisors: The Syndicate
Rank: Not defined
Duties: Command the Syndicate ship, order the Bridge Officers to fly into a black hole.
Guides: This is the guide

As the Captain of the ship it is your job to lead the crew of the Syndicate vessel. It is very much similar to being a Nanotrasen Captain and requires you to behave as such. On the ship you are the highest ranking officer, though the Strategist is technically your superior. You should try to follow advice the Strategist gives and discuss tactics before making any rash decisions.

Strategist

SYNDICATE STAFF
SyndicateStrategist.png
Syndicate Strategist
Access: Syndicate, Syndicate Engineering, Syndicate Armoury, Syndicate Requisitions, Syndicate Heads
Difficulty: Very Hard
Supervisors: The Syndicate
Rank: Not defined
Duties: Assist and advise the Captain, tell everyone you're the captain's superior.
Guides: This is the guide
Quote: I'll tell the Admiralty about this!

The Strategist is a Syndicate Admiral assigned to help the Captain win the conflict. This does mean you are technically the Captain's superior, however you are still expected to follow the Captain's orders much like an Executive Officer on a Nanotrasen ship would. The most important part of your job is thinking of and sharing possible strategies that could benefit the crew and it's ability to triumph in combat.

Requisitions Officer

SYNDICATE STAFF
SyndicateReqOfficer.png
Syndicate Requisitions Officer
Access: Syndicate, Syndicate Requisitions, Syndicate Heads
Difficulty: Hard
Supervisors: Captain, Strategist, The Syndicate
Rank: Not defined
Duties: Manage the requisitions department, waste all of the telecrystals on cigarettes.
Guides: This is the guide
Quote: Who stole the budget card!?

The Requisitions Officer is in charge of Requisitions, as one would expect. Requisitions is responsible for managing and ordering supplies and ammo much like the Quartermaster and Master At Arms. As the Requsisitions Officer you start with an uplink and telecrystals. You also manage the distribution of money and telecrystals among the crew, and it is advised that you communicate with the Marine Sergeant and Captain before spending anything on things that aren't needed. Use your requisitions console and supply beacons to purchase steal supplies from central command. Because you start the round with relatively little cash or telecrystals you have to do missions for the syndicate stations to earn more.

Marine Sergeant

SYNDICATE STAFF
SyndicateMarineSergeant.png
Syndicate Marine Sergeant
Access: Syndicate, Syndicate Armoury, Syndicate Heads
Difficulty: Medium
Supervisors: Captain, Strategist, The Syndicate
Rank: Not defined
Duties: Manage the distribution of guns among the crew, organize boarding parties, get yelled at for not boarding every ship you find.
Guides: This is the guide
Quote: The makarov's are NOT reshaped glocks! How many times do I have to tell you this!?

The Marine Sergeant is the commander of the Marines and also the defacto Head of Security on the ship. They are in charge of managing boarding parties and defending the ship from Nanotrasen boarding parties and also have the keys to the Armoury.

Syndicate CAG

SYNDICATE STAFF
SyndicateCAG.png
Syndicate CAG
Access: Syndicate, Syndicate Heads
Difficulty: Medium
Supervisors: Captain, Strategist, The Syndicate
Rank: Not defined
Duties: Command the fighter pilots, steal a fighter and do a one-man boarding mission.
Guides: This is the guide
Quote: Stop doing test flights during combat!

The CAG, or Commander Air Group, is the Syndicate equivalent of a Flight Leader in that they lead the fighter pilots. The key difference is that the CAG also takes the role of an ATC and thus stays shipside to relay information to the pilots and assist in their repairs and refuelings.

Syndicate Technician

SYNDICATE STAFF
SyndicateTechnician.png
Syndicate Technician
Access: Syndicate, Syndicate Engineering
Difficulty: Medium
Supervisors: Captain, Strategist, The Syndicate
Rank: Not defined
Duties: Keep the reactor running, cause chernobyl 52, tell the Captain yelling "It just works" won't repair the hull.
Guides: This is the guide
Quote: Don't touch that dial!!

The Syndicate Technicians are the engineers and Munitions Technicians of the ship. It is their responsibility to start the reactor or Supermatter and keep the ship powered. They are also the ones who operate the ship's weapons and yell at the Requisitions Officer for not buying enough torp parts.

Bridge Staff

SYNDICATE STAFF
SyndicateBridgeOfficer.png
Syndicate Bridge Staff
Access: Syndicate, Syndicate Heads
Difficulty: Medium
Supervisors: Captain, Strategist, The Syndicate
Rank: Not defined
Duties: Pilot the main ship, ask the cook to make more cake.
Guides: This is the guide
Quote: Spool the FTL!

Syndicate Bridge Staff have the same dynamic as normal Bridge Staff, just for the Syndicate ship. They pilot it using the Helm Computer and man the guns using the Tactical Console.

SyndiClown

SYNDICATE STAFF
Syndiclown.png
Syndicate Clown
Access: Syndicate
Difficulty: Easy
Supervisors: Captain, Strategist, Marine Sergeant, The Syndicate
Rank: Not defined
Duties: Laugh at the crew Make the crew laugh, be the ultimate boarder.
Guides: This is the guide
Quote: You're all stupid. See they're gonna be looking for army guys.

Tips

- As the Requisitions Officer you can link supply pod beacons to the DRADIS to tell traders where to ship your stuff. Use a multitool on the DRADIS to switch back to default drop points. ESSENTIAL for buying fighters! - The Syndicate is Pirating Nanotrasen's research, and vice versa. Both parties will have access to the same researched techs!

Strategy

The Syndicates, despite being the defending force, still need to take control of (enemy) territories and attack enemy forces. You simply can't win a war without advancing. To win the game you obviously need points, as they decide who is the victor of the conflict at the end. You can gain points by taking over enemy systems and destroying enemy fleets. Both of these give 25 points each, though destroying a fleet will also subtract 25 points from the defeated enemy's total.

System Control

For the Syndicate taking over systems will be quite different compared to Nanotrasen, as they don't get an invasion fleet that automatically moves into the region. Instead the Syndicate Captain has to activate a beacon which will spawn a random Syndicate fleet after 5 minutes. (Yes there is a blacklist, you cannot spawn an Armada with the beacon). If you jump to another system while the beacon is active it will cancel the timer and you will have to re-enable it and wait again. When this Syndicate fleet arrives they will officially take control of the system and thus give you 50 points.