This sci-fi sequel combines elements of real-time strategy and role-playing games and is set some 200 years after the events of Space Rangers.
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SPACE RANGERS 2 NOTES (FAQ)Copyright 2008, Arthur DeMaroisLegal Note: This FAQ belongs to me. Feel free to use it, if you post it onanother website E-mail me at [email protected] so I can keep track of howit's used.INTRODUCTION (Purpose for this FAQ)The purpose of this FAQ is to put in one document all of those How do I dothis?; How do I handle that? Questions that the evolving SR 2 Universechallenges the player with. Unique features of this FAQ include informationon how to be a Pirate/Anti-Pirate and how to use Partner Rangers as a Convoy.Describing the SR 2 Pirate situation so well left me free to leave out a Lifeafter Dominators section. I didn't include anything about Planetary Probessince the Game Manual does this quite well. I also opted to describe usesfor only the Weapons I find most useful in the game. Again the manual coversthe other Weapons well enough.
For Hulls, Engines, Repair Droids andArtifacts I offered only some guidance.There's also a Different Species and Health issues section. This combines myexperiences as Different Species with what the Game Manual says in 3 sectionsabout the 5 Coalition Sentient Species, the Space Diseases section and theSection on Pirate Bases/Space stations. It's fun and unique that you canchange species. I just think that a Ranger should know what they're in for.All the descriptions I saw of the Business Centers both in the Game manualand at various websites were very brief. So, I've gone ahead and detailedthe effects that various Investments can have on a Ranger's game.
Some usesfor loans, consequences for not paying off Loans and some uses for Loans.My biases in writing this are that while success in Land Battles withDominators and Text Based Adventures can be rewarding and fun, I don't thinkeither is that important to a Rangers Long term success.I didn't include an Index or Table of Contents. Sections of this FAQ aredivided by their All Caps title before that start of what I have to say onthe subject.One more thing, I am a Star Trek Fan and a Comic Book Fan.
So, this work hasthree references to the Avengers the Fantastic 4 and a Star Trek Character.To which I have to tip my proverbial hat in thanks to Stan Lee and the Guys andDolls at Marvel Comics and to Gene Rodenberry and anybody who ever wrote for oracted in Star Trek.Enjoy Space Rangers 2! And Enjoy this FAQ!SPECIES NOTEOne Mission Failure will get a planetary Government to change Attitude towardyou. Smuggling on a planet only Affects the Attitude and Actions of thatPlanet: Feel Free to Fracture a law or two.
(Continued on pg. 2)START CHARACTERA Faeyan with Merchant or Corsair Occupation gives you a big starting shipwith a good weapons system.
To make the most of such a large ship, chooseMissile Thrower and Scanner as starting equipment. Missile Throwers andScanners are usually the Smallest Pieces of Standard Equipment in the game.Another Option is Missile Thrower and a Trethone Weaopn. Trethone weaponshave the unique property of slowing an opposing ship.This allows time and revenue to be spent on other things besides searchingfor a new hull.PLANETSIDE ANTI-DOMINATOR MISSION NOTETo avoid Jail time after give the First and most Humble Account to aPlanetary Government. They may adopt an attitude of Bad toward you but youcan work out that situation without Jail time.EQUIPMENT NOTEIn the long run the only Equipment that doesn't need to be Gaalian (to reducemaintenance cost) is the Hull, Weapons and the Gripper. Only use ArtifactsAKA. Special Equipment when necessary. This reduces wear and tear; andreduces repair costs.TRADE ISSUES1) You can shadow Pirate vs.
Commerce Battles from Start of game to pick upSpare Cargo or Spare Parts.2) Prices are always given for all items. You are Free while fightingDominators or even in some Pirate vs. Commerce Battles to Drop one of youritems for a More expensive item.3) Always use Search Utility in News Window. Type Planet for nearest 30planets. Info Including Trade Information & Any Search whether it Nets 1 ormany results is always only 3 credits.4) Market Analysis from Business Centers is also a good source of tradeinfo.5) Make use of News Reports and Government Official Comments for tradeinfo.This can shorten your time for getting Trade info from the Search Utility.6) Always verify News Reports and Government Official Comments against theSearch utility.PLANETARY BATTLE TRAININGBuild a Robot with 3 of the best weapons you can put on it, a Mortar and aRepairer Unit.
