Introduction - Units and Structures


Keyboard Layout



Vehicles - click on any of the images below for a full description



 
 
 
 

HoverTruck CombotCrew Combot Tank Artillery
MissileCar DrillTruck Nemesis HoverJet HoverBomber

Structures - click on any of the images below for a full description



 
 
 
 

MatterConverter VehicleFactory CombotPartFactory
AssemblyBay Cryofarm Outpost
Hanger MobileWalls ResearchFacility
Railgun PointDefense A.I.Facility
DefenseRelay EnergyBank ImagingPole SolarPanel

Other Structures




Keyboard Layout


 

HoverTruck - Produced by the Vehicle Factory
     All purpose utility truck. Operates in orbit, planetside and underground. Functions include: thermal energy acquisition, constructing/dismantling/repairing
     buildings, repairing vehicles in the field, and collecting Combot parts in the field. Slow moving, light armo. It's hover ability allows it to "fly" in Orbit.

     HoverTrucks collect energy: Select a HoverTruck, select energy source location (a lava field on the surface or underground). The HoverTruck will
     move to the location and "suck" the energy (beam animation) which is automatically sent as metajoules to the player (i.e., HoverTruck does not have to
     return to the base and dump a payload). It may take awhile to collect all the energy there.

     HoverTrucks build structures: Select a HoverTruck, select structure to build from the tool bar (cursor becomes a build pointer unique to that
     structure), select location to build. The HoverTruck will proceed to the location, and upon arrival it fires a laserbeam which carves the structure out of
     a lump of inert matter. NOTE: Metajoules are deducted progressively as the building is made. Manpower is deducted when the building is completed.
     If Metajoules run out during construction the HoverTruck will wait for more to be collected, and apply them to continuing construction as they come in.
     If a Structure is completed and there is not enough Manpower availiable for it, that structure behaves the same way it normally would if IT HAD BEEN
     OFF (that is, the structure is there, but is turned off and doesn't do ANYTHING) and an audible warning is given for a "stucture off" situation. It will
     automatically turn "on" once you get enough manpower.

     Once the HoverTruck has finished building something (depending on the structure's build time and whether other HoverTrucks are helping the build
     process), the HoverTruck is available for new tasks. If you give the HoverTruck something else to do while it is building something, the structure will
     remain uncompleted and slowly go away (see TA for an example). The HoverTruck, or any HoverTruck for that matter, can resume building if the player
     wishes (just right-click the unfinished building). Multiple tasks can be given to the hovertruck by holding the shift key and right clicking the desired tasks
     in the order in which the user wants them completed. When one task has been completed, the hovertruck will automatically proceed to the next one.

     HoverTrucks collect Combot parts: Select a HoverTruck, select the part (typically the part is laying on the playfield). The HoverTruck will move on top
     of the part, and appear to lift it. Holding a part enables the "drop" button on the HoverTruck's tool bar. Send the HoverTruck where you want to take
     the Combot part, then hit "drop" to drop the part.

     HoverTrucks repair buildings and vehicles: Similar effects of building a structure are used when repairing or dismantling a structure. While repairing takes
     awhile, dismantling is a very quick activity.

     HoverTrucks dismantle buildings: Select the HoverTruck, select the "Raze" button, then select the building to raze. The effect takes awhile (Note: we
     used to have it do this faster, but didn't want the Raze command to become a commonly used offensive weapon against enemy structure). This will
     immediately free up the men there (if any are there), and give you back 50% of the required MJ's to build it (100% during Prebuild).

CombotCrew - Produced by the Cryofarm
     Combots cannot function without a Combot crew.  Combot crews are trained (created) as special men, different from the basic manpower resource, using the Cryofarm. They are needed to pilot the Combots. They are also used to 'Blast-Off' with your MatterConverter when the mission requires it. Hero Combot crews (crews that are integral to the storyline) are designated with special markings so
     the user can see which Combots carry them at a glance.  NOTE: Combot crews cannot be built until an AssemblyBay has been constructed.

     Rimtech special Combot markings - Large Yellow striped shoulder pads
     Mil-Agro special Combot markings - Samarai style flag
     Neuropa special Combot markings - Three horned helmet

Combot - Produced by the Part Factory and Deployed at the Assembly Bay
    Standing over four stories high, and configured with a deadly arsenal of advanced weaponry, the Combot is the ultimate weapon of war in the 23rd century. Each
    Combot has five parts: two legs, two arms, and a torso. When playing Metal Fatigue, you will be able to re-configure your Combots to suit the impending battle
    scenario.  For instance, a heavy attack Combot might consist of a rotary blade arm, plasma cannon arm, a missile-launching torso, and armored legs. Once a
    body part is manufactured, it can be exchanged with other Combots or replaced with newly manufactured body parts. In addition, you will even be able to amputate
    the limbs of your enemy Combots and re-use their parts against them. It's as fun to watch as it is to play!  Below is an image of a Combot firing it's long-range and
    devastating Howitzer Torso, one of the most feared Combot parts in the game.

