Difference between revisions of "Termites"

From Starsonata Wiki
Jump to: navigation, search
 
(22 intermediate revisions by 2 users not shown)
Line 1: Line 1:
 
== Termites ==
 
== Termites ==
 +
The scourge of the universe, termites are despised by all station builders. Originally created to eliminate low investment stations (as they have been reported to cause lag), it is not uncommon for termites to formidably assault higher-leveled stations. Their armies, spawned from a simple termite mound, wreak havoc on entire star systems. Many a station has fallen to these insatiably hungry pests. Most termites belong on team [[Grubbies]].
  
Every galaxy in [[Wild Space]] excluding [[Fractured Galaxies]] can have stations/drones and become the target of [[Termites]]. Termites are hostile forces that lay siege upon  galaxies requiring you to properly defend your stations. The offer no experience, items, or credits.  
+
Every galaxy in [[Wild Space]] excluding [[Fractured Galaxies]] that has any stations/drone deployed in it will eventually become the target of [[Termites]]. Termites are hostile forces that lay siege upon  galaxies requiring you to properly defend your stations. The offer no experience, items, or credits. However, ignoring or improperly defending against them can cause the loss of stations, owned galaxies (if the [[Command & Control Station Kit]] is destroyed or [[Industrial Commodities#Fusion Cells|Fusion Cells]] production chain is impeded), and various investments placed on stations such as built extractors, gear, items, and credits. Termites provide the PvE risk part in the phrase "High-Risk, High-Reward" as owned galaxies cannot be attacked by players anymore.
  
 
== Termite Infestation ==
 
== Termite Infestation ==
  
Once a galaxy has a termite mound spawns, a message will be displayed in team chat, and at the end of the team message seen whenever logging in. The termites will first send solo scouts, and later after a week has passed, the termites will enter siege mode where stronger variants of termites are sent in groups for a period of 3 hours.
+
Once a galaxy has a termite mound spawns, a message will be displayed in team chat, and at the end of the team message seen whenever logging in. The termites will first send solo scouts, and later after a week has passed, the termites will enter siege mode where stronger variants of termites are sent in groups for a period of 3 hours. Waves come every 15 minutes during sieges. Approximately every 30 minutes the termites change their target (but may select the same one again). Once the siege is done, the mound and termites lose interest and despawn.
  
 
Termite mounds are near indestructable, and because they offer no reward to clearing, nor does clearing a mound prohibit future termite spawns, it is inadvisable to attempt at clearing one.
 
Termite mounds are near indestructable, and because they offer no reward to clearing, nor does clearing a mound prohibit future termite spawns, it is inadvisable to attempt at clearing one.
Line 11: Line 12:
 
Termites will always focus a random target (station or permanent drone) when scouting/sieging and send attacks until either an amount of time has passed and they change targets, or the target dies (stations that are destroyed will lose 1% of their inventory and become abandoned after a week).
 
Termites will always focus a random target (station or permanent drone) when scouting/sieging and send attacks until either an amount of time has passed and they change targets, or the target dies (stations that are destroyed will lose 1% of their inventory and become abandoned after a week).
  
Termites are easiest in common galaxies, but quickly become more dangerous in uncommon, rare, and exotic galaxy tiers. The higher the tier, the better your defenses need be. However, a station setup/loadout that works at one tier is highly likely to work on all others of that tier.
+
Termites are easiest in common galaxies, but quickly become more dangerous in uncommon, rare, and exotic galaxy tiers. The higher the tier, the better your defenses need be. However, a station setup/loadout that works at one tier is highly likely to work on all others of that tier and below. Finding the optimal setup that balances cost and strength is a challenge for station builders.
  
 
== Termite Frequency ==
 
== Termite Frequency ==
Line 27: Line 28:
 
== Suggested Defenses ==  
 
== Suggested Defenses ==  
  
Stations should be strong enough to ward off termites independently in each planet-moon cluster. There are no healing station kits (HPS) anymore.
+
Stations should be strong enough to ward off termites independently in each planet-moon cluster. There are no healing station kits (HPS) anymore. The minimum recommended base tech level is 14-16 in Common galaxies in order to survive Termite attacks.  
  
 
This involves:
 
This involves:
* High enough station kit tech level
+
* High enough station kit tech level (for enough augmenter slots)
* High enough station kit tier at a given tech level
+
* High enough station kit tier at a given tech level (for enough station resistance and unlocking higher tier gear/augmenters)
 
* Sufficient strength [[Base Gear]]
 
* Sufficient strength [[Base Gear]]
 
* Sufficient strength [[Base Items]]
 
* Sufficient strength [[Base Items]]
 
* Sufficient station skills such as [[Station Tweaking]], [[Imperial Tweaking]], [[Station Research]].
 
