Event Horizon Frontier's controls remain the same as its predecessor, however, the goal of the game is different. In Frontier, you are a Starbase owner, and must properly equip both your Ships and Starbase to withstand enemy assaults. Between battles, neutral ships (Scientist, Engineer, Smuggler, Merchant, and Mercenary) will spawn and roam the area near your base. At the end of each battle, your Starbase will be fully repaired and recharged, while your ship gets repaired and recharged at the start of a battle. Each level has 5 stages, with each level putting you up against a different faction, as the level gets higher, you're most likely to fight against more factions at once. At stage thirty you will be fighting three factions at once. Each stage can be replayed, however, the bonus credits and EXP you get for winning a new round will not be present. Additional credits can be earned by destroying asteroids. Doing this is not practical unless you can output a large amount of damage.
Neutral Ships Edit
Scientist ships are Oracles , they upgrade your equipments' level. Only weapons, drone bays, armors and armored fuel cells can be upgraded at the moment. Weapons and drone bays increases 10% attack per upgrade level, and 10% defence on upgrading armors or armored energy cells. If the standard version of the module has been unlocked in the Skill Tree, the upgrading cost is reduced by 50%. Only the first three upgrade levels can be purchased for Credits, further levels require Stars. The maximum upgrade level for a module is 20, for a total of a +200% bonus.
Engineer ships have the same shape as the Event Horizon ship from the first game, they allow you to combine two modules of equal quality, and produce a new module of higher quality (note that in order to combine two high-quality modules both must have the same stat increases). If a baseline module has been unlocked in the Skill Tree and you do not have any in your inventory, the Engineer can automatically purchase and combine a pair of baseline modules for the same Credit cost as a purchase from the ship/station equipping screen.
KEY NOTE ON THE ABOVE TWO SHIPS: It is highly recommended not to upgrade modules at the Oracle until you have combined/created them up to the final desired upgrade level at the Engineer. First, when combining modules at the Engineer they will both need to be at an identical upgrade level (i.e. both at +1, or +2, etc), and the combined module will LOSE one upgrade level (but they will not go below baseline). Second (and much more importantly), upgraded module pairs cost a higher number of Stars to combine at the Engineer than the baseline versions. If you have upgrade-able modules that you want to get to a Purple or Gold enhancement it is MUCH more efficient in both Credits and Stars to get those modules to the desired enhancement level before doing any upgrades at the Oracle.
Smuggler ships are as-of-now unnamed isosceles triangle-shaped ships (like a megalodon) that are black, and they sell Stars, they can also transfer high-quality modules (purple rarity or higher) to other ships by pawning it off one ship, and selling it to another. It also builds up a Star stockpile for purchase as you play; it gains 10 stars each day, plus 2 stars for each new combat round completed by any ship.
Merchant ships are self explanatory, they buy your unwanted modules, or sell you modules. Merchant ships refresh after each round. They can also be refreshed for the cost of 1 star. The quality of the modules that show up on them depends on the Stage of the ship you are using.
Mercenary ships are combat ships, who will fight by your side for one round, for a price. Mercenaries always cost stars, and better Mercenaries cost more stars (for example a trident mercenary costs one star, while an Object 18 mercenary costs two). Mercenaries can be useful if you are having trouble with one round, however, keep in mind that you cannot see what equipment they are using, the only way to guess is to fight an enemy flying the same ship and assume the Mercenary uses the same modules. (side note: Mercenaries with stealth fields will appear invisible to players, so the only way to hire such a Mercenary is to fly around until you receive the offer.)
Battles are much larger than the battles in the first event Horizon, with the added objective of keeping your Starbase alive (Repair Rays finally have a use now!). In Frontier, enemies attack in waves, and there is an option to send in all enemy waves at the same time, the option is in the pause menu that appears during a battle. Unlike the first Event Horizon, there is no limit to how much enemies can spawn at once, so you can possibly have dozens of enemies swarm you at once. You are unable to change your ship, however, you are able to respawn 3 times should you be destroyed. If your Starbase gets destroyed you will lose automatically, UNLESS you are able to kill the final ship(s) on the field within 2 seconds of the Starbase's destruction (don't ask why, we don't know).
