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Ship Battle F.A.Q
Threat Levels:
Green Square: Safe.A green color means you are relatively safe from attack during that round.Your opponent may fire, but if they should hit you during a 'green' round, you will take relatively little damage.
Yellow Square: Caution. A yellow color in one of these boxes indicates that you are relatively vulnerable.Your opponent will probably fire, and damage will be higher than in a green round.
Red Square:A red colored square means that you are very vulnerable
in that round.Bosses will probably fire their special weapons here.Even ordinary attacks will do more damage, 200% or more of the damage they
would do in a "green" round.
"Chance" Icon: A "Chance" icon indicates an opportunity for you - usually to do damage, but sometimes
to take some other sort of action that will influence the course of battle. Generally, you should try to concentrate fire in "Chance" rounds.
Special Cannon Icon: This icon indicates that you may fire your special cannon during that round.Special cannons eat up a lot of spirit points, but do a whole lot of damage.
Battle Commands:
Run:This commands works much the same as it does in personal combat. You
will attempt to retreat from combat. You don't always succeed, and
it's not even an option against bosses. Not recommended.
Use Item:Similar to personal combat, there are a number of different items
that you can use in Ship to Ship combat, including Bombs, which damage
the enemy without consuming Spirit, and Repair Kits, which repair
damage done to your ship. There are also items which restore spirit
and perform other functions. Note that unlike personal combat, you
cannot change your ship's equipment in mid-battle.
Evasive Action:Similar to Guard in personal combat. You will take less (about 50%) damage during a round in which you select evasive action.
A good choice during those "Red" danger level rounds.
Attack:When you choose Attack, you are then asked to select the weapon your
character will fire. There are three types of weapons: Standard
Cannons, Secondary Cannons and Torpedoes. Each of these three weapons
functions a little bit differently. Also, unlike personal combat,
attacking in Ship to Ship combat drains the Spirit Gauge; the amount
of spirit a given weapon uses is listed after the weapon's name. Each
weapon may only be fired once a turn, so if you want to be able to
fire, say, a Heavy Cannon twice in a turn, you'll need to have two of
them mounted on your ship.
--Standard Cannons:These are the simplest weapons aboard your ship,
and also the mainstay of your weaponry. You simply pick the round
in which you wish to fire the cannon, and the cannon will fire and
deal damage during that round.
--Secondary Cannons:Generally less powerful than primary cannons,
these weapons also require less spirit to fire - and can also be
fired multiple rounds in a row. To do this, select the round in which
to fire the cannon, press A, and then push the controller to the right.
An arrow will extend from the cannon icon into the column for the next
round, and possibly beyond. In fact, it is possible to extend
secondary cannon fire into the next turn! Press A again to confirm
your selection. The cannon will then fire in all of the rounds the
arrow crosses, in addition to any other actions taken in those round,
allowing you to concentrate fire by firing multiple weapons in the
same round, or to repair yourself while still firing. Note that these
cannons consume spirit each round they fire, so stretching secondary
cannon fire across 3 or 4 rounds of combat can be hard on your spirit
guage.
--Torpedoes:When you select to fire a torpedo, you first select the
round in which you wish to fire it, and then move the 'hit' icon to
the round in which you would like the torpedo to hit the enemy vessel.
Some Torpedos have a longer range than others - allowing them to hit
further in the future. Using Torpedoes in addition to primary and
secondary cannon can allow you to land a powerful 1-2-3 punch in a
round in which your opponent is vulnerable. Of course, during the
round in which a Torpedo is fired, you may take no other action.
Torpedos also generally have a lower hit percentage than other
weapons.
Magic:By selecting this command, you have the character in question cast
magic. At first, the only spells which may be cast are those which
affect your characters, most notably the Increm spells, which are
just as effective in Ship to Ship combat as personal. Once you
acquire the Magic Cannon however, you may fire magically charged
cannon shots at your opponents, using any spell that normally causes
damage, and some that cause effects (Sylenis or Driln, for example)
Magical damage can, against the right targets, can do extreme damage.
Against the wrong targets, it can be completely ineffectual. Also
note that it is possible to miss with a Magic Cannon shot, and that
firing magically charged cannon fire costs 1 MP per shot, just as
casting spells in personal combat does.
Focus:As in personal combat, a character can focus to recharge the Spirit
Bar. This is especially crucial in ship to ship combat because all
attacks consume spirit, and it is generally a very good idea to
maintain a good spirit charge in case the chance arises to fire your
special cannon. As in personal combat, the higher the Spirit stat
of the character, the more spirit will be regained by focusing
(Though in Ship to Ship combat, the spirit regained is actually
greater than the character's spirit stat) It is also worth noting
that in the mid to late game, items become available that make
focusing less important.
Special Cannon:Use this command to fire your ship's Special Cannon. This
option is only available in rounds in which the "special cannon" icon
appears in the top row. Try to keep enough spirit in reserve to fire
your special cannon should the opportunity arise, and if you should
see a special cannon icon in the next round, attempt to charge your
spirit gauge to the point where you will be able to capitalize. Also,
you may only fire your special cannon once a turn, even if you have
spirit available, and the special cannon icon appears more than once.
Crew:The crew command lets you use the special skills of your various crew
members in combat. Selecting the Crew icon brings up a list of your
active crewmen and allows you to select the one you wish to have act.
Some crewmen are "passive" however, and appear as greyed out in the
list. These crew members are always "active", and have an effect on
your ship's performance. Other crew members may be called into active
service via the Crew command. Each crewman has a spirit cost to use,
and may only be used once per combat.
Tactics:
-Concentrate Fire:Use Secondary Cannons (And Torpedoes, once you have them) to
bring as much firepower as possible to bear in the rounds when you have a
"chance". If someone ever says "We need to concentrate fire" this is what
they mean.
-Stay supplied:Keep a good supply of repair kits on hand at all times. These
little devices are what give you a lot of your edge over enemies, who
generally have no means of repairing damage.
-Stay Well Repaired:If you have a moment's breathing room, use a repair kit to
patch yourself up. If you're nearly fully repaired, you're in a better
position to capitalize on your opponent's vulnerabilities because you can
afford to tough it out and get hit a few times during a "yellow" round in order
to return maximum fire in a "chance" round.
-Keep your Spirit Charged:Try to always have enough Spirit remaining to fire
your Special Cannon. Opportunities to use this weapon arise only
infrequently, so you don't want to miss one due to lack of spirit.
-Play it Safe:Don't assume that just because your threat level in a given
round is low that you won't take any damage. Also, in the dialogue choices,
try not to let your opponent do what he wants to.
-Use Defensive Magic:Casting Increm (Or using Apa/Apo Wax) not only gives you
a 25% boost to your attack (which is always nice) but also gives you a 25%
boost to you defense, which can be quite decisive (especially since this is
not a 25% decrease in damage, but a 25% increase in defense. So if your
defense is 400, it will go up to 500, so if your enemy's attack is 450...)
Also, you can use Driln to decrease the amount of damage an enemy ship can
do to you.
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