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The RTSC Guide to Startopia
Security and a lot of combat is handled by the Kasvagorians, who work best with a Security Centre (pictured left). This oval building monitors all activity on the Station and enhances your Station's ability to handle battles and police actions. While they enjoy a good fight and are the toughest Peeps on the Station, don't expect the Kasvagorians in the Centre to actually get outside and do anything. Much of the actual policing footwork of security is performed by your robot Security Scuzzer force, and it takes a violent disturbance that requires a big firefight to shift them. Several alien species double as security operatives, mostly the smaller and "lower class" ones. Groulien Salt Hogs, Grekka Targ's, Greys and of course, Kasvagorians. The hulking Kasvagorians are obviously the toughest and most enthusiastic fighters on your payroll, and receive slightly less physical and mental harm when struck by lasers. While only the smaller species who happen to be passing by get involved in a fight (unless you specifically target the enemy), Gors will zero in from all over the Station onto a major disturbance. Even so, you'll frequently see diminutive Salt Hogs and Targ jumping in and bravely holding the fort on their own even against those big black bugs. You can also beef up security and fortify your Station with Security Turrets. These rather malevolent towers suspiciously train their weapon on anything, even dutiful and clean-as-a-whistle employees. A single Turret will have difficulty downing a single perp fleeing the scene, despite its apparent firepower. But their usefulness against enemy incursions, Skrashers or Agents can not be overstated: they function as a support weapon for your guys, helping to tip the balance in your favour. They're especially effective if you build zones of crossfire. They are, however, vulnerable against massed attackers. They will take out anything that looks even remotely suspicious at the drop of a hat. Keep them near troubled boundaries, your Ports, Station segment door locks or anywhere else you think might be under threat. The presence of a Security Centre increases the operating range of Security Turrets, represented by the big green glowing circles on the floor. Security Scuzzers are absolutely essential to any Station regardless of its size, and there's no such thing as having too many of them. Improving the effectiveness of your Scuzzer force boils down to having sufficient skill levels back at the Security Centre. The Security Centre improves the sensor range of these robots and also improves their ability to defuse bombs and hack door locks. You'll know Station security has been effective when you start finding defused bombs all of the place instead of big craters. 'Course, you can have fun dropping live bombs out of Star Docks or use them like grenades from your Pattern Buffer...
Serious crime, like murder, is much rarer unless the Peep's Soul is so far gone they've become psychotically depressed. Depending on how good your security is, these characters should be located by a nearby passing Security Scuzzer and arrested. Once apprehended, the villain is marched off to the nearest Lockdown Brig, or, if you lack a Brig (or sufficient lockup space), promptly put off the Station via the nearest Port. The technology in the special holding Cells inside a Brig soon rehabilitate the inmate, and via the magic of future fantasy, transform them back into happy, well adjusted citizens again. A red progress bar appears by the Cell door to let you know how much rehabilitation is required. Isn't that sweet? You are also awarded 1000e bonus for every rehabilitated crim. Fantastic! For any outraged Texans reading this, you can adjust those bleeding heart pinko liberal Fuzzers to adopt more healthy conservative values and placate those cravings for closure. Just right click on a Fuzzer to access its options menu and set all of 'em to just blast on sight any perps that stray into sensor range. More forgiving Administrators may instruct their Fuzzers to just issue warnings or, even more radically, ignore all criminal activity entirely! |
Public Enemies 1, 2 & 3 Secret Agents are camp little fellows in black leather that look like they've escaped from a pantomime. They sneak around planting big clumsy bombs everywhere. If you hear VAL alert you to one then its time for you to start frantically looking for that flashing green light from the timer - unless you're confident that your Fuzzer force will do it for you. Bombs are planted in strategic locations, at Lifts and Door controls (making them easier to find if they're on the Bio-Deck) or at the corners of facilities. For all intensive purposes that can mean anywhere on the Entertainment and Engineering Decks. While they make a loud noise, often kill a few Peeps and can occasionally destroy a room, Bombs are not that earth-shattering. If you beam them up while they're live they are rendered harmless - until you beam them down again whereupon they'll probably explode if their timer has expired. You can drop them out of Stardocks (always fun) or teleport them into the middle of a fight (very nasty). They are completely neutralised and disposed of within a Recycler. Their cumulative effects on the general public can become problematic. During a netgame you may be approached by the Guild of Assassins offering to do some dirty work on your behalf... Agents, Spies and Skrashers are never given the benefit of the doubt like other Peeps. You might set your Security Scuzzers to ignore all criminal activity, but these three groups are summarily executed the moment they're spotted. |
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The Bio-Deck |
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Combat
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Last polished Tue, Oct 18 2005 by Lindsay Fleay.