Bots will be able to Repair each other and Fight in battle.If needed use one member of the Phalanx to Fire 1st Round and the Rest forFire Support. This may work in other Land Campaigns outside of Training.(Continued on page 3)REPAIR DROID EFFICENCYTo be useful in combat conditions Repair Droid Efficiency should never falltoo far below 5% of hull size.Example: 310-330 Hull size should be 12-16 points of Damage.SPACE BATTLE TRAININGBefore IP-37 Battle: Trade to get currency and purchase whatever upgrades arenecessary. Feel free to Trade and Shop in Several Systems.
A Scanner withyour radar enables you to get Structure data on some ships and an idea ofwhat damage their taking during combat. This helps in all combat orprospective combat to determine your chances of wining the engagement. Thisalso helps you to determine if maneuvers are in order to give your droid timefor Hull repair before you go back on the Attack.STAR MAPS & PLANETARY PROBESGovernment will assign missions for the farthest reaches you have mapped out.News about trade will also tend to be about the Farthest reaches you havemapped out. Only get Probes that have values in at least two of the threecategories water, plains and mountains. Get New Star Maps only when you'vegot the Sub-modem from the pirates; or war aims dictate you need a new StarMap. The SUB-MODEM is key to victory against the Terronoids.
The Pirateswon't offer the SUB-MODEM until 3305-3310. On the War Aims side of things akey system for the Dominators is always Gralghar. Type Gral in the searchengine and get the sector this system is in and buy Star Maps going in thatgeneral direction.
This system is usually in the KIO sector at the oppositeend of the galaxy from where you start. Your starting system is always aCoalition Stronghold. Nothing gives Experience points or improves reputationlike killing Dominators.Engines and the War Aim Side: The Splash Type Engine is the First Enginethat with a Science Base Upgrade and if needed the right Micro-module cantravel up to 40 Parsecs and give Fast Ship Speed in most situations. A LongRange and Speed can be extremely helpful in Fighting the Dominators andaccomplishing missions.ACCEPTING ANTI-PIRACY MISSIONS FROM GOVERNMENTSCareful when accepting these missions. Think about declining if Pirate islocated at the Edge of your Mapped Star Systems. The Pirate can always slipinto unknown Star Systems.
Catching one Pirate is not worth thecomplications of buying a Star Map Early. This leaves you more likely tohave the much smaller complications of Failing the mission.MILITARY & PIRATE BASESCheap Repairs are in this Cheapest to most Expensive Order; Military Base &Pirate Base.PIRATE BASES do ARTIFACT (SPEC EQUIP REPAIRS). To Qualify for Discounts,Always Ask Base Commander for REPAIRS. One way to Reduce Repair Costs is toput all parts that aren't in urgent need of repair either in STORAGE or yourship's hold and repair only the Urgent Repair items. (Continued on pg.
4HOSTILE GOVERNMENTS/PLANETSHostile Governments can be bribed through talking with their Battleships theysend after you. One positive side of Spending time in Jail, is that all thegovernments that have a Beef with you in that sector will have at least Goodrelations with you when you get out of Jail.GUNS AND MISSILESThe Best Coalition Guns are the Atomic Vision, Disintegrator and Turbogravir.The Best Dominator Guns are the IMHO-9000, Vertix and TORPEDO APPARATUS. Forbest results some combo of 5 out of 6 of these will be required and you willeventually need a ship with 5 Gun Slots.Buy Missile Throwers that are under 20 Spaces in size and Stockpile them onvarious planets. This way you can pick them up on the way to a battle orland and install them as needed and you won't find yourself trying to payreload fees (while low on Credits) and fight Dominators at the same time.BUSINESS CENTERSIf your Problem is with Governments (plural) and Planets (plural) and youdon't care to Change Species. The Business Center in it's Investmentsdivision offers many charitable subsidies you can make. There are alsoinvestments you can make in building Pirate Bases, Military Bases and RangerCenters.Investments in Navy Fleets will improve your standing on just one planet.Also Investments into Military bases and Ranger Centers will get you promotedin the Rangers or the Military. Subsidies to Poor Rangers, to Families thathave lost their Loved ones in the War and building Ranger Centers willimprove your relations with your Fellow Rangers.
