Welcome to Devistation's and Holyavenger's ShadowOps help site

This guide has been designed and created to teach you everything that you need to know about ShadowOps, whether your a new player just starting out wanting to know everything, or an experienced player wanting to refresh your memory, this guide is for you.

This is now Version 4.0.0 of this ShadowOps help site.

This game guide has been created and designed by:

Clown image Devistation [CoW] Clown image
Holyavenger

Power Allocation

The power room is a very important room. This is the place where you control your power allocation, you can also view your power status here. When you first load this page, you will see your power income, your power usage and the difference between the two. If your difference is negative it is advised that you build more power producing facilities as soon as possible or you turn off one of the power requiring systems (turrets and deterium makers, it is not advised that you turn off your missile defence system if possible) until you have enough power to support it.

Just about everything in ShadowOps runs on power, your ships, deterium makers, turrets, missiles, and even your probes.

At the bottom of the screen, you will see options enabling you to either turn on or off, your deterium makers, turrets, also your missile defence.

Having a negative power income on ShadowOps is not the end of the world, so long as you are aware that if your storage of power reaches zero EVERYTHING will be turned off. Therefore it is wise to make sure that you have ample power reserves. It is worth noting that if you are desperate for power, it can be purchased from the black market.

Once opted to do so each system, missile defence, deterium makers and turrets, takes three revolutions to be brought online, and the cost to do this is the power it would take to run these systems for one revolution. If you ever reach 0 power all systems are shut offline and you will need to restart them.

It is also worth noting, that if you run out of power, your ships with be 60% less effective when defending against an attack.

Power Systems

Missile Defence:

Once your missile defence system is online, each of your defensive missiles will require 120k (120,000) power per rev. It is advised that once you have defensive missiles, you keep them online to protect yourself from incoming offensive missiles.

Turrets:

Turrets are an excellent source of defence early on in the round. Unfortunately they take 200 power each to keep online. Turrets can only be built once you have researched them. In addition to general defence, once the cloak detector has been researched turrets help defend against cloaked ships attacks by targeting the hunter droids as they approach your residence.

Deterium Makers:

Deterium is one of the key resources in ShadowOps. Deterium makers cost 750 power each to run per rev, though this may seem like a lot of power to run, deterium makers have a couple of advantages over deterium mines. The first of these advantages is that fact that deterium makers create 550 deterium per rev, whereas deterium mines only maker 250 deterium per rev. The second of these advantages is that deterium makers cannot be destroyed via a deterium missile, whereas deterium mines can. One disadvantage to be aware of though, is the fact that if your deterium makers are not turned on, or turned off due to lack of power, or being hit by an EMP missile, you will recieve no deterium income from them.

Power Consumption

Key: Power image = Power

Cost per station: Power image6
Cost per starship: Power image10
Cost per fighter: Power image5
Cost per probe: Power image1

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