The races of the Echo Cluster
Pick one, kill the others
Up to eleven races fight it out for the ultimate goal: domination of the Echo cluster.
Each of the races has a different list of ships at their disposal, and each race has at
least one unique ability. This greatly enhances the fun in VGA Planets, since each
opponent you face will have different abilities to fight you with, and each race of course
requires different tactics to command or fight against.
The Solar Federation
The Federation is by nature a peace-loving race of humans, who would like nothing better
than to see all the races in the cluster living together in co-operation and harmony. When
it does come to a fight they rely on many medium and medium-heavy ships, with the torpedo
being their weapon of choice. The Feds are the only race in the cluster who can outfit
their ships with better parts after they have been built allowing them to put old and
outdated ships to good use.
To protect the environment of the planets they colonize the Federation colonists only
mine minerals at a speed of 70% of the normal mining rate, but in return the natives pay
them double the taxes they'd normally produce. The Federation can build two ships to
change a planet's temperature to their liking, and combined with their favorable
income-position and special refitting ability the Feds are often able to build more ships
than anyone else. And they need their strength in numbers, because a lot of the other -not
so friendly- forces in the cluster are able to produce larger ships than the Federation.
The Lizards
The Lizards are an alliance of large boulder throwing humanoid lizard men with large nasty
teeth. Their enormous strength provides the Lizards with some strong advantages: they mine
minerals twice as fast as other races, their colonists are tremendous warriors when it
comes to groundcombat and their ships are very tough to destroy. The Lizards can use most
of their starships to hover over a planet and transmit threatening radio and video
messages to planetary populations. This allows them to tax the natives more heavily
without having the natives protest about the high burden that is placed upon them. To
become the rulers of the cluster, the Lizards like to take over enemy planets by dropping
colonist from cloaked ships and use their two largest battleship-designs to fight enemy
ships.
The Birdmen
The Birdmen are a race of Avian-like humanoids, and are very sneaky. Many of their ships
can hide using a cloaking device, which allows for the Birds to sneak up on their enemies
and target the weak spots while hiding from the strong battleships. The Birdmen specialty
is spying: with their ships they can gather information from enemy planets, telling the
Birds exactly what resources their enemy has there. And since this can be done from
cloaked ships, the enemy might never find out about the Birdmen's presence until it is too
late. Unfortunately, the Birdmen often find themselves outgunned when it comes to a head
to head fight, as they have a hard time gathering enough money and minerals to build their
two largest battleships which they really need in battle.
The Fascists
The Fascists are a race of large, hairy humanoids who are very strong. Honor is very
important to them, and they are fearsome warriors. They are very strong in ground combat
situations, and can plunder a planet without fighting it. Sadly, the Fascists have the
disadvantage of not having the strongest of battleships when it comes to space combat.
Many of the Fascists' ships are equipped with a lot of beam weapons, and their primary
weapon is the torpedo. The Fascists have several ships that have cloaking devices built in
to their hull and two special ships which are equipped with a Glory Device. These ships
can be used to detect cloaked enemy ships, or to simply use as kamikaze warriors to damage
enemy ships before the actual fighting begins.
The Privateers
The Privateer bands consist of green-colored humanoids who are very good at dancing. They
tend to use rather light ships, and hardly posses any serious battleships. Some of their
ships are equipped with Gravitonic Accelerators, giving them twice the speed of normal
ships. The Privateers are often referred to as Pirates, which is what describes them best.
They'd rather capture an enemy ship than fighting it: for this purpose the Privateers have
fine-tuned their beamweapons so they kill an enemy crew rather than damaging the ship.
Even more fearsome is their ability to rob enemy ships of fuel and cargo, and then board
and take over the defenseless ship. However, since everybody knows of this fearsome
ability the Privateers are often the primary target in the cluster, and until they have
succeeded in taking over some of their enemies' battleships the Privateers can not put up
much of a fight.
The Cyborg
The Cyborg is a race that is half living being, half machine. Their sole purpose of
existence is to assimilate native species into the collective and to eradicate all
resistance. To accomplish this the Cyborg have a ship capable of performing hyperjumps
over great distances, and they can build a special shiptype allowing for instant movement
over vast distances at a very low cost. When it comes to head-to-head battles, the Cyborg
are a force to be reckoned with. The cubic ships they can build are two of the largest
ships in the game; one type fires torpedoes and the other launches fighters. However,
apart from these two, the other Cyborg ships are cannonfodder at best, so the Cyborg need
to stay alive long enough to build up an empire capable of producing these awesome cubes.
