Section 15:
Melee Intro
Welcome to QfY: Melee! This zone is based on the main Quest for
In Melee, you only have 1
ship. When you buy from the ship shop,
you are not buying new ships, but rather updating the ship you have. You can go either way up the chain, up or
down. When you buy a ship, the purchase
price comes from the base price of the ship, minus the cost of your current ship,
and minus the cost of the additional shields, armor, drones, etc you have on
your ship. Take note that when you buy a
new ship, your upgrades and weapons disappear.
It is advised that you sell your weapons before changing ships.
One of the most important things
in Melee is player levels. There are 10
levels, gained at powers of 2 based on exp starting at 2000 exp and ending at
1024000 exp for level 10. Each level is
given a name and a color. Your color
starts red, will change slowly to Green until level 8. Level 9 is a greenish blue, and Level 10 is
blue. As you go up in the levels, you
will gain access to new ships. At level
0, the only ship you have is the Interceptor.
You get the Destroyer at level 1, and the Cruiser at level 2. Almost every level has a new ship of some
kind. You may decide to change ships
every time you level up, or you may wait for a certain ship, it’s up to you.
In the Melee game, it is
important that you not die. If you die
while attacking, you will lose half of your experience. If you die after being attacked, you lose 25%
of your experience. If you die to mines or an autoturret, you will lose 20% of
your experience. This is just as important
the other way around. Killing the other
people with high exp will help you to stay on top.
There is a dynamic exp gaining
system when you kill a ship. You get
experience based on the exp of the person whose ship you killed. First, you get a base exp of ¼ of their exp. If they had more exp than you before you
killed them, you will get an additional ¼ of the exp they had above yours. So if you have 50000 exp and you kill
somebody with 24000 exp, you get 6000 exp.
If you kill somebody with 24000 exp and you only have 12000 exp, you get
6000 exp plus another 3000 exp for the amount they had more than yours. This means that you can get a lot of exp for
killing people high above you in the ranks, and you don’t get quite as much for
killing people with less exp than you.
This goes for killing NPCs too, although chances are you will have more
exp than almost every NPC you meet. Read
on for more information on NPCs.
Making Money
Making money in QfY: Melee is very different from making money in the other games. There is no trading, no ports to sell goods at. There are no planets. So where do you get money? Bounties. You get a bounty for killing pretty much any ship in the game. Because there is a 1 ship limit, you always get a player’s bounty when you kill them. Killing other human players can get you big bounties, but often these players are very difficult to kill, and there are also few of them.
To get around this problem, we
will need to attack NPCs. NPCs, or
Non-Player-Characters are computer players that roam around the map. Their sole purpose is to be killed. There are 2 general types of NPCs at this
time, Civilians and Scouts. Civilians
have trading vessels like Merchants, Cogs, Transports, and Stealth Merchants
and tend to be easy to destroy. Be
warned that Merchants can be vicious little creatures. If you are just starting out, you will want
to find Cogs to destroy, as they are easiest.
The other type of NPC is the Scout NPCs.
Scouts own Armed Scouts, Interceptors, Destroyers, and Cruisers. These ships can be very difficult to
destroy. They have much larger bounties,
but are also very capable of defending themselves. Don’t move on to these guys until you can
handle them.
Remember that because you lose
shields, drones, and armor when you attack, you have to make sure you will be
gaining more than you will lose attacking.
As you play, you will learn about how much it takes to kill each type of
ship and just how much damage they can do.
All NPC ships have full turrets, although some have weaker weapons. Attacking human players can be very
rewarding, but you probably aren’t ready for them at first as humans tend to
defend theirselves with everything they have.
There are multiple different types of damage weapons can do in QfY: Melee. The different damage types can be blocked by different upgrades and each has a different affect on a ship’s defenses. Read on to find out about the different types.
Projectile – The most basic type of damage. Projectile damage comes from the weapon physically impacting the target. An example of this type of damage would be a bullet. Projectile damage is totally deflected by shields. When shields were first invented, their purpose was to deflect projectile-type weapons.
Explosive – Explosive damage is widely used. Explosive damage occurs when a chemical reaction makes objects in a space expand rapidly. Explosive damage is found mostly on missiles. Explosive damage effects both shields and armor, but the effect on armor is much greater.
Burning – Burning damage is the damage that lasers give off. Burning damage uses heat to burn through armor and it has an approximately equal effect against shields and armor.
EM – Electromagnetic damage is given off by different sorts of wave and pulse generators, as well as in a nuclear explosion. EM has a devastating effect on shields. Armor is not damaged by EM and ships computer systems have adequate defenses against it, but it tends to fry shield generators very quickly.
Concussion – Concussion damage is given as an additive to explosive weapons. Concussion damage causes a ship to shake violently, causing damage. Some wave-type weapons are designed to give off only a concussion attack. Concussion does a slight amount of bypass damage and can sometimes damage armor without destroying all shields. Concussion damage cannot destroy a ship however as long as shields remain intact.