* Sufficient station skills such as [[Station Tweaking]], [[Imperial Tweaking]], [[Station Research]].
* Correct Trade Skill chosen and maxed out to level 30 (e.g. a MFM character should never hold a kit)
+
* Correct [[Trade Skills]] choice and level (e.g. a MFM character should never hold a kit)
 
* A helping of permanent drones (e.g. Industrial <Tier> Defenders are a popular healing choice, built into most stations) that will all but surely slowly die off from termites
 
* A helping of permanent drones (e.g. Industrial <Tier> Defenders are a popular healing choice, built into most stations) that will all but surely slowly die off from termites
 +
 +
Additionally, all [[Command & Control Station Kit]] have the ability to build termite bait that purposely spawns a single wave of termites (30 minutes or until all dead). This can be a valuable testing ground in order to vet setups. Joining a team with building focus is another route to learn station setups that have been vetted against real termites.
  
 
Since termites have specific resist holes (but no invulnerability), a variety of weapons is suggested with emphasis on pulse guns due to their high damage output:
 
Since termites have specific resist holes (but no invulnerability), a variety of weapons is suggested with emphasis on pulse guns due to their high damage output:
Line 53: Line 56:
 
| Mi
 
| Mi
 
| Mining
 
| Mining
|-
 
| La
 
| Laser
 
 
|-
 
|-
 
| Pi
 
| Pi
Line 66: Line 66:
 
| Any
 
| Any
 
|}
 
|}
 
 
== OLD BELOW ==
 
 
The scourge of the universe, termites are despised by all base-builders. Originally created to eliminate low-leveled [[base]]s (as they have been reported to cause lag), it is not uncommon for termites to assault higher-leveled [[base]]s. Their armies, spawned from a simple termite mound, wreak havoc on entire star systems. Many a [[base]] has fallen to these insatiably hungry pests. Most termites belong on team [[Grubbies]].
 
 
 
= Infestation =
 
Every mound and infestation has a simple beginning - they are created, deadly armies and all, by the simple ''termite larva''. These minuscule, hard-to-see creatures wander in from the far reaches of warp-3, galaxy to galaxy, until they see a place that suits their needs. Their selection process is unknown, but they will only spawn a termite mound within a galaxy that has player-built bases or drones. Sometimes they will venture into warp 2, warp 1, and even warp 0! Once the mound is complete, the little wandering termite continues on its way.
 
 
= The Growing Mound =
 
 
Termite mounds periodically evolve, growing another "arm" which can create even more termites. As a mound grows more arms, it obtains more armaments. They can grow from no arms all the way up six arms. There is even a rare chance of evolving past the 6 arms. Combined with their personal termite guards, these mounds are incredibly difficult to destroy. Their nests, although lurking up to 15,000 distance units from any one wormhole, are nonetheless very easy to see. However, the actual destruction of such mounds should be left up to higher-leveled players, since they are as difficult to obliterate as most player bases themselves. It can be done, but since the termite mound only has a lifespan of one or two days players generally leave the bigger mounds alone, trusting (with sometimes disastrous results) that their defenses will be more than enough to defeat any termite mob.
 
 
It is highly, highly recommended to weed out an infestation before it grows any stronger, or better yet - annihilate all termite larvae you see in sight!
 
 
= 'You Call That An Army? ''This'' Is An Army!' =
 
 
The mound will generate termites of increasingly higher level that orbit around their birthplace. It is unknown what sets them off, but after a certain number are ready, they assault, as a group, any player structures in the same galaxy. Only after some hours have passed or their complete destruction (targets or otherwise) will they desist, until the next group arrives.
 
 
Eventually, termites start having resistances and weaknesses to different weapon types, culminating, in the highest levels, being vulnerable to only one weapon type. In fact, they are 100% resistant to all other types of damage.  For example, "Termite En" can only be injured by energy damage, which it is very weak to. A list of weaknesses depicted by name is below.
 
 
En = Energy
 
 
He = Heat
 
 
Mi = Mining
 
 
La = Laser
 
 
Pi = Physical
 
 
Su = Surgical
 
 
As an additional example, if you see a 'Termite He', heat weapons will be extraordinarily powerful against it.
 
 
There are other termites that have generic names, such as 'Termite Ga'. These has no particular weaknesses, but can be harmed by all damage types.
 
 
It should also be noticed that killing termites won't give you any XP.
 
 
= List of Termites =
 
 
All the different termites that you might encounter, and some you hopefully never will.
 
 
Most termites can be recognized being modeled after a certain AI.
 
 
All termite species are fully immune to physical and radiation damage, save for the types that are weak against those damage types.
 
 
==Termite Larva==
 
The smallest of the termites. This [[AI]] roams in from warp-3, and will find a likely galaxy where a player has built in to create its mound. The worker of the termite army.
 
 
Stats:
 
*Hull: 58
 
*Max Speed: 20
 
*Size: 10
 
*Visibility: 25
 
*Augmenters: 2
 
*Weapons: 2
 
*100% Protection from Radiation
 
*Light Fighter
 
*Description: 'Termite0'
 
 
The termite larva has extraordinary resistances and regeneration; most low-tech weapons will not even dent its shields.
 