  Mil-Agro Combot - Howitzer Torso, Armor Legs, Left Shield Arm, Right Axe Arm

Tank - Produced by the Vehicle Factory
    Produced from the Vehicle Factory these vehicles provide support for Combots as well as being useful for
    underground defense.
    Rimtech Tanks - Medium armor, medium shot damage, medium speed
    Mil-Agro Tanks - Heavy armor, heavy shot damage, slow speed
    Neuropa HoverTanks - Light armor, Light shot damage, High speed, Good visual distance

MissileCar - Produced by the Vehicle Factory
    Faster and smaller than a tank, it makes an excellent recon and light attack vehicle. It is also a good defense against flying vehicles because of its missile
    launcher. It fires 2missiles per salvo.

Artillery - Produced by the Vehicle Factory
     Essentially the MobileArtillery is just a huge, lightly armored GunTank. It's turret is much larger than the tank, and cannot rotate nearly as far. In fact it
     has a limited rotation of a 90 degree arc. Its slow moving and thus requires a lot more time to get into a comfortable firing position. The turret itself
     angles upward slightly to fire. Once the attack is over the turret lowers again and the vehicle can move as normal. Plus it cannot shoot at objects which
     are at close range. It's really best for shelling the enemy at a distance.

DrillTruck - Produced by the Vehicle Factory
     The DrillTruck is used to drill new underground pathways and create elevators.

     How to drill: It's simple. Select the DrillTruck, and click on a location that is drillable rock. The DrillTruck will go there and drill out the rock. If you
     tried to tell any other vehicle to move there, you'd get the illegal target location message (buzz sounds, cursor shows "you can't do that" symbol). If you
     want the DrillTruck to drill a specific pathway through a big area of drillable rock, use the waypoints method (shift queue command).

     To create a passage to the underground layer, select the DrillTruck, select "elevator" icon on the toolbar, and then choose the location (it's like building a
     structure with the HoverTruck). NOTE: Smart cursor will reveal what's drillable/what's not when giving DrillTruck waypoints into unrevealed territory.

     Drilling through rocks is not a fast process. Every tile the DrillTruck drills through will take a few seconds.

     Note that there is both drillable and undrillable rock underground. If a DrillTruck is instructed to go to an unexplored place, it will take the best path,
     which may include drilling to get there.

     DrillTrucks capture alien structures: To do this, select the DrillTruck and click on an alien enhancer. The truck will drive up to it and drill on it for a
     while, eventually "breaking through". The building then becomes yours. You can also do this with the invade command. Note that the DrillTruck actually
     enters into the building and theoretically becomes part of it (translation - once the building is taken over, the truck is gone).

Nemesis - Produced by the Vehicle Factory
     The Nemesis is a highly specialized anti-Combot vehicle. Basically, once given a COMBOT target it will drive as close to that Combot as it can get (essentially
     right next to it, but use the maxrange value) and self-destructs in an energy based implosion. This causes all Combots in the blast area to be briefly
     paralysed but vehicles and structures in the vicinity will not be damaged.

HoverJet - Produced by the Aircraft Hanger
     Produced by the Hanger, the HoverJet is an aerial attack plane (light damage) that does not have to worry about terrain obstacles. It cannot function in the
     Underground level, but can function in Surface/Orbit. The Hoverjet, HoverBomber, and Combots with either the JetPackTorso or JetLegs can move between
     the Surface and Orbit layers simply by giving them a destination to move to that layer.

HoverBomber - Produced by the Aircraft Hanger
     A more powerful, yet slower moving, version of the HoverJet that drops a payload of bombs on the designated target.  No air defense.
 

MatterConverter
     This is the core structure of the Surface base. Conceptually it's the Invasion Craft the player used to land for that Mission, and is a pre-requisite
     structure for most of the higher tech level build abilities. So don't lose it, and if you do, build another one!  The MatterConverter creates a defense grid
     that provides extra shielding for structures that reside within it.  Defense Relays can be built to extend this grid.

CombotPartFactory
     The CombotPartFactory allows the player to construct Combot parts. Clicking on the building gives you the toolbar buttons for the various parts you can
     build.

