Difference between revisions of "Hephaestus Class Attack Platform"

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Consequently, the owner must either have adequate hydrogen infrastructure to resupply the Hephaestus or raid frequently to keep it stockpiled.
 
Consequently, the owner must either have adequate hydrogen infrastructure to resupply the Hephaestus or raid frequently to keep it stockpiled.
 
It also can no longer take advantage of a warp gate at this point.
 
It also can no longer take advantage of a warp gate at this point.
(However, in SFC [[Nova]], the [[Lunar Dock]] removes these restrictions.)
+
(However, in SFC [[Nova]] and Extreme Universe 2, the [[Lunar Dock]] removes these restrictions.)
  
You typically have 9 "planet/colony" slots at the top of your screen, two rows of four and a fifth "larger" one (typically your homeworld). When deployed, the heph will add one more to that, making it two rows of five and shrinking the homeworld "slot" to the same size as the rest. The heph's position in this list will vary with your preference settings and/or its location in the universe.
+
You typically have 9 "planet/colony" slots at the top of your screen. When deployed, the heph will add one more to that. The heph's position in this list will vary with your preference settings and/or its location in the universe.
  
 
A heph cannot/does not do "harvest" missions. It changes its "orbit", which is effectively how it is FRSed, as it is untouchable when in the transition state (its prior colony slot will state that the colony slot is "Unavailable"). It cannot be espied or scanned by an Oracle, though its "tail end" will be visible (via the "Unavailable" marker) in its former location until it lands at the new location. This prevents another heph or Gaia from being deployed there, and, if the heph failed to be able to land at its target, allows for it to return to its previous location much as a Gaia returns to its starting planet if the colonization fails. There may be some tactical tricks that might be played if one gained any idea of where the heph was aimed, though this would be difficult for the most part given its behavior in transit with regards to Oracle scans.
 
A heph cannot/does not do "harvest" missions. It changes its "orbit", which is effectively how it is FRSed, as it is untouchable when in the transition state (its prior colony slot will state that the colony slot is "Unavailable"). It cannot be espied or scanned by an Oracle, though its "tail end" will be visible (via the "Unavailable" marker) in its former location until it lands at the new location. This prevents another heph or Gaia from being deployed there, and, if the heph failed to be able to land at its target, allows for it to return to its previous location much as a Gaia returns to its starting planet if the colonization fails. There may be some tactical tricks that might be played if one gained any idea of where the heph was aimed, though this would be difficult for the most part given its behavior in transit with regards to Oracle scans.

Revision as of 19:01, 3 December 2012

Hephaestus class.png
Hephaestus Class Attack Platform
Production information
Ore Cost

20,000,000

Crystal Cost

20,000,000

Hydrogen Cost

10,000,000

Technical specifications
Cargo capacity

1,000,000,000

Base Speed

90

Engine unit(s)

Warp Drive

Requirements
Shipyard

13 (plus Foundry 3)

  [Source]

The Hephaestus Class Attack Platform is the latest in planetary assault technology. It can be deployed into orbit in a solar system and act as a mobile base for your fleet. This ship is currently available for both versions of the game.

Description

The Hephaestus Class is a roaming attack platform. Those familiar with the TV series Battlestar Galactica may consider this ship a riff on that notion. A player may only have one of this ship. When first built in your shipyard, it orbits the planet on which it was constructed, however it then may be sent to any other planet (as any other ship) or deployed to an open planet slot. In its undeployed state, it behaves as any other ship, including the capability of passing through a Warp Gate.

Once deployed to an empty planet slot, it acts much like a colony planet. The owner may deploy other ships to it. The Hephaestus itself may be moved (as long as it has no fleets originating at it going to or from it) and all ships deployed to it will move along with it for free. The parenthetic description there is a subtle distinction. If you deploy or transport ships to the heph, it can be moved out from underneath them, and they will simply bounce back to the location of origination. If you recall the Heph prior to the "landing" on the moved Heph, the deployment/transfer will take place as though it never happened. If, however, from the Heph, you attack another planet, deploy or transport ships or res from it to another planet, then the Heph will be "pinned" until either the ships in question return or the deployment has completed. This is one of the key risks of a Heph, and being conscious of potentially inimical forces around it, as well as mitigating those risks by various techniques (such as also firing off a MAC, and deploying ships to it for action -- particularly slow ships like Dinos) is an important skill to develop.

The Hephaestus functions like any other ship in battle. If it is destroyed, all ships deployed to it or on tasks originating from it are lost in space. By and of itself, it can only be harmed by a Zeus or a Prom (see Ineffectiveness Rule, below). Any other attacking ships may harm the associated fleet, but only Proms and Zeus will do damage to the Heph itself.

Any ships docked on the Hephaestus when it is attacked contribute to the battle for the defense of the ship. For this reason it is common to have a number of Zeus Class on it as mobile defenses. The typical Zeus count runs from zero to seven, with 4 or 5 being a common choice.

Once you deploy a Hephaestus, it can never return to a planet. Consequently, the owner must either have adequate hydrogen infrastructure to resupply the Hephaestus or raid frequently to keep it stockpiled. It also can no longer take advantage of a warp gate at this point. (However, in SFC Nova and Extreme Universe 2, the Lunar Dock removes these restrictions.)