Fragmentation – Fragmentation weapons use many smaller projectiles to do mass damage. Frag weapons tend to be very weak, but they have a 5X multiplier against drones. Fragmentation weapons are completely deflected by shields.
Sonic – Sonic weapons are very similar to concussion weapons. Sonic weapons use very low frequency sound waves to inflict damage on a target. A Sonic attack only damages armor, but can damage armor whether or not shields exist. Bypass damage cannot destroy a ship however.
Here is a table to illustrate the damage type’s exact effects.
|
|
Shields |
Armor |
Drones |
Bypass |
Anti-Mine |
|
Projectile |
0% |
100% |
80% |
0% |
20% |
|
Explosive |
50% |
100% |
90% |
0% |
30% |
|
Burning |
100% |
100% |
100% |
0% |
0% |
|
Electromagnetic |
100% |
0% |
10% |
0% |
0% |
|
Concussion |
0% |
100% |
25% |
15% |
20% |
|
Fragmentation |
0% |
75% |
500% |
0% |
100% |
|
Sonic |
0% |
25% |
25% |
100% |
15% |
Melee Weapons
This is a list of all weapons in the Melee game and the damage they do of each type. Multiply these values by the percentages above to figure out how much total damage they will do. Some weapons are only available to certain races.
H = Human, no specialty
K = Krioni, specializes in explosive, poor in sonic
N = Neothan, specializes in burning, poor in EM
A = Artes, specializes in frag, poor in burning
Y = Yodi’ki, specializes in EM, poor in frag
P = Hyperion, specializes in sonic, poor in explosive
D = Draconians, no specialty
Lasers:
|
|
Cost |
Projectile |
Explosive |
Burning |
EM |
Concussion |
Frag |
Sonic |
Race |
|
Small Laser |
100000 |
0 |
0 |
50 |
0 |
0 |
0 |
0 |
HKNAYPD |
|
Medium Laser |
200000 |
0 |
0 |
75 |
0 |
0 |
0 |
0 |
HKNAYPD |
|
Large Laser |
500000 |
0 |
0 |
100 |
0 |
0 |
0 |
0 |
HKNAYPD |
|
Pulse Laser |
400000 |
0 |
0 |
75 |
25 |
0 |
0 |
0 |
HKAYPD |
|
Neo Laser |
450000 |
0 |
0 |
75 |
0 |
0 |
15 |
0 |
N |
|
Hyper Laser |
500000 |
0 |
0 |
75 |
0 |
0 |
0 |
25 |
P |
|
Super Laser |
1000000 |
0 |
0 |
125 |
0 |
0 |
0 |
0 |
HKNYPD |
Missiles:
|
|
Cost |
Projectile |
Explosive |
Burning |
EM |
Concussion |
Frag |
Sonic |
Race |
|
Torpedo |
100000 |
50 |
50 |
0 |
0 |
0 |
0 |
0 |
HKNAYPD |
|
Large Torpedo |
200000 |
50 |
75 |
0 |
0 |
0 |
0 |
0 |
HKNAYD |
|
Missile |
150000 |
100 |
15 |
0 |
0 |
0 |
0 |
0 |
HKNAYPD |
|
Homing Missile |
200000 |
110 |
20 |
0 |
0 |
0 |
0 |
0 |
HKNAYPD |
|
Incendiary Msl |
450000 |
90 |
0 |
25 |
0 |
0 |
0 |
0 |
HKNYP |
|
Concussion Msl |
600000 |
75 |
5 |
0 |
0 |
50 |
0 |
0 |
NAYP |
|
Artes Missile |
1000000 |
75 |
0 |
0 |
0 |
0 |
45 |
0 |
A |
|
Doom Missile |
1500000 |
80 |
75 |
0 |
0 |
20 |
0 |
0 |
K |
|
Frag Bomb |
2000000 |
60 |
25 |
0 |
0 |
30 |
70 |
0 |
A |
Pulse Generators:
|
|
Cost |
Projectile |
Explosive |
Burning |
EM |
Concussion |
Frag |
Sonic |
Race |
|
EM Pulse |
200000 |
0 |
0 |
0 |
160 |
0 |
0 |
0 |
HKAYPD |
|
Sonic Pulse |
500000 |
0 |
0 |
0 |
0 |
0 |
0 |
50 |
HNAYPD |
|
Krioni Pulse |
300000 |
0 |
40 |
0 |
100 |
0 |
0 |
0 |
HK |
|
Hyper Pulse |
750000 |
0 |
0 |
0 |
0 |
0 |
0 |
70 |
P |
|
Yodi’ki Pulse |
500000 |
0 |
0 |
0 |
