Special Sub-Topic: X-Wing Trilogy
|In this series, gameplay is similar, with only minor changes between games. Many of the stardard features are exactly the same throughout the series.
While Imperial craft have green lasers, what colour are those of Rebel fighters?|
Red. All Imperial craft have green lasers, while Rebel craft have red. Most neutral fighters will also have eithre green or red, and a few will sport yellow. All factions have fighters with Ion canons, all of which are blue.
|Which of the following does not belong?|
Lasers. There are three kinds of beams you can equip your craft with: Decoy, Jamming, and Tractor. Most of the time Imperial craft will have beam weapons to make up for their lack of shields and, normally, fewer warheads than Rebel fighters. A Decoy beam, when aimed at an enemy craft, will remove you from that craft's seonsors, so it won't be able to see you unless you are directly in front of it. Tractor beams slow down their target, making them easier for you to hit, and Jamming beams, which many capital ships sport, disable all weapon systems of their mark. You recharge beam weapons as you do shields and lasers.
|Which of the following warheads does not have an advanced form?|
Heavy Rockets. Your choice of warheads to arm your craft with is normally: Concussion Missiles, Proton Torpedoes, Advanced Concussion Missiles, Advanced Proton Torpedoes, Heavy Rockets, and Space Bombs. Advanced Concussion Missiles and Proton Torpedoes are extremely powerful in comparison to their basic forms. You can carry the same number of Advanced Concussion Missiles as you can normal missiles, but they're able to completly destroy enemy fighters, instead of just draining their shields. The only downside to advanced forms is that they do not home in on their targets as long as the origional versions did,but it's only by a matter of seconds, and the upgrade is usually worth it.
|What is the TIE Bomber's Rebel counterpart?|
Y-Wing. Each craft of each faction has a counterpart on the opposing faction. The TIE Bomber and the Y-Wing are both bomber craft, able to carry more warheads than other craft, but not as fast. The X-Wing and the TIE Fighter are both mid-range, well-rounded craft, good for almost everything, and A-Wings/TIE Interceptors are faster and have decent firepower, but can barely take any damage.
|Which of the following is the largest type of Star Destroyer?|
Super Class Star Destroyer. The largest Star Destroyer, at eight kilometers long, is the Super Star Destroyer. The Imperial class is just over one kilometer long and the Victory is 900 meters. The Interdictor is smaller than the Victory class, but it has a more specialized purpose than just pummeling enemy ships.
|What do Ion Canons do?|
Disable all craft functions. Ion canons are used to disable enemy craft. You may need to use them to disable escaping shuttles, or important craft that need to be boarded. Also, it is a lot faster to disable an enemy craft than it is to outright destroy it. However, before you can damage either the systems, with ion canons, or hull integrity, with lasers, you'll have to remove the shields. This can be accomplished by both Ion Canons and Laser Canons. In "X-Wing Alliance" you can cycle your firing settings to fire both Laser and Ion Canons at the same time, to achieve maximum effect.
|Which of the following is not a type of countermeasure?|
Mini Satellite. Countermeasures are nice when faced with missiles or torpedoes. Normally a chaff will have a better chance of keeping you alive, as it'll let out a trail of debris for a period of time behind your ship. any missiles that come up behind you with be destroyed in that cloud. You may suffer minor damage to your shields, but you'll normally come out alive. Flares actually seek out and intercept enemy warheads. If there are no warheads to intercept, then the flare will target the nearest enemy fighter and do some minor damage to it. Flares are much more difficult to use, but if you're successful, you'll not take any damage at all.
|X-Wing is to TIE Fighter as A-Wing is to what?|
TIE Interceptor. There are three main classes of fighters. Bombers, Interceptors, and Mid-range. Interceptors are fast, and have a stander speed ("standard" speed being the speed of the craft with no recharge nor discharge of shield, laser, or beam system power) of about 120 (A-Wing/TIE Interceptor), whereas Bombers have a standard speed of about 80 (Y-Wing/TIE Bomber). The X-Wing and TIE Fighter have standard speeds of 100. There is another class between the Mid-range and Bombers which have decent shielding, warhead count, and dogfighting capabilities, being the B-Wing and Assault Gunboat (both of which also have Ion Canons), which have a speed of 90.
|What is maximum shield capacity?|
200%. There are two layers of shields you can cover your ship with (provided your ship has a shield system). The first layer constitutes 100%, and the second is 200%. Also, you can control whether you want all your energy put into forward shields, rear shields, or evenly spaced. So, for example, if you started a mission with 100% shields, and you were attacking the enemy head on, you may put all power forward, giving your ship 200% forward shields, and no rear shields.
|Which of the following does not allow ships in the surrounding area to jump to Hyper Space?|
Interdictor. to complete any given mission, you either have to Hyper Space out or dock at a friendly cruiser. All Rebel craft, the Assault Gunboat, and TIE Advance have Hyperdrives, while other TIE craft have to dock. Be careful, though. If your craft takes too much hull damage, certain systems will go offline, and it will take time to repair them. Sometimes it's something liveable, such as your targeting computer, but other times it can be your flight control systems, meaning you can't steer, or your engines, rendering you a sitting duck for your enemies. One of these systems is the hyperdrive. If it's disabled, you'll have to survive long enough to repair it before you can jump out. In "X-Wing Alliance", they introduce hyper bouys. If you want to jump into Hyperspace to reach a new location, you have to be within .5 kilometers of the bouy before it'll let you jump, whereas in the other three games, you could just hyperspace at any location.
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