Arrival: Galactic Defense |
Drifting through space in a mining and exploration rig you accidentally intercept a message signaling a hostile invasion of Earth. You must defend against the invasion forces and warn the inhabitants of Earth before it is too late. Use your ships on-board robot factory to build troops to cripple the aliens on their home worlds as you make the race home. Gather Interplanetary Resources (IPR) to use as raw materials for research and creation of new weapons and units. / - Selects tower level. / - Select an available unit/repair/special attack or weapon type on the currently selected level. Press - Purchases selected unit/repair/special attack or weapon type displayed on the current tower level, provided the required IPR is available. Turret Control When the turret level is selected... Roll - Moves the crosshairs. - Zoom to tower. - Zoom to enemy's base. Press or a-key - Fires the turret.
New Story Mode - Fight your way across the universe planet by planet trying to reach Earth in time. Each planet reached will become available in Free Play mode. Continue Story Mode - Continue story mode at the planet most recently unlocked. Free Play - Play on any of the planets unlocked in Story Mode.
IPR Reserves - At the top-left of the screen you will find your IPR. IPR can be used to purchase upgrades. Time - Below the IPR is the duration of the current planetary assault. Weapon Systems - At the top-right of the screen are icons designating each of the 9 weapons available. To the right is the ammo count for the selected weapon. Build Queue - Below the weapon systems is an overview of your current unit manufacture status. The icons to the left represent the units that are being built, and the bar to the right is the build progress of unit currently being built. Repair Bar - Below the build queue is a bar that displays the readiness of repair. When this bar is filled it means repairs can begin. Special Recharge Bar - Below the repair shows you how long you must wait before the next special attack becomes available, when the bar is full the weapon is fully charged and can be fired. The deep space mining and exploration rig is not designed for galactic war, but thanks to the autonomous on board research factory, it can adapt and produce powerful military units. The rig will automatically transform into a defensive base upon landing on a new planet. Equipped with base ground units and a simple turret the tower is able to defend against basic threats. The aliens will send out waves of troops in increasing difficulty. After each wave of aliens is defeated, collected IPR can be used to purchase tower upgrades from the research factory. When you defeat the forces of a planet the upgrades will be lost. They are simply too heavy to launch into space and haul to the next planet. Tower Upgrades When a level is upgraded it allows for the use or creation of different units, weapons or repairs. A level must be upgraded before the corresponding units, weapons or repairs can be purchased or used.
Building and upgrading your tower's levels allows additional technology upgrades to be purchased. Turret Weapon Technologies Mortar (Level 1) Sticky Plasma (Level 1) Shock Mortar (Level 1) Cluster Mortar (Level 2) Plasma Napalm (Level 2) Homing Shock (Level 2) Super Mortar (Level 3) Plasma Volcano (Level 3) Thunderhead (Level 3) Repair Technologies Light Repair (Level 1) Standard Repair (Level 2) Instensive Repair (Level 3) Special Weapon Technologies Unit Self Destruct (Level 1) Laser Storm (Level 2) Meteor Shower (Level 3) Air Unit Technologies MB-2000 (Level 1) X-Striker (Level 2) X-Guardian (Level 2) Stratofortress (Level 3) Ground Unit Technologies MB-100 (Level 1) MB-200 (Level 1) Hover Fortress (Level 2) Recycler (Level 2) A2 Widowmaker (Level 3)
Melee Ground - Walks forward and engages in battle with other ground based units. Only attacks ground soldiers not already engaged in a skirmish with another unit. Ranged Ground - Walk forward and attack other ground base units from a distance. Slows movement when enemy is in range and engages in melee combat when reaching target. Only attacks unengaged ground soldiers, but ranged anti-aircraft soldiers can also attack any air soldier within range. Artillery - Similar to ranged soldiers, but shoots mortars and moves backwards to maintain distance from its target. Engages in melee combat as a last resort. Anti-Aircraft artillery can launch missiles at airborne targets in any direction. Only attacks unengaged ground soldiers, but anti-aircraft artillery can also attack any air soldier within range. Air Offensive - Moves very fast - zooms around battlefield searching out targets. It can attack any unit on the battlefield and can gang up on units that are already engaged in combat. Air Defensive - Viciously defend their base. They are slower than attack units, but have stronger attacks. They are only concerned with the most immediate threat to their base, and will not chase enemy beyond a certain distance from their base. Defense soldiers will always attack the closest threat to their base. Bomber - Bombers are slow and incapable of defending themselves, relying on their allies for protection. They will fly overhead, dropping down to bomb ground targets. Once they position themselves above a base, they will drop bombs on it until either the base is destroyed or they are. In this position, bombers cannot be shot with the turret, so kill them early or keep them away by luring them with ground soldiers - they will only bomb the base when there are no available ground targets left. Use Music - When checked, uses in-game music. Use Sounds - When checked, uses in-game sounds. Use Vibration - When checked, uses in-game vibrations. Acceleration - Controls how quickly the crosshairs move around the screen when rolling Send in your questions! For additional information, please visit: |
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