AssemblyBay
     The building consists of a construction "pad" where new Combots can be assembled. Selecting this building will display on the toolbar all the parts that are
     currently available from the CombotPartFactory. You can select from these parts to put together a Combot. As parts are selected they will be named in the
     portrait window

     Once you've got a 'legal' Combot you get an active "deploy" button, or you can just right click the map and the Combot will be deployed.
     For quickness and ease of use, if you simple click the assembly bay and then right-click on the map, the AssemblyBay will configure as much of a Combot as possible,
     and assuming you had enough parts for a full configuration, it will also deploy it.

     Also, another option you have when constructing a Combot is assigning a CombotCrew. Combot Crews are typically created at the CryoFarm although you
     usually start with hero crews already available. The name of the "best" available Combot crew is the default crew in the portrait window (beneath the
     image of the Combot). This is actually a toggle, and clicking on it will cycle through all available crews. Like Combot Parts that are in storage, the Crew's
     are listed in order of how well upgraded they are. If no crew is chosen before a Combot is deployed, then the top crew is selected and added
     automatically. If there are no crews available, then "no crew" appears in the crew box. If the player attempts to deploy this crewless Combot, a warning
     sound is given and the player must build a Combot crew or the Combot cannot be deployed.

     An AssemblyBay is also a Combot repair facility. An injured Combot can be told to go to the AssemblyBay, assuming that nothing is currently on
     it (like a rotating half constructed Combot). Any injured Combot standing on the structure will slowly begin to "heal". Technically, whenever a Combot steps
     onto the Assembly Bay this Combot becomes an undeployed Combot on the pad. Similarly, any part
     dropped on the AssemblyBay (e.g., HoverTruck brings in a part from the field and drops it) will be stored and healed. Note that, parts which
     have been built by the CombotPartFactory are stored there until the moment the Combot is deployed.

VehicleFactory
     The VehicleFactory is used to construct and deploy all vehicles except for the MobileWall, HoverJet, and HoverBomber. After selecting the factory, the
     player will get a list of buildable vehicles on the toolbar. As some new structures are built, or after certain research is accomplished, new vehicles will
     become available for construction.

     How to build a vehicle: Select the VehicleFactory. On the toolbar, select the appropriate vehicle icon to start the process. As the vehicle is built, the
     cost in megajoules is drawn from your account. Progress of the construction is indicated by a horizontal build bar in the portrait window. When the
     vehicle is finished it will roll off the production ramp (or appear and begin to move) and stop nearby the outside of the VehicleFactory "doors".

     What if no "men" are available to man the vehicle being produced? Men are added when production of a vehicle has been completed. If there aren't
     enough men available at one tick before completion, the Vehicle Factory halts vehicle production until enough men are available. If several vehicles are
     queued up for production, the queued up vehicles don't even start production. Once enough men become available, they are added to the completed
     vehicle and the vehicle is sent out of the Factory.

Cryofarm
     This building contains frozen people which are automatically thawed (up to housing capacity) to man your base and vehicles. Each CryoFarm houses
     40 Men, and is amply stocked with frozen men when the structure is built. On creation, some men are immediately available (e.g., 5 men), and the rest
     are thawed out OVER TIME (currently uses the metajoule acquisition rate column in MAN/SEC created) until the Cryofarms are at Max Capacity.
     Thawing out men is FREE.

     It's important to note that Cryofarms are globally linked. That is, the player doesn't have to worry about which one of the Cryofarm's has housing
     capacity. If one CryoFarm is at 80% capacity, then all CryoFarms are at 80% capacity. The act of building a new CryoFarm should increase the max
     manpower capacity, and automatically set ALL Cryofarms to begin to generate men until the player is at max manpower.

     As Men die (e.g., enemy destroyed a vehicle which had 5 men, or destroyed a structure at FULL manpower which might have 10 men inside it) the
     Cryofarms will automatically start trying to refill the manpower pool (i.e., all Cryofarms collectively try to stay at max capacity).

     If you need more Men than your CryoFarms can house, then build more CryoFarms. Remember, to minimize the fiddliness, CryoFarm are always
     trying to build to max capacity. In other words, it will automatically try to stay at 100% occupancy, as will all other CryoFarms built, given space/time
     constraints.

