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There a total of 9 unique Homefront operations to choose from, 6 missions are designed for fleets of 5 pilots, the other 3 missions require fleets of 3 pilots. Each operation offers its own scenario, team setup, and strategy. At the entrance, the acceleration gate restricts access to specific ship types, depending on the mission. | There a total of 9 unique Homefront operations to choose from, 6 missions are designed for fleets of 5 pilots, the other 3 missions require fleets of 3 pilots. Each operation offers its own scenario, team setup, and strategy. At the entrance, the acceleration gate restricts access to specific ship types, depending on the mission. | ||
The enemies, narrative, and specific goals of a site depend on which empire’s space it is located in. Some sites feature hostiles from newly traitorous corporations that have splintered away from their parent empire. | |||
== Goal ==<!--Source: Viridian: Expansion notes--> | == Goal ==<!--Source: Viridian: Expansion notes--> | ||
Bringing new and experienced capsuleers together to do new activities, help to establish social connections and introduce [[fleet]] gameplay. | Bringing new and experienced capsuleers together to do new activities, help to establish social connections and introduce [[fleet]] gameplay. | ||
== | == Damage types, EWAR, factions == | ||
The following table details the electronic warfare ([[EWAR]]) tactics you’ll face and the primary and secondary damage profiles pilots must defend against. | The following table details the electronic warfare ([[EWAR]]) tactics you’ll face and the primary and secondary damage profiles pilots must defend against. | ||
{| class="wikitable mw-collapsible" style="border-radius: 15px;" | {| class="wikitable mw-collapsible" style="border-radius: 15px;" | ||