Another added feature is the ability to send in your other ships to aid you, by tapping the Fleet icon when in proximity of the Starbase, you can select up to 5 of your other ships to be your allies, the selected ships will be flown by an NPC and attack whichever enemy is the closest, and their tactics will change depending on the modules equipped,(unfortunately, a ship equipped with a Repair Ray will not repair you, nor the Starbase). Unlike player controlled ships, ships flown by NPCs will not respawn upon death.
There are also Alien Outposts. Similar to your own starbase, they are starbases embedded in a very large asteroid, with turrets also embedded in that asteroid. Upon killing them, you are awarded a gold module, a star, and a point for the basic version, with higher grade versions giving more rewards. They can only be fought once you find one, and they are generally found outside the starbase's area. They are represented as a red skull symbol when outside the screen. Normal versions have Pulse Cannons on the turrets and Pulse Cannon Drones. Veteran versions are a great deal tougher both for the base and the turrets, and have Railguns on the turrets, missile drones and a couple of repair drones. Double Veteran outposts are a dire threat; they are even tougher and have high damage Ion Cannons on their turrets, a lot of damage drones and a couple of Repair Drones. Only a very tough high damage brawling Capital Ship or a very long range missile artillery ship can handle the Double Veteran version, since the Ion Cannons are utterly impossible to dodge so you need to brute force endure them or out-range them.
Additionally, there is a newer type of boss that is mentioned as Hostile Lifeforms, which are the Capital Ship Wormship. They have 3 types, a non-veteran with only a Heavy Laser assisted with 180° TU, a veteran equipped with drones and a Heavy Vampiric Ray M2 with similar aim assist, and double veteran with Heavy Vampiric Ray M2, Heavy Ion Cannon, Black Hole Generator, and greatly enhanced M41 drones. They are extremely powerful compared to Alien Outposts, and requires speciallized ships, but rewards are much more plentiful especially from double veteran ones as it also rewards a similarly named battleship.
Looting in Event Horizon Frontier is different, instead of receiving loot after a battle, enemy ships have a chance to drop loot when destroyed. The loot may then be picked up by the player's ship at any time by flying into (or near if you have the loot magnet skill) them, however, keep in mind that loot can be destroyed if got sucked in by the black hole generators' projectiles or left floating around for too long, and can also be knocked far away by projectiles and explosions. There are currently three types of loot that can be dropped by enemies:
Scrap (represented by a cyan coloured barrel) which is sold instantly for 1 credit a piece.
Modules (represented by a box, with colours depending on the quality of the module) Ship equipment which can be equipped on your ship or Starbase, or can be sold at a Merchant ship. A red box gives a poor quality module, a cyan box gives a regular quality module, a green box gives an improved quality module, a purple box gives a high-quality module, and a gold box gives super high-quality module.
Stars (represented by a golden star) are the premium currency of Event Horizon. They are pretty rare and are given as a reward for completing the 5th level in a faction-group of levels
The option to buy a random ship for 25 stars disappears after unlocking all basic ships. It does not unlock any Capital Ships (those that cost more than one skill points to unlock).
General Strategy Edit
Compared to the original Event Horizon game the effective tactics for how you fight and how to build your ships is vastly different. While in the original game battles were usually a one-on-one affair (unless you manually called in the next ship early/were too slow to destroy the current one) and the enemy ship(s) would exclusively go straight for you all the time, in Frontier neither of these situations is the case. Not only will ships prefer to go after your Starbase in most cases, even without using the All Come Here move to summon an entire wave at once you will always be outnumbered, with ships spawning a good distance away from your Starbase in every direction. If you have a slow ship that you've flown out a good distance to take out 2 ships while 8 others have approached from the opposite direction and are hammering your starbase, you're in trouble.
