if the enemy disables the station's defenses(shield and point defense batteries), they would want to send APCs (or heavy shuttles) field with raiders that would try to take over the station, as even an empty station is a treasure trove, once you take it apart.
your last line of defense is your ground forces and troops/mercenaries you hired to defend the station from the inside.
upgrades may help like:
"advanced security" so you have cameras and alarms everywhere, and measures to make it hard to hack or use your subsystems.
*"safe room" will make it close to impossible to root you out, not without something that can pierce a heavy bunker. you will be safe, the rest of your crew....
*"auto turrets" guns and blade wilding robotic arms coming out of the walls when the command is given shredding anyone without an id tag.
*"heavy security doors" they won't stop invaders for long, but it will help you separate them and control where and how fast they go.
*"sonic emitters" will neutralize most first waves, or unequipped enemies.
*"advanced auto-turrets" flame throwers, tactical lasers and plasma guns, all automatic, just don't forget your id tag.
*"mercenary guild" they pay the rent on time and also get free live target practice once the station is attacked.
*"high quality arms" your gurds will have better weapons
all of these upgrades will have a maintenance cost.
but what will win against a big force will be the quality and number of troops you will have. no amount of tricks will stop a determined invader.
here the combat will go from deck to deck.
it will go something like this:
*troop placement: something like: select generator room, place 20 guards and 5 mercs, 30 guards at command deck, constable and 10 guards at habitat.
*enemy response: enemy movement depends on their goals, if they want to take over they need command deck and engineering, if they just want to raid, they will go to the cargo bay.
*check victory conditions and turn report: if you held the command deck or engineering for 3 turns you win. you will also get a casualty report so you can decide how to move your people.
would like to make desitions a little deeper then move here and there.
if anyone has any suggestions I would like to hear them.
if the enemy disables the station's defenses(shield and point defense batteries), they would want to send APCs (or heavy shuttles) field with raiders that would try to take over the station, as even an empty station is a treasure trove, once you take it apart.
your last line of defense is your ground forces and troops/mercenaries you hired to defend the station from the inside.
upgrades may help like:
*"safe room" will make it close to impossible to root you out, not without something that can pierce a heavy bunker. you will be safe, the rest of your crew....
*"auto turrets" guns and blade wilding robotic arms coming out of the walls when the command is given shredding anyone without an id tag.
*"heavy security doors" they won't stop invaders for long, but it will help you separate them and control where and how fast they go.
*"sonic emitters" will neutralize most first waves, or unequipped enemies.
*"advanced auto-turrets" flame throwers, tactical lasers and plasma guns, all automatic, just don't forget your id tag.
*"mercenary guild" they pay the rent on time and also get free live target practice once the station is attacked.
*"high quality arms" your gurds will have better weapons
all of these upgrades will have a maintenance cost.
but what will win against a big force will be the quality and number of troops you will have. no amount of tricks will stop a determined invader.
here the combat will go from deck to deck.
it will go something like this:
*troop placement: something like: select generator room, place 20 guards and 5 mercs, 30 guards at command deck, constable and 10 guards at habitat.
*enemy response: enemy movement depends on their goals, if they want to take over they need command deck and engineering, if they just want to raid, they will go to the cargo bay.
*check victory conditions and turn report: if you held the command deck or engineering for 3 turns you win. you will also get a casualty report so you can decide how to move your people.
would like to make desitions a little deeper then move here and there.
if anyone has any suggestions I would like to hear them.