Wednesday, October 30, 2019

Doll Maker's Diary, Part 28: CRASH Chronicles Redux Part 3 - New Blood

Doll Maker's Diary, Part 28: CRASH Chronicles Redux Part 3 - New Blood

So far, my reboot of CRASH Chronicles has been limited to a visual makeover for all four main characters and updated info screens for each of them. Admittedly, however, it has made them look and feel much better than they used to, and that can only be a good thing.




Above, from top: The original four characters of CRASH Chronicles, dressed up for a night on the town, a training session at the gym, and for my upcoming story arc involving a tournament contested by superhumans.

Now, however, I feel like the time is right to introduce another set of characters, all of which would make for a decent supporting cast. Here is a preview of all four of these newcomers alongside the existing characters.


The original four CRASH Squad members alongside the newcomers in their training outfits (above) and in full battle armor (below).


All of the newcomers will be fleshed out further in future posts, with each one receiving its own info screen just like the original cast, so watch this space.

Confessions of an Automationeer, Part 72: B-Spec Tournament Review

Confessions of an Automationeer, Part 72: B-Spec Tournament Review

Now that the B-Spec Tournament on the Automation Forums have concluded, I am pleased to announce that I have finally won it purely on merit. Well, sort of: I only won the Automation phase of the tournament; and placed fourth overall in the BeamNG phase (for the uninitiated, BeamNG is a game in which you can drive - and crash - cars that you've made in Automation, or one of many preset vehicles that come with the game). But this is my first win in any forum competition, and I am justifiably proud of my good showing there.

For the uninitiated, the tournament works as follows: Before the first race, users get to submit one car each to the host, who then chooses the best designs among them. These cars are then offered for download to anyone who wants to enter the three races in the Automation and BeamNG categories, with faster cars having a higher simulated price. This contest saw the users submit cheap and cheerful 80s economy cars, with modest levels of power and grip for each. Modifications for each car were relatively minor, in keeping with the amateur vibe of the competition; however, the budget for tuning would be increased with each successive race. After three simulated races in each game, the user with the most points in each category would be declared the winner of that particular category.

Before the season began, I checked the list of cars being offered for sale, and eventually settled on the Dragotec Via for both categories. I started by tuning the suspension, tires and brakes, before moving on to the gearbox and aero kit. For the last race, I retuned the engine for more power, while being careful to retain its efficiency.


The Dragotec Via after tuning for the Automation category of the B-Spec tournament. The version used for the BeamNG category is visually identical except for a light blue exterior color instead of a bright green one.

Unsurprisingly, given my tuning skills, I clinched first overall convincingly in the Automation category (helped by some users not entering the last race of that series), and even won the first race there. I also finished fourth overall in the BeamNG category, which also featured a very strong field.

Thus ends my report on this recently concluded competition. Stay tuned for an overview of a reimagining of a car recently donated by a fellow Automationeer.

Tuesday, October 29, 2019

Doll Maker's Diary, Part 27: CRASH Chronicles Redux Part 2 - Armaterasu and Starseeker

Doll Maker's Diary, Part 27: Crash Chronicles Redux Part 2 - Armaterasu and Starseeker

Having already reimagined Ellie Watts and Kayla Brooks as part of my plan to revisit CRASH Chronicles, I have done the same for Claire Hayes and Alexa Lowe and given them the code names Armaterasu (a portmanteau of "armor" and "Amaterasu) and Starseeker, respectively. Both characters were also part of the original roster, with the former serving as Ellie's mentor and the latter being the last to join the core team.


Redesigned versions of Armaterasu (Claire Hayes) and Starseeker (Alexa Lowe) in their training outfits.

And as expected, I have made updated info sheets for both of them to tie into my planned CRASH Chronicles storyline.


Revised info sheets for Armaterasu (above) and Starseeker (below). Among the four founding members of the CRASH Squad, Starseeker has fairly balanced stats across the board, while Armaterasu specializes in agility.


Finally, here is how the two would look like in their CRASH Suits, ready for battle - this is where the idea of the name "Armaterasu" came from. It's a portmanteau of the words "armor" (which is what CRASH Suits are primarily comprised of) and "Amaterasu", a Shinto goddess which also happens to be one of the randomly selected names for Zorg ships in Infinite Space III: Sea of Stars.