Sometimes in the SPACERANGERS world as in the real world it takes money to make money. Take loansonly to help with enough cash to buy enough cargo for a lucrative trade. Payback loans as soon as possible. (One other thought; Small loans with Longrepayment times can be useful for Building Ranger Centers or Military Basesand advancing you in terms of Ranger experience points or Military Rank.)Paying off your loan qualifies you for larger future loans.
Warning: With aSpecies change you can escape all past vices except for the VICE OF BADCREDIT.Penalties for Unpaid Loans include Seesaw relationships with planets andspecies and spending much time in Jail because everyone frames you forFinancial Frauds and for any and Every Crime in the Universe.Sure Fire Way to Pay Off Loans: When you have a Engine Range of 30-40Parsecs, make sure there is a Trade Route with all destinations within yourRange. Borrow what money you need to; Trade until you have the money owedplus profit. This strategy not only assures loan repayment but it will getyou back to substantial profit within a few days to a few months time.(Continued on pg. 5)BLACK HOLES or WORM HOLESIf Auto Combat isn't working for you, pilot your ship yourself and constantlykeep firing.After Killing Keller or Sending him to the Klissians; look for a SilverTriangle and Break (shoot) through any barriers and use the Triangle as anEmergency exit: Unless there's enough of your ship left to destroy theremaining Kelleroids in a more conventional manner.REFUSING A GOVERNMENT MISSIONRefusing a Government Mission won't damage your relations with a Planet!!!P.S.
Don't ever refuse an RTS Mission (Land Mission) against the Dominators.If you do you won't get any more RTS Missions.HOW TO BE A PART-TIME PIRATERepair Prices and Node Prices at Pirate Bases are based on your PirateRating.If your Pirate Rating is high enough Repair Prices will be cheaper than atMilitary Bases. Pirate Bases are the Other Place besides Science Bases whereArtifacts can be repaired.The easiest way to be a Part-Time Pirate is to play, Jo Jo Krako (Bella Can'tmake a Date with a Broad Unless I Know about it) Listen to MerchantCommunications and when they offer Credits or Cargo to Pirates; you offer toleave them alone if they'll share some Credits or Cargo with you.PART-TIME PIRATE ROAD RULESWhen asking for Credits, if the Merchant ship in question has already paid aPirate ask them for the smallest amount you can ask for. When the Pirate hasrefused their offer for credits ask for a few less credits than what thePirate refused. If the Merchant ship has no credits than ask for cargo.This will make negotiations quick and the Merchants relationship to you won'tsuffer as much.Missiles keep pursuing a target after you've made peace. (don't use unlessyou intend to destroy a target)Careful, with Peleng Pirates go after with only Guns and pursue for Creditsor Cargo. Peleng Pirates are often cozy with Peleng Planetary governments.ENGINE PURCHASEAvoid the Shortest Time Frame for Missions until after you purchase and ifnot already upgraded, upgrade the first Engine you buy; (DOUBLE ENGINESOLUTION) One Solution to Wear and Tear on an Engine from use of ThrustAbility is to keep 2 Engines.
One for regular use and one for thrusting.This cuts down on repair cost, if your thrust engine has the Cent Micro-Module the thrust engine lasts longer and this solution works even better.This solution requires 2 Engines that are small compared to the ship you areusing. This solution also enables you to maintain good regular speeds andgood thrusting speeds. (Continued on pg. 6)SCIENCE BASESScience Bases don't offer Repair discounts and can cost more than most otherplaces for repairs. Science Bases also pay Full market Value for Dominatorparts regardless of Rangers Trading Skill.Dominator Parts Note: When turning in Dominator Parts shop around betweenthe 3 departments for the department that will give you 2X value on thegreatest number of items. It's Coalition Research but your credits.Artifact Note: The Probability Analyzer only works if you have a scanner.Science Bases develop the 'Logical Denial' software that can be used toPersuade Blazer to Join the Coalition.Science Bases also develop custom software for dealing with Keller andTerron. In a game on Custom Settings, Science bases set to the Dumb Settingwill take 50-80yrs game time to Develop all 3 types of Anti-DominatorSoftware.
