Free Trade

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Trade Star is the corporation which owns and operates the orbital station over the planet and handles all deliveries to the surface. They are magnates of interstellar trade. Trade Star directly offers a small collection of bodies, weapons, tools, and bombs. Craft sent down are loaned with a gold deposit and returned on a prorated basis for any damage suffered. They sell to anyone willing to buy in order to maximize profit. Actually, they're the only ones you can buy from.

The large space ship that brought humans and possibly other races to the unspecified planet is a Trade Star, specifically the Trade Star Midas. It acts as a massive orbital safe haven and marketplace for the fortune seekers who venture down onto the planet's surface. Despite which landing craft you may choose to use to deliver your products, all in-game items have been sent down via. the orbiting Trade Star.


Contents

Midas

In the Campaign map, the Midas is the satellite orbiting the planet. It conveniently brought you and many other aspiring adventurers to this mysterious earth-like planet in a gold rush of galactic proportions. It currently serves no purpose but will undoubtably be important to the campaign.


Brains

Brain Case

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A small case that holds the brain of the player. The brain is the most valuable objective in the game as is what controls all the operations of your army.

Brain Robot

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Brain case mounted on a mobile humanoid robot body. This body allows the Brain unit to move around freely while commanding units, but it can by no means survive on its own without good protection.


Culled Clones

The by-product of quality control issues in factory cloning, these infantry units are flimsy compared to everyone but crabs. Maybe including crabs. But crabs can't use weapons.
Sold at a discount without jetpacks or armor. Effective and affordable in large groups armed with cheap weapons.

Skeleton

A skeleton kept moving by a thin plastic-compound film over their bones. Always smiling and very cheap! They can't fly or jump and are weak overall, but in large groups they can be a nasty threat.

Sometimes a dead skeleton is used for a decoration in scenes.

Thin Culled Clone

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A thin, fast clone "zombie" rejected after flawed development in the tank.

A little more fleshy than a skeleton; at least it can stop bullets. Oddly has same weight as the "medium" Culled Clone.

Culled Clone

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A half-baked clone "zombie" rejected after flawed development in the tank.

This is the cheapest of the culled clones and balanced, relatively speaking.

Fat Culled Clone

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A heavy, slow clone "zombie" rejected after flawed development in the tank.

They make reliable miners.


Craft

You pay a deposit for the deliver craft when ordering from the Trade Star Midas, and the percent of craft's health remaining is the percent of your deposit returned when the craft flies back above the top of the map. Trade Star buys any cargo on the craft from you, a fact which paves the way for theft and slave raiding of your enemies (the AI hasn't thought of this yet).

Drop Crate

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"Quick drop from an orbiting station in a strong metal crate and amazing cushions to preserve the contents that would usually never survive an orbital drop."

The Drop Crate is technically a rocket, just minus the rockets. Unless you can throw it into orbit, don't expect your deposit back. But as you may expect, the Drop Crate is cheap. Cargo capacity and delivery is the same as rockets, other than all the falling straight down onto the surface from Trade Star Midas.

Despite lacking motors, the drop crate-- like all other craft-- has found extensive use as a weapon. Rather than an improvised missle, the Crate is used for orbital bombardment. Falling straight down its mass alone is enough to crush a dropship. And it can be packed with bombs, or dinner. However, with the recent ending of Trade Star's "Look, sir, free crabs!" promotion, it's unclear what, if anything, will fill that void.
It also finds use in a defensive role as a "base" in your base.

Prior to Build 27, was a Dummy craft/base. see also: ACRocket

Rocket Mk1

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The cheapest Trade Star Rocket, but also the riskiest since the Rocket is larger than a dummy's, has trouble landing, and it's fuel is kept under high pressure; if shot, it becomes extremely hard to control. The large fuel load, however, makes it a fairly good offensive weapon, and it explodes with great force and a spray of large pieces of shrapnel and debris upon crashing. This allows it to be used as a sort of impromptu cruise missile, and if the player has money to spare, it can be used as a weapon after using it to deliver its cargo.

see also: ACRocket


Rocket Mk2

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Trade Star's Rocket Mk2 is a much improved design of the Mk1 for maximum safety, but it is even more tall than the Mk1 making it a even bigger target but it's high speed and maneuverability over compensate for this weakness. The higher speed, larger size, and much higher maneuverability of this craft make it a even better guided missile than the Mk1. The offset is the much higher price.


see also: ACRocket


Drop Ship Mk1

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The more expensive and complex craft, this craft keeps its balance, and is easier and safer than a rocket. Assuming no one decides to blast off an engine, causing the craft to fall and spin out of control, crash, and explode, sending its doors nearly into orbit. Dropship doors are quite dangerous, somehow managing to find a nearby unit and splattering it across the ground every time they're launched. When the engines are shot off, there are two possible reactions: the engine explodes, causing a small amount of debris to drop off and endanger units underneath it, or the engine flies off the dropship at extremely high speed, exploding like a large bomb on impact with a solid object. Either way the remaining drop ship engine forces the ship into a helpless spiral and it will impact into the ground. If the ship doesn't explode on impact it is still technically alive until the owner selects the scuttle command or it is killed by an outside force.

see also: ACDropShip

Tools & Weapons

Personal tools