Armaterasu and Starseeker ready for battle, fully kitted out in their CRASH Suits.

Thus ends my overview of the original four CRASH Squad members. I still have plans for this series in the future, so stay tuned.

Wednesday, October 23, 2019

Sea of Stars Ship Reviews: Special Ships Compared - Kestrel and Damocles

Sea of Stars Ship Reviews: Special Ships Compared - Kestrel and Damocles

So far, I have not directly compared the Kestrel and Damocles, both of which are the only capital ships that are tied to a quest. This is because it is impossible to have a flotilla containing both of these ships, due to balancing issues. But what if you could? Which of the two is more useful? To find out, I have decided to compare them directly, not just with each other, but also with other similarly sized ships.


An example of the Kestrel fully upgraded with Multi-Missile Launchers, Proton Blasters and enough equipment to make it a fleet unto itself.

First up is the Kestrel. Originally from the indie roguelike game FTL: Faster than Light, this cruiser is about the size of a frigate, but has as many hardpoints and equipment slots as a Terran or Muktian Destroyer. Its smaller size makes it faster than either at the expense of having a smaller cargo hold. However, its weapons coverage is geared more towards a head-on attack than broadsides. As such, its greater speed can potentially be a useful asset in offensive maneuvers. Even so, its mass makes it slower and less maneuverable than smaller ships with the same kind of thruster. On the other hand, it is heavily armored and can inflict serious damage on an enemy fleet when armed with the right weapons, especially two each of Multi-Missile Launchers and Proton Blasters - a loadout so vastly superior to its default setup of a Gatling Laser and a Fusion Rocket Launcher that it is virtually a must-have for when you deploy it into an intense battle.


Behold! The magnificent Damocles in all its glory!

Next is Prince Arcturus' flagship, the Damocles. Unlike the Kestrel, it comes with plenty of high-end equipment from the get-go. With dual Cobalt Torpedo Tubes, three Proton Blasters (two aft, one forward), an Anti-Graviton Shunt (for traveling through black holes), a Temporal Flux Shield (the strongest shield in the game), a Nebular Sled Drive (for rapid travel through nebulae) and a heavily armored hull among its comprehensive list of standard equipment, it is the most powerful stock capital ship in all of Sector Prime. It's even slower than the Kestrel (and most other ships), but who needs speed when you've got a very large cargo bay (enough to carry 20 items) and more firepower, shielding and armor-plating than anything this side of a Kawangi Dreadnought? Even better, if fitted with a cloaking device and an advanced targeting computer (especially the Sardion Optimizer), it can become nigh-unstoppable, lurking in a far-off corner of the battlefield, only seldom decloaking to snipe its foes with a pair of highly explosive missiles launched from its torpedo tubes.

So which of these ships is the winner? The Kestrel is definitely faster and more maneuverable, and can even be tested in the Combat Simulator, but in terms of overall usefulness with its stock setup, the Damocles is still superior, and therefore gets the nod from me. You don't need to have both of these behemoths in your fleet to conquer Sector Prime, though - either one will suffice, especially after you've thrown some high-end upgrades on them.

Monday, October 21, 2019

Confessions of an Automationeer, Part 71: Themed Car Challenge Explained

Confessions of an Automationeer, Part 71: Themed Car Challenge Explained


Before the debut of the Car Shopping Round, the Themed Car Challenge was the most important and popular challenge among Automationeers. As a successor to the Themed Engine Challenge (in which the objective was to build a suitable engine for a particular type of car), we expected great things from it. And for the relatively brief period of time it ran in its original form, it really was one of the most hotly-anticipated challenges on the forums. Now, after a two-year hiatus, it has returned for the latest UE4 release of Automation. So here is a brief explanation of how the Themed Car Challenge works.

In each round, users submit a car to the host according to the rules of the current round, and for each user, only the first submission is valid. Once the submission period ends (either due to the deadline being reached or after a certain number of users have submitted their entries, if there is an upper limit on the number of submissions), the voting period begins, in which any user can vote on a top three (originally a top five for the first two seasons) for the current round, with a vote for the winner being worth the most points for the entrant that received it; however, no voters are allowed to vote for their own submission, if they had one. The entrant with the most points earned through voting wins the round. In addition, the top two entries will be featured on a video series, called the Automationeer Standoff, in which various aspects of each car are explained in detail, followed by a final decision which determines the winner.