Slow ships are a complete liability; even with massive-range weaponry to make up for it the majority of your vital income comes from loot drops which any Escort ships you have will frequently miss, so you will have to fly to the drops yourself to collect them. There are also stages where a wave of ships with range 100+ weapons will stay at max range shooting at your starbase from every direction, so you need to be able to get to them quickly. Weapons with slow firing rates won't be suitable for large numbers of vessels in scattered directions; weapons with slow projectile speeds will be lucky to hit anything especially once the factions start repeating at stage 8-1 with much faster, better equipped ships; self-repair systems on your active ship usually don't help given the 3-lives system plus being much more outnumbered, so the inbound firepower will greatly overpower them anyways. Drones on your active ship aren't particularly useful either given the speeds you need to move in order to cover the entire combat area on all sides of your starbase, you'll likely out-pace them and show up at the enemy ships with no backup. Guided missile weapons also suffer greatly as well; unlike projectile weapons i.e. pulse cannons, neutron blasters and the like, they do not gain extra relative momentum based on the forward travelling speed of the ship firing. While a very fast ship can still have projectiles flying out from it at the same relative speed (i.e. a gun with a projectile speed of 20 shot from a ship moving at speed 10 will still look like it is moving at speed 20 from the ship, but in reality its raw flight speed is 30) allowing for ultra-high-speed combat, it is entirely possible for a missile ship to fly faster than the missiles it is launching, making it almost useless in high speed combat against multiple opponents with very few exceptions. The unguided rocket launchers, however, do not suffer from this problem.
In general, any ship you use will need to have weapons with a decent range, fast or instant shot speeds, a good firing rate, good accuracy and be on a ship that can move well. Shorter range weapons like lasers need to be compensated for by having a VERY fast ship so that it can still switch between targets quickly, given that it has to fly farther per opponent to get within firing range. Given the Escort system where you can select/swap out other ships to fight with you it is a good idea to build each ship in a very focused way without mixing weapon types (via Satellites), so that when facing enemies with a very strong resistance to one or two specific damage types you can swap in pre-built ships that have been heavily focused in causing damage of a type they are not resistant to. A new section has been added in Custom Ship Structures for EHF-specific builds, so please feel free to add what you have found works in this unique battleground.
Initial Tips Edit
- Each ship acts like a separate game run. When you unlock a new ship you will have to start back from the beginning wave (2-1 if you skip the tutorial), but like your first ship you will gain bonus XP from each wave you complete and bonus stars/skillpoints from every substage-5 boss and alien outpost you destroy.
- Stage 7-5 is the last stage that will give you a full free Skill Point for completing it for quite some time, only returning at MUCH later (and more difficult) stages like 18-5. Given the tactics discussed above, you should be able to determine which ships are flat out terrible for Event Horizon Frontier, even with good Satellites. For such ships it is entirely understandable to just run them up to stage 8-1 (with a couple of good escorts to get them there) without focusing heavily on their own equipment, but checking and buying any good Purple equipment for other ships from the Merchant and trading them to the Smuggler, then once you hit 8-1 spend all of their remaining resources on Stars and/or Skillpoints then forget about them.
- At stage 8-1 the factions start repeating with much better equipment.
- At stage 10-1 you will start seeing multi-faction enemy squads, initially starting with 2. The boss substages (like 10-5) will also contain a Capital Ship from EVERY faction that has been fighting, usually simultaneously. By this point it may be worthwhile to have at least one Capital Ship unlocked for your own use.
- The Unknown faction is generally considered the most dangerous of the factions to face and is the one faction you should not do All Come Here calls on. With the exception of the lackluster Object 34, everything this faction fields is almost custom-made for destroying your Starbase as efficiently as possible. From squads of cloaked Object 18s lobbing powerful Heavy Missile M2s at the base from every direction, to the Object 61 packing charged Tachyon Lasers, to the Object 117 with a Heavy Anti Matter Torpedo, and finally the Doomstar with a Death Ray, even though they may only get one or two shots off before they are intercepted by properly built EHF defenders those shots COUNT. Almost no matter what the other active factions are, concentrate your fire on Unknown ships quickly; they can destroy even a very tough Starbase far faster than you might expect.
- It is highly recommended to initially concentrate all of your Stars into buying Skill Points from the store within the Skill Tree. They can be bought for both Stars and Credits and are initially very cheap; for example, with your first 25-star purchase of a random ship which effectively saves you one skillpoint, you could buy roughly 20 skillpoints instead. Eventually the costs will get prohibitively high, but this will VASTLY speed up the start of your game.
