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Tactics for the 39 ships of Star Control

This Section comprises the main part of the Shipyards, and players can
contribute to this section, and it will grow accordingly, so SUBMIT SUBMIT SUBMIT!!!!!

Ships from Star Control I
Ships from Star Control II
Ships from Star Control III
Androsynth Guardian
Ariloulaleelay Skiff
Chenjesu Broodhome
Earthling Cruiser
Ilwrath Avenger
Mmrnmhrm Transformer
Mycon Podship
Shofixti Scout
Spathi Discriminator
Syreen Penetrator
Umgah Drone
Ur-Quan Dreadnought
VUX Intruder
Yehat Terminator













Androsynth Guardian
Ariloulaleelay Skiff
Chenjesu Broodhome
Chmmr Avatar
Druuge Mauler
Earthling Cruiser
Ilwrath Avenger
Kohr-Ah Marauder
Melnorme Trader
Mmrnmhrm Transformer
Mycon Podship
Orz Nemesis
Pkunk Fury
Sa-Matra
Shofixti Scout
Slylandro Probe
Spathi Eluder
Supox Blade
Syreen Penetrator
Thraddash Torch
Umgah Drone
Ur-Quan Dreadnought
Utwig Jugger
VUX Intruder
Yehat Terminator
ZoqFotPik Stinger

Ariloulaleelay Skiff
Chmmr Avatar
Clairconctlar Pinnacle
Colony Ship
Daktaklakpak Vivisector
Doog Constructor
Exquivan Enigma
Harika/Yorn Ravager
Herald Eradicator
Human Cruiser
K'tang Crippler
Lk Sanctorum
Mycon Podship
Orz Nemesis
Owa Voyager
Pkunk Fury
Ploxis Plunderer
Ploxis Precursor Vessel
Spathi Eluder
Syreen Penetrator
Ur-Quan Kohr-Ah Marauder
Ur-Quan Kzer-Za Dreadnought
Utwig Jugger
VUX Intruder
Vyro-Ingo Invader
Xchagger Exclave


Basic Ship Functions
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All Star Control ships have 5 functions: Thrust, Turn Right, Turn Left, Fire, and Special.
Thrust: Makes your ship go forward in the direction your ship is pointing.
Turn Right: Makes your ship turn right.
Turn Left: Guess what this does.
Fire: Makes your ship fire its primary weapon.
Special: Makes your ship use its special weapon.
Basically, you have to manipulate these controls at precisely the right moment in time to pilot your ship effectively.

Basic Ship Tactics
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- Depending on your ship's acceleration and top speed, time your course adjustments for optimal results.
- If your ship fires a non-homing projectile weapon, fire it at where the enemy ship is going to be when your shot arrives there.
- If your ship fires a homing projectile, then use it from optimal distance, usually farthest away from him while still in weapon range.
- Your special weapon is unique. Use it based on your available energy and/or crew, and predicament at that time.
- Use the Leyland Gravity Whip when advantegeous. To do this, thrust toward the planet, but not directly at it, and then cut off thrust, and let the gravity pull your ship and accelerate it. If you thrust, you will slow down, but sometimes this is for the best.
- Submit your own tactics here.

Specific Ship Tactics


Androsynth Guardian
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Overview:
The Androsynth Guardian is a ship of medium speed, slightly lower than average turning rate, and immense fun. Its homing acid bubblies frustrate almost anyone attempting to destroy it. The Blazer form is great for making quick getaways when you wander inside the other guy's weapon range. Against slow, crummy turn rate ships, the Blazer shreds through their hull like a train thru a cow. In all these respects, the Androsynth is one of my personal favorites. It is for the patient player that wears down their opponent gradually, or the player that likes blazing around and scaring the heck out of your enemy.
Flying the Androsynth: The Androsynth is a pretty easy ship to fly. Just fly around, release bubbles, and run away via Blazer if neccessary. However, the bubbles are slow, your energy regen sucks, so the trick in learning to fly the Androsynth adeptly is energy management. This is a hard concept to master. Basically, you try to release the maximum of bubbles while still retaining enough energy to make a quick get-away. If you have to use Blazer for attack, then dart in there as fast as possible and ram the enemy and get the heck out of there before your energy runs out or you'll be left in weapons range of the other guy with no energy left to fight. Usually results in "death." BUT, the Androsynth, while hard to master, is immense fun! It frustrates anyone and if flown right, can kill anything else out there.
Ships that happen to die against the Androsynth:
Earthling. Mycon. Chmmr. Umgah.
Ships that kill Androsynth really really fast:
Ur-Quan. Kohr-Ah. Yehat. Pkunk. Arilou.

