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Starting RogueTech
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Introduction to Roguetech
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The Rogue War
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Roguetech Wiki
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Starting RogueTech
What is RogueTech
Introduction to Roguetech
Gameplay Changes
Installation
Online Experience
The Rogue War
Credits
Support Links
Installation
Performance Tips
Change Log
FAQ
Known Issues
Roguetech Articles
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RT Flashpoints
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=== Caveats === Just some additional notes for '''Easy'''. This is meant for players to familiarize themselves with the differences in combat game mechanics, and is NOT balanced at all for long campaigns. * Mode - Doesn't have any effect on combat game. However, due to the volatile nature of the online map, playing offline '''may be easier''' in the short term for new players. Our online community is incredibly active and has deleted factions on Day 0, which may leave players stranded as the map is updated. ** '''NOTE''': RogueTech does not support direct PvP. In Online Mode, players fight asynchronously to control star systems in a shared map. See the [http://roguetech.org/index RogueTech Online website] for more details about the online map. * Difficulty - Both modes scale with your company strength, but each have their own advantages and disadvantages for new players. See [[Installation#Difficulty Scaling|Difficulty Scaling]] for details. ** Planet: Each planet is assigned a skull value, based on that planet's lore and resources. Missions on each planet will generate based on that value, plus or minus up to your Variance setting. If support lances are on, keep in mind that over-dropping will increase the odds that you have to fight at least one support lance. ** Company: Every planet is set to the same skull rating. That rating is based on the C-Bill value of your lance: Each 16.5m of value adds half a skull to the global difficulty. Starting with the most expensive, the game counts as many units as you have mech drop slots unlocked, between 4 and 8. If your starting lance is valued very highly, it is possible start a career as high as 1 or 2 skulls. * Random Spawns and Manual Deploy - Disabling these options will make missions more predictable, as in vanilla. Enable it later to enjoy more variety and control over drop positions. * AI Convoy - don't worry about driving convoys, just follow them. * Map size - Standard. Bigger maps won't affect performance, but they can be overwhelming when you're starting out. * Combat Log - all actions are logged in the chat window. Side effect is that this lets you see which mechs the enemies are fielding as they perform actions. * Enable Allies - this enables a chance to spawn friendly allies to help if your lance is under-leveled. * Random Ronin Starting Pilots - start with better pilots. * Disable Concrete Jungle - you don't need buildings rigged with lasers, IEDs, and Capellan propaganda just yet. * Disable additional Era Units - You can always add extra mechs and gear later as you become familiar with the game mechanics. Having less options means it'll be easier to poke-mech and build new mechs as you collect parts faster. * Disable optional mods/components/flashpoints - There's a lot to explore here, much of it very lethal. You can always add this content later. * Enable all additional pilots - more stronger pilots available to hire, why not. * Free Armor Repair - this will help if you're struggling to keep your company afloat by eliminating a huge cost in repair time and cbills. Disable this as soon as you become more financially comfortable as this is really a core experience and balance of RT.
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