     Effect of destroying a CryoFarm: Destroying a CryoFarm instantly kills all Men that are LEFT WITHOUT HOUSING space. First killed are men in
     excess capacity. If still more men are left without housing, they too are killed and ALL the structures cut back to work at AUTO ON (unmanned, run
     by computers) at their low manpower rate (e.g., 10%). All structures operating at AUTO will automatically return to normal operation once ALL
     structures at AUTO can simultaneously return to normal operation. Note that an AUTO structure has no men inside it, so no men are killed if an AUTO
     structure is destroyed. You can turn the structures OFF specific structures, which completely turns them off (OFF concept is similar to what we used to
     call "evac"), in an attempt to lower the number of men required to run ALL the remaining structures in AUTO mode. Or, you can build another
     Cryofarm and wait for the manpower level to come back.

     NOTE: This means there are three states a structure can be in: FULL ON (operates normally and "contains" normal number of men), AUTO ON
     (operates crippled, say 10% and contains no men) and OFF (Structure doesn't function at all, also contains no men).

     When a player rebounds from a "low manpower" crisis and has enough men to run all AUTO mode structures, all the AUTO structures simultaneously
     come back to FULL ON. There still may be OFF structures out there, and these structures ONLY come back ON to full manpower when the player
     tells them to AND there is enough manpower to come back to FULL ON.

Outpost
     Outposts are teleportation pads that also create their own small defense ring. They contain the extremely sophisticated (and expensive!) computers,
     which convert a unit (e.g., tanks, Combots) into data, and transmits it to a receiving teleport pad which reconfigures the data back into the unit.

     Outposts can ONLY be built on the Surface or in Orbit -- they CANNOT be built Underground since the planet's crust renders them useless. You can
     build as many Outposts as you like, but if you have more than two, only one can be selected (via the behavior toggle) as the "Primary" or destination
     teleporter that all other teleporters will "Send" units to. A toolbar button lets the player designate the selected teleporter to be the active destination teleporter.

     "Launch" is another toggle the Outpost can be set to.  If an Outpost on the surface is set to Launch, it will attempt to launch whatever unit enters it into the orbit layer
     directly above the Outpost.  Ground Vehicles can only be launched to an asteroid, so an asteroid MUST be directly above the Outpost.  HoverTrucks, however, can
     be launched to any location in the orbit layer.  Any unit can be launched from the orbit to the surface.

Hanger
     This is the structure required to create an airplane, and repair any damaged aircraft that lands on it. Each AircraftHangar can service three HoverJets or
     one HoverBomber.

DefenseRelay
     The DefenseRelay is used to EXTEND (not create) an existing defense ring. Defense rings are generated by Matter Converters and Outposts and they
     power the structural integrity of structures. Any structure existing outside a defense ring does not have any resistance against kinetic or energy attacks.
     When these vulnerable structures outside a def-ring are attacked, all damage dealt will be deducted in it's entirety from the structure's hit point health,
     without any of the damage being deflected. Note that clicking on a Def-Relay, MatterConverter, or Outpost will create a visible circle on the screen
     which represents its defense ring radius. This gives the player a good overall view of the defense ring in its current state.

     A DefenseRelay that is outside of a defense ring will display a yellow defense grid.  This yellow defense grid is useless to any structures inside of it since
     the Relay is out of range to relay a Defense signal.  Another DefenseRelay would need to be constructed that joined an active (green) grid to the inactive
     (yellow) grid to make the yellow grid active.

MobileWalls
     Mobile Walls are constructed by HoverTrucks and can move (very slowly) to join together and form wall barracades.  Turrets can be erected on these walls
     that fire artillery, lasers, or missiles for air defense.  Turrets can be replaced as needed.

EnergyBank
     EnergyBanks are required to store any excess metajoule energy you collect (1000 Metajoules each), beyond the capacity of the MatterConverter.

ImagingPole
     It's is an inexpensive, small vertical post that can be placed in the ground (either built there by a HoverTruck, or fired there via the RailGun shell called the
     ImagingPoleSalvo shell) which eliminates fog-of-war within its hefty visibility range.

Railgun
     The Railgun is a launching platform for various powerful turrets. In essence, it functions similar to how the mobile wall upgrades to get a turrets. You
     build the Railgun Platform first. Once the platform is done, you select a type of turret to place on it. The UI for building a turret is the same as the
     Mobilewall. Clciking on the empty platform will give you a project button for the appropriate turrets you can make. Once built the turret will have a
     single shot ready to go.

     Unlike MobileWall turrets, the Railgun turret's MUST be given a target, and will not simply shoot because something enters their range. Reload times
     and ranges are specific to each turret and are generally exceptionally long. The only defense against Railgun attacks are the Point Defense structures.

     NOTE: Railguns DO have minimum attack ranges. They will NOT fire on targets within this range.

     Like wall turrets, at any time the player may choose to change the Railgun turret. The build time and cost for that specific turret always applies, even
     when replacing an existing turret.The main advantage is not having to build another platform, but obviously it will be cheaper in the long run to build
     more platforms rather than changing the existing turret to something else.

