STARSHIP DEFENSE (A.K.A. Starship Patrol Europe, Starship Defender Japan)
DSIWare

Version 1

By Minor Annoyance

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Introduction
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Starship Defense is a tower defense game for the DSi (download). Enemies follow
a path around your fleet of ships which have two types of hard points to attach
weapons that fire on enemies within there targeting field.

Your main resource is energy. It's used to buy weapons and the cost is shown in
the this guild like this: <###>. You start with a small amount and get more
mainly by defeating enemies. At the end of each wave you earn "interest" on the
energy you have at the end of the wave. Because of this it is a good idea to
spend just enough energy to defeat each wave so you'll gain more in interest.
Remember what Einstein said: "The most powerful force in the universe is
compound interest"

Your second resource is crystals, used to unlock advanced weapons, the cost of
which is shown in the this guild like this: (#). You get one at the end of each
wave and can also be used to unlock bonuses, or use SOS cards.

SOS cards are awarded at the end of successful missions. You can hold only
three at a time and if you use an SOS and still fail the mission you get that
SOS card back. So there's no reason not to use one if you so if your not trying
to get a no SOS bonus then

Note: Anything more than S.O.S. cards and basic weapons are unlocked while
playing theough them game. I don't have the information on when they're
unlocked because I'd have to start over and delete the game data. I'm not going
to do that yet before I know anyone else actually plays this game.

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Weapons
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I've described the effects of each weapon and some basic strategy for them.
I've done some experimenting so some details that aren't spelled out anywhere
in the game are here. Also the effects of the three types of power ups are
described. You get the basic idea just from the name of the power up but again,
there's some more details that aren't spelled out that you'd have to notice for
yourself it know about. Or you can read them here.


[Basic]

         Ghost Laser <100>
         This is your most basic weapon and like you'd expect of your most
         basic weapon it's cheep and versatile, but not the most effective
         option. Obviously you will need it for cloaked enemies. The Ghost
         Laser has a narrow targeting arc so it's best placed somewhere where
         enemies approach straight towards it, where you may be able to get
         two shots from it. If  enemies are passing in front of it, it will
         hit the first one and its slow recharge will cause the rest to pass
         it by. You may have to micromanage its adjustable firing arc
         sometimes so it hits the first enemy in a wave and then shift the
         angle so it can catch another enemy at the end. If they're close
         enough some enemies may even pass behind it's firing range. Also
         useful when placed in an area where enemies have to pass by more than
         once like in a wide "U" shaped canyon or where several of them can be
         angled to aim at approaching enemies, like an interior corner,
         placing them along both walls.

                   +Power
                   The power upgrade as an added effect in addition to doing
                   more damage. It causes the Ghost Laser beam to shoot
                   through enemies, allowing it to hit several of them in one
                   shot, which can be very effective. In the right levels and
                   placed correctly I've seen more than five weak enemies get
                   killed in a single shot. To be effective they obviously
                   have to approach down it's firing arc and not across.

                   +Range
                   A big improvement over its standard arc. Best used when
                   enemies are passing at a distance at the widest part of the
                   arc allowing it to fire earlier and get a second shot at
                   the later part of the enemies path. Also can allow you to
                   hit an enemy a second time if it makes a U turn to move
                   along an opposite wall.

                   +Speed
                   The most useful upgrade if multiple enemies are passing in
                   front of it at close range. Still won't make it fast enough
                   to hit the same enemy more than once unless they're
                   lingering in the area anyway.


         Berserkers <120>
         Almost as inexpensive as the Ghost Laser, so you can buy them in
         large amounts. Has splash damage and good power so it's useful
         against swarms of weak enemies as well as stronger ones. They have to
         be moving slowly though. Apparently these gunners haven't played
         Missile Command and don't know you need to shoot not where the enemy
         is, but where it is going to be, because a fast moving enemy will
         often be on the edge of the blast radius by the time it explodes.
         Also with its slow recharge time you may not get many shots from them
         per wave. While they cannot target stealth enemies, they can still
         damage them if they fire on a visible enemy and the invisible one is
         within the blast radius, but since they're not at the center of the
         blast they won't take as much damage. They are very short range but
         there variable angle can still help you get extra shots on occasion.
         It's best placed where enemies pass in front of them if for no other
         reason than to allow the Ghost Laser to get the placement that's
         better for them.

                   +Power
                   Basic damage increase so good against strong enemies, but
                   since it also has splash damage it will increase the damage
                   done to weak enemies at the edge of the blast radius where
                   they might not have been killed in one hit before. This may
                   also increase the size blast radius or it may just seem
                   that way because of the increased damage at the edge.