The Crystal People
The Crystallines are a silicon based life form of about 3 foot tall, with no limbs and a
metallic color. They have two large glowing eyes in the middle of their polyhedron form.
The Crystal people prefer hot temperatures: they thrive on boiling hot volcanic planets.
To adapt the planets they colonize to their personal preference the Crystals can build a
terraforming ship which heats a planet up until it is turned into a boiling pool of lava.
The Crystalline specialty is the webmine: fields of these can be laid in space to entrap
enemy ships, which will get stuck and lose fuel. Once fuelless, the Crystalline can board
the enemy ship and take control, after which the ship is gratefully added to the Crystal
fleet. The majority of the ships the Crystallines can build have large cargoholds,
designed for laying web minefields. Overall, they can build some reasonable medium to
medium-heavy ships, but until they have captured some via their webs they lack a real
nasty battleship.
The Evil Empire
The Empire is another humanoid race, and as the name indicates, an evil one. Turning the
entire Echo cluster into imperial property is the goal that drives these people, and once
on a roll they can be very hard to stop. With their incredible "Dark Sense"
imperial captains can scan all planets for enemy activity, allowing them to hit where it
hurts. The Evil Empire depends heavily on fighters for attacking enemies as they have only
one ship type that can launch torpedoes. Most of the Empire's ships are very large and
expensive. The Empire's battle carrier is the largest and most heavily armored fighter
carrier in the universe. It has 10 beam weapon banks, which is most impressive for a
carrier. Because all of their ships are so heavy though and fighters expensive, the Empire
is relatively weak at the beginning of a game.
The Robots
The Robots are a typical race in the Echo cluster: once made by a race that is believed to
be a distant relative of the Lizards, they have now outlived their makers and evolved into
a tremendous war machine. The Robot campaign for domination of the Echo cluster is based
on raw power: most Robotic ship designs are based on the basestar fighter carrier design.
The average Robotic ship is large, heavy and deadly. Only one Robot shiptype can launch
torpedoes and lay spacemines. This ship however is only rarely used in battle, it's main
purpose is to utilize another Robot advantage: due to their innate understanding of all
things mechanical, they are able to convert their torpedoes into mines at a much higher
rate. Throughout all stages of the game the Robots are a powerful race. They have a very
powerful medium ship and some of the largest heavy carriers.
The Rebels
This humanoid race is, as the name suggests, of a rebellious nature. Running from
oppression and fighting the powers that be where they can, their ultimate goal is to
eliminate all the hostile forces in the cluster and give the natives self-control over
their planets. The Rebels are a group of warriors who depend on their fighters to provide
a low cost offensive power. Their ships follow no standard design, and are mostly
converted freighters and armored transports. The ships may not be pretty but they get the
job done. The favorite Rebel weapon however is the Rebel Ground Attack: Any of the Rebel's
ships can land a very small team of saboteurs onto the planet's surface, that will destroy
a good portion of the owner's resources and bring down the morale of the enemies on the
planet. If there are any natives on the planet they will be very pleased about everything
being destroyed. Rebels can "self-destruct" their own planets if they wish by
using this ground attack mission. This weapon, combined with their many smaller warship
and their impressive large fighter carrier gives the Rebels a good shot of winning the
final war in the cluster.
The Colonies of
Man
After spending decades of searching for their homeplanet, these humans have finally
settled themselves in the Echo cluster. The Colonies are very similar to the Rebels and
share many of the same ship designs. They too have a mixture of smaller ships, combined
with a large fightercarrier. Colonial fighterpilots are highly skilled and can fly great
distances through open space, away from their mothership, and sweep enemy minefields. Over
the years Colonial scientists have discovered ways to generate fuel from space-particles,
allowing for perpetual motion which is unprecedented in the cluster. The combination of
infinite movement, many smaller ships, a large mothership and highly skilled fighters
gives the Colonies a good chance of becoming sole rulers of the Echo cluster.
|