     Some turrets are common to all corps, some are unique to a corp. Some turrets become available further down the tech tree.

                                            ImagingPoleSalvo -    Shoots 5 imaging poles to designated target.

                                            OrbitalBomb -            Powerful weapon that launches a highly destructive shell at designated target.

                                            NeutronBomb -          Destroys manpower when launched at a base, and can kill a crew inside of a weak Combot. This leaves the
                                                                            Combot vacant for other crews to take over, if the Combot has less than 20% health remaining.

                                            TectonicTorpedo -      Powerful shell that penetrates the surface and destroys units underground.  If the shell strikes a unit on the
                                                                            surface, the unit and the shell may be destroyed.

                                            PhaseCharge -          Powerful energy blast that inflicts heavy damage to Combots.

                                            EMPTurret -              Electro-Magnetic Pulse that damages Combots and disables them for several seconds.

ResearchFacility
     The ResearchFacility is required to study unfamiliar Combot parts so your PartsFactory can produce them. Here's how it works: When an enemy
     part is acquired, it can be immediately used by the Combot.

     If the player has a ResearchFacility, the act of depositing the unfamiliar part at the AssemblyBay means it also shows up as a research option at the
     ResearchFacility. Unless an unfamiliar part has been researched, copies of the part cannot be built in the PartsFactory. Click on the ResearchFacility to
     view the progress of the research as indicated by a build bar in the portrait window. In the inventory and build part window of the PartsFactory, a part
     under research appears as a darkened icon that cannot be selected yet. When the research is complete, an audio cues announces a new part is
     available, and the ResearchFacility is available for you to tell it what to research next. In the PartsFactory the newly research part is now "undarkened".
     Researching a part can be canceled at the ResearchFacility (player deselects the part being researched). During the midst of researching a part, the
     player can cancel research (research time spent on it is lost), and the part is now available for selection in the inventory of parts at the AssemblyBay
     (and the darkened icon in the Build section is no longer there). If the player deposited the part again for research, the process starts all over from the
     beginning as if it had never been partially researched before.

     Constructing multiple ResearchFacilities allows you to carry on separate research projects at the same time. Research projects that are underway at
     another facility are darkened and cannot be selected.

PointDefenseSystem
     The PointDefenseSystem is a small structure. The central part of the structure is a Spherical "projector", which creates the defense sphere
     . The PointDefenseSystem starts out with three protectors. This is represented by small discs which slowly orbit around an invisible half-sphere
     over your base. The protector orbits slowly about, and when a Rail-Gun launched shell or bomb begins to come into range, a protector will quickly
     move along this "sphere" to intercept the target. It will also block enemy aircraft from entering it's airspace. You can build as many as you like, but only
     6 protectors will be deployed at a time (destroyed protectors are automatically replaced if you had extras built up beyond 6). PointDefenseSystem,
     each one is able to absorb a single hit.
     So, the more you have, the more simultaneous hits that can absorb. For example, if 4 NeutronBombs are launched at my base, and I have 3
     protectors, 3 bombs will be absorbed but the 4th one will get through. The 3 protectors are destroyed in the process.

SolarPanel
     SolarPanels provide another method of gathering metajoule energy. They can only be built in Orbit (where they work best), on the Surface (work
     poorly, say 25% efficiency) or Underground (no solar energy collected). The advantage of collecting solar energy vs. lava
     mining is solar energy is a constant resource which never runs out. Also, it does not require you to go hunting around potentially dangerous exposed
     parts of the map for you to get the energy and it doesn't take men to man the solar panels. Downside of SolarPanels is that they acquire metajoule
     energy very slowly, and although small, they do take up precious land on your asteroid base. They're also very fragile, so they're easy to destroy.

AIFacility
     The AIFacility allows for moving further down the tech tree, more construction options and, in particular, it lowers the number (e.g., 30% global
     reduction in men required for vehicles, structures, etc.) of men required to operate the base. Just what you'd expect an AI Facility to do!

Other  Structures
           Archeology Station -
       For Single-Player missions only.  Has no abilities or functions other than those tied to a mission description.

           Prison -
       For Single-Player missions only.  Holds Combot Crews until destroyed.  Has no abilities or functions other than those tied to a mission description.

           Alien Enhancers (Attack, Construction, Defense, Recon) -
       Enhances the owner's Attack, Defensive, Construction or Recon abilities depending upon which enhancer is owned.  Enhancers can be "captured"
           by "invading" them with a DrillTruck.