                   +Range
                   The Berserker already has very short firing range, so
                   doubling almost nothing is still almost nothing. The real
                   use of this is that it increases the blast radius of the
                   missiles. It's quite an increase actually. I've been
                   surprised how far away weak enemies pop into a shower of
                   energy when a Berserker targets a much closer enemy. So
                   it's very useful for attacking swarms of weak enemies.

                   +Speed
                   It was very slow, now it's less slow. Not much else to say.
                   Makes them better but doesn't change your strategy.


         Gatling Gun <200>
         Fires rapid low damage shots and has a very wide firing arc, so they
         are great for whittling down enemies with constant damage. Best
         placed on an outside corner where it can fire on something while it
         moves throughout it's firing arc. It's good to pair other slow firing
         or restricted range weapons with a Gatling Gun. While your Ghost
         Lasers or Berserkers can get a good but sometimes non-fatal hit on
         something they likely don't have the time to get in a second hit in
         due to thier recharge time. The Gatling Gun however is always firing
         on something that's in range, so it's a reliable source of damage,
         with the exception of solar flare levels. Solar Flares will shut down
         all your Gatling Guns for a few waves, so it's best not to use them
         at all in those levels

                   +Power
                   Great increase in damage, not much else to say.

                   +Range
                   This makes an already large firing arc huge. With this the
                   Gatling Gun will rarely be idle.

                   +Speed
                   Better than the power bonus from what I've seen. In the
                   same situation I've seen speed kill more enemies than
                   power, possibly due to overkill in the final hit on an
                   enemy wasting damage while faster firing likely does the
                   same damage, but nothing is lost on overkill. It's rare for
                   the right situation to occur where it will make a
                   difference, so don't hesitate to use power if you want to
                   upgrade a Gatling Gun's damage output if it's available,
                   but if you have the option like with the rotating power up,
                   go for speed.


[Advanced]

         Mag Ray <200> (1)
         There's an important factor to consider when using Mag Rays. Their
         targeting beam rotates clockwise, so the direction the enemy wave is
         moving in can determine how well the Mag Ray works. If the enemy is
         moving in the same direction, depending on the speed, it might not
         catch a single enemy but if it does when the it releases the enemy,
         the Mag Ray might grab it again and hold it indefinitely. The other
         possibility is the beam and enemy are moving towards each other, in
         which case it is certain to catch something, but when released they
         more in opposite directions so it will not catch the same enemy
         twice. Although if the other enemy units don't more fast enough to
         pass the trapped one then you'll likely trap each one once and slow
         down the whole wave. This is best used against high strength single
         enemies or very small groups. Holding one out of twenty enemies in a
         wave likely won't tip the scales in your favor. You should probably
         only place the Mag Ray where there's empty space on at least two
         sides, otherwise the beam will spend a more than half it's time
         scanning the interior of your ship.

                   +Power
                   Allows the Mag Ray to hold two enemies at the same time.
                   While it's twice as effective, it's still doesn't make it
                   good against swarms.

                   +Range
                   Simply increases range. Since the Mag Ray is installed in
                   the interior of your ship rather than on the edge some of
                   it's range is wasted scanning where no enemies can be. This
                   gives you more open space to target. Range bonus is almost
                   necessary to get the most out of your Mag Ray.

                   +Speed
                   The scanner spins faster making it easier to catch enemies,
                   but the range is still the critical issue with Mag Rays


         Mine Launcher <250> (2)
         The Mine Launcher drops four mines a short distance in front of it.
         They disappear after a short time, but it takes slightly longer than
         it takes for it to recharge, so for about three seconds you will have
         eight mines in place. The fact that a mine hit will decloak a stealth
         enemy allowing for conventional weapons to hit them may be it's most
         important feature. The first enemy in the wave will plow through the
         minefield and take most of the damage and be decloaked. Since it
         doesn't wait for an enemy to fire you can't be sure when in a wave it
         will fire new mines, so don't rely on mines to handle all your
         stealth enemies. Keep in mind that the decloaking effect lasts for
         about 8 seconds, and you can't decloak an enemy again until it's
         cloak is fully restored. This means if an enemy gets hit with a mine
         and decloaks and gets hit with another mine 7 seconds later it will
         still recloak one second later. So if you want to use it to decloak
         strong enemies to be fired on by conventional weapons you have to
         watch your spacing of Mine Launchers and the speed of your target.
         Against weaker enemies you can have them closer together because they
         will likely be destroyed by the mines themselves before you benefit
         from the decloaking effect. Remember that the Mine Launcher spreads
         mines in a random pattern, which means not evenly. They may end up
         all too far away or too close or some far and some close and none in
         the middle and you're targets might slip between them. Nothing you
         can do but have more launchers to increase your odds of having them
         hit something.