 
==Termite Fu==
 
''Modeled After Tear''
 
==Termite Ga==
 
==Termite Gu==
 
==Termite Gi==
 
==Termite Ki==
 
==Termite Ku==
 
==Termite Ka==
 
==Termite KuMi==
 
==Termite KuPi==
 
Killed by zebra torp
 
 
==Termite KuEn==
 
==Termite KuHe==
 
==Termite KuLa==
 
==Termite KuSu==
 
 
==Termite Adum==
 
 
An administrator-spawned termite, immune to all damage types.
 
 
Stats:
 
*Hull: 50000
 
*Max Speed: 350
 
*Size: 30
 
*Visibility: 25
 
*Augmenters: 2
 
*Weapons: 2
 
*100% Protection from Physical, Energy, Laser, Surgical, Heat, Mining & Radiation
 
*Light Fighter
 
*Description: 'Termite0'
 
 
{{pic}}
 
  
 
[[Category: Organic]]
 
[[Category: Organic]]
 
[[Category: AI Ships]]
 
[[Category: AI Ships]]
 
[[Category: Bases]]
 
[[Category: Bases]]
 +
[[Category: Station Building]]

Latest revision as of 18:16, 15 November 2024

Termites

The scourge of the universe, termites are despised by all station builders. Originally created to eliminate low investment stations (as they have been reported to cause lag), it is not uncommon for termites to formidably assault higher-leveled stations. Their armies, spawned from a simple termite mound, wreak havoc on entire star systems. Many a station has fallen to these insatiably hungry pests. Most termites belong on team Grubbies.

Every galaxy in Wild Space excluding Fractured Galaxies that has any stations/drone deployed in it will eventually become the target of Termites. Termites are hostile forces that lay siege upon galaxies requiring you to properly defend your stations. The offer no experience, items, or credits. However, ignoring or improperly defending against them can cause the loss of stations, owned galaxies (if the Command & Control Station Kit is destroyed or Fusion Cells production chain is impeded), and various investments placed on stations such as built extractors, gear, items, and credits. Termites provide the PvE risk part in the phrase "High-Risk, High-Reward" as owned galaxies cannot be attacked by players anymore.

Termite Infestation

Once a galaxy has a termite mound spawns, a message will be displayed in team chat, and at the end of the team message seen whenever logging in. The termites will first send solo scouts, and later after a week has passed, the termites will enter siege mode where stronger variants of termites are sent in groups for a period of 3 hours. Waves come every 15 minutes during sieges. Approximately every 30 minutes the termites change their target (but may select the same one again). Once the siege is done, the mound and termites lose interest and despawn.

Termite mounds are near indestructable, and because they offer no reward to clearing, nor does clearing a mound prohibit future termite spawns, it is inadvisable to attempt at clearing one.

Termites will always focus a random target (station or permanent drone) when scouting/sieging and send attacks until either an amount of time has passed and they change targets, or the target dies (stations that are destroyed will lose 1% of their inventory and become abandoned after a week).

Termites are easiest in common galaxies, but quickly become more dangerous in uncommon, rare, and exotic galaxy tiers. The higher the tier, the better your defenses need be. However, a station setup/loadout that works at one tier is highly likely to work on all others of that tier and below. Finding the optimal setup that balances cost and strength is a challenge for station builders.

Termite Frequency

Termites are inevitable, albeit at a random interval, roughly one spawn per three weeks. The interval is adjusted in an additive fashion based on events in the galaxy.

Termites will have much shorter intervals when:

  • The galaxy becomes unowned
  • Any station enters destroyed or abandoned state during the scout phase (i.e. before full termite waves are being sent)
  • On at least two occasions a station enters destroyed or abandoned state after the scout stage is concluded.
  • (Minor effect) a station entered a destroyed or abandoned state on exactly one occasion and it was after the scout stage was concluded

Termites will have longer intervals (but not longer than the default rate) if an entire infestation concludes without any of the above events.

Suggested Defenses

Stations should be strong enough to ward off termites independently in each planet-moon cluster. There are no healing station kits (HPS) anymore. The minimum recommended base tech level is 14-16 in Common galaxies in order to survive Termite attacks.

This involves:

  • High enough station kit tech level (for enough augmenter slots)
  • High enough station kit tier at a given tech level (for enough station resistance and unlocking higher tier gear/augmenters)
  • Sufficient strength Base Gear
  • Sufficient strength Base Items
  • Sufficient station skills such as Station Tweaking, Imperial Tweaking, Station Research.
  • Correct Trade Skills choice and level (e.g. a MFM character should never hold a kit)
  • A helping of permanent drones (e.g. Industrial <Tier> Defenders are a popular healing choice, built into most stations) that will all but surely slowly die off from termites

Additionally, all Command & Control Station Kit have the ability to build termite bait that purposely spawns a single wave of termites (30 minutes or until all dead). This can be a valuable testing ground in order to vet setups. Joining a team with building focus is another route to learn station setups that have been vetted against real termites.

Since termites have specific resist holes (but no invulnerability), a variety of weapons is suggested with emphasis on pulse guns due to their high damage output:

Termite Suffix Vulnerability
En Energy
He Heat
Mi Mining
Pi Physical
Su Surgical
Ga Any