One station, twelve missions, and a fleet that keeps coming down at you.
Hold anywhere to aim and fire — the turret tracks your thumb, so the whole
game is one hand.
Six weapons sit along the bottom, and only the autogun has unlimited ammo.
The other five exist because something out there is immune to the rest.
A deflector screen stops autogun, flak, missiles and laser outright. Not
reduced — stopped. Cannon and torpedo are the only two that get through.
A flak frigate shoots your missiles and torpedoes down before they arrive,
so the laser, which hits the instant you fire, becomes the one heavy weapon
it cannot touch. Read the mission brief, then buy the answer.
Three layers stand between the fleet and the end of your run. Shield refills
once nothing has hit you for a few seconds. Armour is a budget for the whole
mission and never comes back. Hull is the last one.
Salvage from every sortie buys weapon levels and defence levels — losing
still pays, so a failed attempt is progress rather than a wasted five minutes.
Six guns on one station. Picking the wrong one is how you lose.