                   +Power
                   With the unpredictable nature of mines I can't determine
                   how much of an increase in damage the power upgrade gives.
                   I just assume it works.

                   +Range
                   Not really much of a range increase at all. I actually
                   throws out an extra mine increasing it from four to five.
                   So it doesn't really cover a wider area, it just covers the
                   area more thoroughly so there's less likelihood of there
                   being empty space for enemies to pass through.

                   +Speed
                   This is, in my opinion, clearly the best option for a Mine
                   Launcher upgrade. I mentioned earlier the recharge rate
                   causes an overlap of 3 seconds where you have double the
                   active mines. With the Speed upgrade that increases to 7
                   seconds, which actually leaves only two seconds when it
                   doesn't have double mines. More mines active at the same
                   time means more damage (like the damage upgrade) and less
                   empty space for enemies to pass through (like the range
                   upgrade). So this is really the best of all options.


         Starport <330> (2)
         The Starport launches three small fighters that fire small quick
         shots similar to the Gattling Gun and follow a target for a set
         amount of time. The fighters can follow their target outside of the
         "firing" range of the Starbase itself. Its range is just for
         launching fighters, they can operate outside of that range
         afterwards. When there target is destroyed they will begin attacking
         another nearby target. Again, this is independent of the Starbase's
         launch range. This makes the Starbase best used against fast moving
         enemies. While other weapons get more shots when an enemy stays in
         it's firing arc long enough to recharge, the Starbase will do a
         consistent amount of damage regardless of how fast or on what path
         the enemy flies. Solar Flares will shut down all your Starports for a
         few waves, so it's best not to use them at all in those levels.

                   +Power
                   Appears to be a standard damage increase.

                   +Range
                   As I've mentioned several times, the Starport's fighters
                   can fly outside of the Starport's firing range, making
                   range less important for it. The range upgrade can however
                   be used to get a second attack against a large wave by
                   launching earlier and having time to return and refuel and
                   launch again against the enemies at the end of a wave. They
                   will likely still have to be moving slowly for this to
                   work.

                   +Speed
                   This isn't really a speed increase at all. Instead it
                   increases the flight time of the fighters, allowing them to
                   get in more shots before returning to base.


[Science]

         Storm Gun <350> (3)
         The Storm Gun does not do a lot of damage to any individual target,
         however it does hit so many targets at once that it adds up quickly.
         The Storm Gun has two targeting radii. An enemy has to enter the
         inner radius for it to fire. Afterwards the attack will continue to
         cascade over all enemies that are within that or the second targeting
         radius. So obviously the more open area it covers the more potential
         targets it can hit. Solar Flares will shut down all your Storm Guns
         for a few waves, so it's best not to use them at all in those levels.

                   +Power
                   Standard damage increase, and with the small individual
                   damage there's no danger of overkill.

                   +Range
                   Increases both firing range and cascade damage range, and
                   this weapon more than any other benefits from having more
                   targets available.

                   +Speed
                   A faster recharge rate. Doesn't really affect your strategy
                   for using the Storm Gun.


         Gravigun <400> (3)
         Fires at an enemy (stealth included) and creates at that point a wide
         circular field. While in that field enemies take constant damage. The
         in game description implies it slows down enemies but the way it
         works it seems to stall them near the center of the field and then
         they quickly rejoin the place where they would have been on the path
         had they not been caught. So no practical slowdown effect I can see.

                   +Power
                   Standard power increase.

                   +Range
                   Increases the firing range but also the size of the
                   singularity it creates.

                   +Speed
                   Fires faster. No other noticeable effect.


[Special]

         Y-Bomb (2)
         Can be placed anywhere and explodes shortly after, so make sure you
         place it ahead of your target. If an enemy escapes all your weapons
         and you can't place anymore in it's path this may be the only option
         left. Crystals are a limited resource so don't use it often. Although
         if you already have all the weapons you need unlocked then there's no
         reason not to use it.


         E-Boost (1)
         This should be the first thing you use crystals for in any mission.
         It will increase the energy bonus (interest) from each wave from 5%
         to 10% then 20%. This can be a big bonus over the course of the
         mission so the sooner you get it up the better. And if you need more
         crystals...

         Power Crystals <200, 300, 400, 500>
         You don't really need to unlock every weapon on every mission so you
         shouldn't often be short on crystals, but when going for perfect
         missions then sometimes you can't wait. Especially if you used
         E-Boost (which you should) because then it would be the sixth wave
         before you unlock a science weapon. Buy getting to a 20% bonus early
         you can earn enough extra energy to buy a power crystal to replace
         the ones you used to get to 20%, unless you need new weapons really
         early. Basically I'm saying use you own judgement.


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Enemies
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I'll get to them next

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This is the end of the file. You ain't got to go home, but you can't stay
here.
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