- Take full advantage of the Smuggler being able to trade Purple and Gold-class equipment between ships. They can be quite expensive in Stars to make, so if a good module is picked up as loot don't just consider it for the ship you're currently flying and sell it to the Merchant if it isn't suitable; another, potentially better ship that you intend to use as a main-run or Escort could find it very handy. As an initial rule of thumb, Smuggle any Purple or Gold equipment that your current ship won't use of the following: Nanofiber Structures, Reactors with Energy Recharge, Fusion/Titan Drives with Engine Power, Fuel Cells with Energy Capacity, Platings with Defense, Afterburners with Reduced Energy Cost, Inertial Dampers/Stabilizers with reduced Energy Cost and any good weapons with the pure Damage upgrade (not the high damage with cooldown penalty, that ends up doing less DPS in the end)
- Don't attempt an alien Outpost without a weapon with at least 16 range. Anything less won't be able to reach the inner core from the outer boundaries of the asteroid except for one key section that is in full range of every turret and drone.
- Every day, the first time you start the game with a ship you will get an Alien Signal which may be an outpost, Worm Capital Ship or the like. The very first ship you log into will determine the strength (and reward value) of the enemy signal, so always make the very first ship you play on any given day your strongest one that has progressed the furthest in stages, so that you can get the most valuable target with the best loot.
- Although you may randomly unlock any of the smaller ships with the 25 star store item, you can only create skill chains off of the original 3 ships. Linking a chain to a store-unlocked ship just automatically credits it and unlocks all surrounding skills for assigning points. Study the skill tree and plan your skill build carefully so you don't spend a number of points down random branches that lead to equipment you don't intend on using often.
- The skill tree is universal to every ship, and any equipment types you unlock in it are instantly available to buy on the ship/station screen as standard default models with no bonuses or penalties.
- The Satellites are NOT unlocked in the Skill Tree, nor can they be traded between ships with the Smuggler nor picked up as Loot. You will need to rely entirely on the merchant ship to get them. The merchant changes its stock after each NEW combat round; check it after every single one to both sell any unwanted loot and hopefully get a satellite that you need. It will not swap its inventory if you replay an earlier level; this can be a good way to hold an expensive Satellite or piece of equipment you like in its inventory while you build up enough funds to purchase it. It is also yet to be confirmed if the Hovertank satellite ever shows up.
- Focusing the Starbase into a gun platform is not recommended. The three turrets have rather narrow firing angles, and you will find far too often that enemy ships can rush in between the gun firing arcs to a safe spot next to the station and let rip into it. The station can, however, be transformed into an ultra-lethal drone platform, far better than any ship you can field. Leave the initial guns on to start, but once you have the necessary income rate it is recommended to swap out the guns for neutral modules like fuel cells, and focus entirely on a drone & toughness build. Consequently, this also makes a drone build on your ships rather pointless as they will be no where near as effective as the starbase. It's also worth remembering that since the starbase is immobile you do not need to worry about the Weight of anything you put on it, as weight has no effect whatsoever on the Starbase's performance.
- Initially, don't focus heavily on upgrading the Starbase for any specific ship; the Starbase build is unique to each ship instead of shared between them. Since up to 5 other ships can be brought along in any run their upgrades can be re-used, so it is far more efficient to first focus on the ship of each run and make them as lethal as possible which can be re-used for other ship runs.
- When you eventually unlock the ability to bring additional ships with you, there are some restrictions. First, escort ships will not appear when you go to attack an Outpost. Second, you are restricted from bringing ships that are too powerful compared to your current vessel based on how far the ships have progressed through the stages. You won't be able to bring any ships that has progressed much more than 3 main stages beyond your current one (for example, a newly acquired ship starting at stage 2-1 won't be able to take a ship that is much past 5-1). Keep this in mind when playing, you should leave at least 1 or 2 reasonable ships at 5-1 so that they can help you get the lower quality ships through the stages for the bonus skillpoints and XP they will bring.