On higher Settings R & D is 20-30yrs game time.Science Bases DO ARTIFACT REPAIR (SPEC EQUIP REPAIRS) & DO STANDARD EQUIPUPGRADESSMUGGLER'S BLUESIf Accepting a Mission on the same planet you intend to Trade in illegalgoods with. Make your deal with the Government First. Afterwards Fracture alaw or two.
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The government can refuse you a mission if their attitude towardyou isn't Good or Excellent. However, they can't prevent you from doing aMission that you've already contracted with them to do. Another thing youcan do along Smuggler's Blues lines is sell illegal goods first and thenreport a completed mission to the Government. This way your reputation staysat least good enough for more trading and often good enough to get anotherMission.SKILLS NOTESAccuracy and Maneuverability are the best starting skills, this insures thatyou'll always have these skills even when not on Stimulants.
The First Levelfor Each these skills come in handy against Merchants and Pirates.To Cut Down on ship maintenance costs and get the most probes; developTechnician Skill First.Trading Skill, dictates what you can sell old hardware (ship parts) you comeacross for. If you want to be the Best Fred Sanford you can be don't sellold hardware without the top trading skill. (unless you're desperate forcredits)Charisma, reduces peoples negative reactions to your actions and increasestheir positive reactions to your actions.Pay for Government Missions increases overtime regardless of your skill levelin this area.(i.e. After a Certain point all Planetary governments figure that you won'twork for much less that 1000 Ranger Points and 10K in Credits.)Leadership is Discussed in Detail in the Section: CONVOYS.One advantage to Charisma and Leadership skills is that they require theleast experience points to get to the top level. (Continued on Page 7)HULLS AND ENGINESThe Manual Hints at this but won't come right out and say it, for optimumspeed even with an upgraded Temporal Engine.
Don't use a Hull Greater insize than 1000. Anything Greater and the weight of the Hull itself will slowdown engine speed considerably.For a good combination of Speed and Spaciousness something in the 800's insize will do.However to stand the best chance of withstanding the Attrition Slug Fest withDominator Bosses, the Closer the weight of your ship is to 1000 in Hull Size,the better. For a combination of Good Ship Speed and the ability to handleDominator Attrition Slug Fests a Ship of 500-550 Hull Size with some goodLeadership Skills and good Followers works best.RTS BATTLE ABOARD TERRONTerron thinks he's a planet, with rebel forces on the surface.
So, if youget permission to board you will have an RTS mission. Like the Training RTSmission the Enemy will not take the offensive. However, the enemy will useit's ability to produce Robots and you can't produce any new robots. Also,your forces are divided into two separate camps on opposite sides of theplanet. One of the camps has four repair droids. One goal will be to uniteyour forces.
The penalty for failure is that Terron will keep on fighting.Success means that Terron will self destruct.SHIP and CHARACTER DEVELOPMENT RECOMMENDATIONA good ship makes Mission's easier to do and more missions possible to do.So, despite all that can happen in the life of a SPACE RANGER; after theTraining Missions, concentrate on Trade First, Buying and Upgrading EquipmentSecond and Missions third.OVERALL STRATEGY FOR FIGHTING DOMINATORSKelleroid, Terronoid and Blazeroid Dominators fight each other as well as theCoalition. This fighting with each other means they find it difficult tocontrol more than 1/3 of Coalition Space at anytime. If you starteliminating Dominator classes (types) early the remaining kinds of dominatorswill find it easier to control Half or more than Half of Coalition Space andComplicate your War Efforts against them. The easiest way to defeat them isto wait for Coalition Science Bases to Develop their Kelleroid Software anduse it to Defeat Kelleroid inside of a Black Hole. The best weapon againstKelleroid inside Black Holes is Missile Throwers (the more the merrier).
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