You typically have 9 "planet/colony" slots at the top of your screen. When deployed, the heph will add one more to that. The heph's position in this list will vary with your preference settings and/or its location in the universe.

A heph cannot/does not do "harvest" missions. It changes its "orbit", which is effectively how it is FRSed, as it is untouchable when in the transition state (its prior colony slot will state that the colony slot is "Unavailable"). It cannot be espied or scanned by an Oracle, though its "tail end" will be visible (via the "Unavailable" marker) in its former location until it lands at the new location. This prevents another heph or Gaia from being deployed there, and, if the heph failed to be able to land at its target, allows for it to return to its previous location much as a Gaia returns to its starting planet if the colonization fails. There may be some tactical tricks that might be played if one gained any idea of where the heph was aimed, though this would be difficult for the most part given its behavior in transit with regards to Oracle scans.

Evaluation

ADVANTAGES

The Hephaestus Class allows you to move a fleet from one place/slot to another while only paying the fuel cost for the Heph, in much the same way an aircraft carrier can move air craft from one place to another without the aircraft using any fuel. It also acts much like a planet, in that fleets may be launched to or from it. It allows a player to roam around the Universe without the need to colonize a planet and "use up" a planet slot, so in theory a player could have an unlimited number of them (except, as already stated, a player may only have one).


DISADVANTAGES

The Hephaestus is by far the most expensive unit in the game. It's slow and consumes a lot of hydrogen, which would make it a bad choice for players who do not have extremely large fleets. It may also be scanned by Probes, and if it is destroyed whilst fleets are incoming or outgoing from it, all ships in the fleets (incoming/outgoing) are lost. The Hephaestus cannot manufacture new ships, so the only way to replenish losses are to deploy replacements to it from a planet.

SPOTTING

Apart from the obvious, probing a target and seeing that it is a Hephaestus, they are easy to spot.

If a Hephaestus is within range of your IPBMs, they do not show the "initiate missile strike" Missile strike icon.png icon on the galaxy page. More importantly, a Hephaestus deployed to a planet slot has an icon next to the planet name, indicating that it is a Hephaestus. This icon is on the left side, and is a smaller version of the image used to represent the ship.

Statistics

Specifications

Hull Rating: 4,000,000
Shield Rating: 150,000
Weapons Rating: 0
Cargo Capacity: 1,000,000,000
Base Speed: 90
Hydrogen Consumption: 450,000
Engine Type: Warp Drive

Cost

Ore: 20,000,000
Crystal: 20,000,000
Hydrogen: 10,000,000

Requirements



Time and Fuel Costs

(based on Warp 9, one way)

Planet-to-moon 00:24:47, 257 hydrogen

Next Planet 5:20:38, 51,686 hydrogen

Maximum in-system (slot 15 to/from slot 1) 5:30:50, 55,029 hydrogen

Next System 8:54:36, 143,741 hydrogen

Next Galaxy 23:49:46, 1,028,560 hydrogen

Size Issue

There have been many arguments whether or not the Hephaestus is larger than the Zeus, though, considering that one may deploy multiple Zeuses to a Heph, this seems ludicrously obvious.

The Hephaestus has two large spherical shields on the side, and the Athena looks even more minuscule in proportion to the Hephaestus than it does to the Zeus, leading to the assumption that the two spheres on the side of the Hephaestus may be storage hangars for two Zeus ships.

Ineffectiveness Rule

Note that the base Shield rating is 150,000. Due to the Ineffectiveness Rule, only Prometheus or Zeus (or, in Nova, Thanatos) will have a Weapon rating high enough to hit a Hepha at all.

(The ship with the next highest base Weapon rating is the Nova-only Empusa with 1250. In order for an Empusa to hit a Hepha with a Hepha's lowest-possible shield Tech, 12 (total: 330,000), the Empusa would require a Weapons tech of 17 (3,375), which, due to unlimited Newbie Protection in Nova, could place the attacker out of range.)

See Also

Ship List

Ships in Starfleet Commander

Other Utility Ships Dionysus Class Recycler - Gaia Class Colony Ship - Genesis Class Solar Satellite
Helios Class Solar Satellite - Hermes Class Probe - Shadow Probe - Triton Class Recycler - Zagreus Class Recycler
Transports Atlas Class Cargo - Carmanor Class Cargo - Charon Class Transport - Hercules Class Cargo
Starfighters Artemis Class Fighter - Apollo Class Fighter - Empusa Class Fighter - Erebus Class Fighter - Magnon Class Fighter - Mantus Class Fighter - Vortex Class Fighter
Light Capital Warships Cirrus Class Cruiser - Curetes Class Cruiser - Poseidon Class Cruiser - Typhon Class Cruiser
Medium Capital Warships Athena Class Battleship - Hades Class Battleship - Moros Class Battleship
Heavy Capital Warships Prometheus Class Destroyer - Thanatos Class Destroyer
Other Warships Ares Class Bomber - Hephaestus Class Attack Platform - Pallas Class Bomber - Zeus Class
[SOURCE] - [EDIT]