Ariloulaleelay Skiff
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Overview:
The Arilou Skiff is a small ship with a small crew, but it goes really fast and has an inertialess drive and can teleport. This ship is a ship of manueverability. The nice ability to teleport when about to be killed frustrates your enemy very very much. Its weapon is an auto-homing laser, it has really short range but fires rapidly, and can inflict moderate damage each attack. Its energy recharge is quick, allowing for a fast attack cycle. All in all, Arilou ships are for the agile and mobility players.
Flying the Arilou: The Arilou is very easy to fly. Just point and engage. You stop automatically whenever you let go of the key. Turning is a cinch, it turns so fast that you have to be careful not to overshoot your direction. Instant acceleration takes time to get adept at, but it can surprise the enemy when you are just standing there one second, the next you're at the other side of the screen! Attacking is somewhat harder. The Arilou has to come through enemy defenses and find the ship's blind side to unleash its laser energy on. But usually the enemy is not dumb and they will notice when you are parading towards them. So even if you have the speed advantage, which you usually do, it takes time to come in to the blind side, and they will notice and bear their weapons on you. To get past this predicament, start weaving, zig-zagging, and see if you can outturn them and fire, and finally teleport away to recharge. But you have to watch out for the safety of your hideously small crew. One shot can destroy/devastate your crew. That must be why you are endowed with speed and teleportation. Use it well.
Ships that happen to die against the Ariloulaleelay:
Mycon. VUX. Melnorme. Umgah. X-Chagger.
Ships that kill Arilou really really fast:
Chmmr. Kohr-Ah. Colony Ship. Lk. Doog.

Chenjesu Broodhome
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Overview:
The Chenjesu Broodhome is a large, plodding vessel of immense power. Fast-firing crystal shards that fragment upon command cause huge damage to enemy ships. Energy sucking DOGIs give your opponent more targets and frustration, while aiding you all at the same time. Relatively large crew allows for repeated bullying, which you will take due to the excrutiatingly slow speed of this vessel. Quick energy recharge enables you to press your attack frequently, and keep the enemy reeling. Broodhomes are for the power player who does not need speed to win.
Flying the Chenjesu: You must plan in advance where you wish to go. Chenjesu sacrifice speed for power, and it is a rather large sacrifice. Chenjesu acceleration just plainly sucks; it is even worse than the Earthling's. Turn is not as bad, but it is far from good. All things considered, you have to plan way ahead, and turn and thrust. But then you must take in your enemy's position, and institute more course corrections. Always think about your course, planet collisions wreak extreme havoc on your vessel. Stay at long range from the opponent, and release crystal shards towards your enemy's projected position some seconds ahead in time - you're far away, and those projectiles will take a while! Try and launch a DOGI at the start of battle if defense is not a primary concern, it'll distract your enemy long enough for you to get into firing position. Then WHAMO! Oh, and when you miss the direct hit, let go of the fire key and the shard will fragment into eight smaller pieces that do a little damage apiece. Periodically float DOGIs, if only to frustrate your enemy; unless you need the energy for something else, like firing shards in people's faces if they overtake you and appear right next to you. :)
Ships that happen to die against the Chenjesu:
Arilou. Utwig. Umgah.
Ships that kill Chenjesu really really fast:
Nothing really can kill Chenjesu that efficiently.



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