200 |
0 |
0 |
0 |
Y |
Other:
|
|
Cost |
Projectile |
Explosive |
Burning |
EM |
Concussion |
Frag |
Sonic |
Race |
|
Driver |
500000 |
180 |
0 |
0 |
0 |
0 |
0 |
0 |
KNA |
|
Chain Gun |
400000 |
25 |
0 |
0 |
0 |
0 |
55 |
0 |
KAD |
|
Salvo |
1700000 |
60 |
25 |
35 |
60 |
0 |
20 |
10 |
H |
Trader House Weapons:
|
|
Cost |
Projectile |
Explosive |
Burning |
EM |
Concussion |
Frag |
Sonic |
Race |
|
Caz Laser |
3000000 |
0 |
0 |
150 |
0 |
0 |
0 |
0 |
HKNYPD |
|
Caz Missile |
1000000 |
100 |
45 |
0 |
0 |
45 |
0 |
0 |
HKNAYD |
|
Caz Wave |
2500000 |
0 |
0 |
0 |
100 |
0 |
0 |
100 |
HAYPD |
|
Piercer(10 tur) |
15000000 |
2500 |
0 |
0 |
0 |
0 |
0 |
0 |
HY |
|
N-Rail |
1000000 |
80 |
0 |
0 |
0 |
60 |
0 |
0 |
HAYPD |
|
E-Rail |
1500000 |
60 |
0 |
0 |
60 |
50 |
0 |
0 |
Y |
|
F-Rail |
2000000 |
60 |
0 |
0 |
0 |
60 |
80 |
0 |
A |
|
Y-Rail(2 tur) |
5000000 |
120 |
0 |
50 |
0 |
80 |
0 |
80 |
P |
|
|
Cost |
Projectile |
Explosive |
Burning |
EM |
Concussion |
Frag |
Sonic |
Race |
|
Hind Leg Kick |
500000 |
50 |
0 |
0 |
0 |
75 |
0 |
0 |
Reindeer |
|
Antler Stab |
900000 |
200 |
0 |
0 |
0 |
0 |
0 |
0 |
Reindeer |
|
Growl |
1000000 |
0 |
0 |
0 |
0 |
0 |
0 |
100 |
Reindeer |
|
Reindeer Chips |
3000000 |
0 |
0 |
100 |
0 |
0 |
0 |
0 |
Reindeer |
|
Mad Reindeer |
15000000 |
100 |
30 |
80 |
0 |
75 |
0 |
50 |
Reindeer |
|
Elf Hammer |
500000 |
100 |
0 |
0 |
0 |
50 |
0 |
0 |
Elves |
|
Ankle Bite |
750000 |
0 |
0 |
60 |
30 |
0 |
0 |
0 |
Elves |
|
Elf Torch |
1200000 |
0 |
0 |
90 |
0 |
0 |
0 |
0 |
Elves |
|
Swarm O’ Elf |
1500000 |
75 |
0 |
50 |
0 |
0 |
75 |
0 |
Elves |
|
Flying Toys |
4000000 |
0 |
150 |
0 |
0 |
10 |
0 |
0 |
Elves |
|
Belt of Santa |
8000000 |
100 |
25 |
100 |
0 |
10 |
0 |
0 |
Elves |
|
Drop Needles |
400000 |
75 |
0 |
0 |
50 |
0 |
0 |
0 |
Trees |
|
Flying Ornament |
800000 |
0 |
100 |
0 |
0 |
0 |
0 |
0 |
Trees |
|
Branch Slap |
1500000 |
0 |
0 |
0 |
0 |
200 |
0 |
0 |
Trees |
|
Snowball |
500000 |
0 |
0 |
80 |
0 |
0 |
0 |
0 |
Snow |
|
Icicle |
800000 |
150 |
0 |
30 |
0 |
0 |
0 |
0 |
Snow |
|
Iceball |
1200000 |
50 |
0 |
80 |
0 |
50 |
0 |
0 |
Snow |
|
Blizzard |
25000000 |
20 |
0 |
100 |
100 |
0 |
20 |
20 |
Snow |
|
Face Slap |
200000 |
0 |
0 |
40 |
0 |
30 |
0 |
0 |
Shoppers |
|
Fingernails |
500000 |
150 |
0 |
0 |
0 |
0 |
0 |
0 |
Shoppers |
|
Flying Presents |
1000000 |
0 |
150 |
0 |
0 |
50 |
0 |
0 |
Shoppers |
|
Road Raged Car |
6000000 |
50 |
100 |
50 |
0 |
25 |
25 |
50 |
Shoppers |
|
Bouncer Husband |
12000000 |
0 |
0 |
0 |
0 |
400 |
0 |
0 |
Shoppers |
Special Melee Upgrades
Here is what the special upgrades in the Melee game do.
Upgrade: Heat Shield
Cost 2000000
Description: Heat Shields reduce all enemy burn damage by 20%. Takes up 1 upgrade. If you have 2 of these, enemy burn damage is reduced by 40%, etc.
Upgrade: Anti-Missile System
Cost 1750000
Description: The Anti-Missile System defends against enemy missiles, reducing enemy projectile damage by 15% and enemy explosive damage by 10%. Takes up 1 upgrade.
Upgrade: Advanced Shocks
Cost 1500000
Description: Advanced Shocks increase your ship’s ability to take da