So far, there have been two full seasons (consisting of four rounds each) of the Themed Car Challenge; both of these, however, were held in the Kee era of Automation, long before the transition to UE4. In the first season, the themes for each round were as follows:
  • Round 1: 1995 roadsters for the European market.
  • Round 2: 1985 executive sports sedans, again for the European market.
  • Round 3: 1990 entry-level cars, yet again for the European market, but with 91 RON regular unleaded gasoline required, and cast engine internals mandatory.
  • Round 4: 1968 sports coupes for the American market, running on 92 RON regular leaded gasoline - regular unleaded gasoline was not selectable in 1968 with the then-current version of Automation.
For the second season, each entry had to use the same car model and engine family, and be based on a four-door sedan or five-door wagon body - usually that of a mid-sized/D-segment car. Uniquely, this whole season was also set entirely in a single era - specifically, the mid- to late-Nineties, when this particular kind of car contributed a far greater percentage to annual car sales than it does now. The themes for the rounds held during the second season of TCC were as follows:
  • Round 1: 1995 premium executive sedans.
  • Round 2: 1996 mainstream family cars.
  • Round 3: 1997 off-road variants, capable of running on 80 RON low quality unleaded gasoline (in the current UE4 release, low quality gasoline is 85 RON).
  • Round 4: 1998 high-performance variants, requiring 98 RON super unleaded gasoline.
There was also a reboot of the TCC for an early version of the UE4 release of Automation, set in 1990 and themed about affordable sports coupes for the European market. However, it wasn't until much later that the TCC was relaunched yet again, as TCC 2.0. This long hiatus may be justified by the fact that UE4 Automation is now drastically different from what was when it debuted, especially in terms of balance and realism. More specifically, in between the latest TCC and the previous one, Automation had been updated and rebalanced so often that it is now a much more complete game than it was when it transitioned to UE4, especially with the introduction of hundreds of mods on the Steam Workshop having added more aesthetic options for car designs.

Thus ends our discussion of what the TCC is, how it works, and its relatively brief history. In the meantime, stay tuned for a review and summary of the very first round of TCC 2.0 - it will be posted once the round has concluded.

Tuesday, October 15, 2019

Doll Maker's Diary, Part 26: CRASH Chronicles Redux Part 1 - Lightstorm and Hypernova

Doll Maker's Diary, Part 26: CRASH Chronicles Redux Part 1 - Lightstorm and Hypernova

Recently, I have taken some time to revisit the characters I had created for CRASH Chronicles, a series of short stories about some of the dolls I had made in X-Girl Creator. For this revamp, I have chosen to finally redesign all four main characters, as well as adding a partner for each one. I'll also accompany this with new code names for them, starting with series stalwarts Ellie Watts and Kayla Brooks: Lightstorm for the former, and Hypernova for the latter.


Post-redesign Lightstorm (Ellie Watts) and Hypernova (Kayla Brooks) in their training outfits. They look a lot more purposeful than they used to, don't you think?

As a sign of things to come, here are their stat sheets, intended for a story arc in which the CRASH agents are unexpectedly kidnapped by a mysterious force and later forced to fight each other against their will in an underground tournament:


The stat sheets for Lightstorm (above) and Hypernova (below). Lightstorm is the fastest of the four original CRASH agents, but is one of the least durable; Hypernova is not as fast or agile, but is slightly stronger, is more skilled in various forms of combat, and her powers have a longer range. The last sentence in the "Notes" section of the info screen is now reserved for introductory quotes.



Expect to see info sheets for the other two of the original four CRASH Agents, Claire Hayes and Alexa Lowe, in short order - I promise you they will receive the same treatment. Last but not least, here is an artwork showing Lightstorm and Hypernova in CRASH Battle Suits, heading into battle fully armed and aware of what they are about to face, regardless of what it is.


Do not mess with a CRASH Agent... to say nothing of two or more!

Monday, October 14, 2019

Confessions of an Automationeer, Part 70: The Community Redesign Centre

Confessions of an Automationeer, Part 70: The Community Redesign Centre

Recently, a new thread has attracted plenty of attention from Automationeers, including myself. It's called the Community Redesign Centre, and as its name suggests, it's where you get to redesign other people's cars and/or submit one of your own for others to re-imagine. The changes range from aesthetic makeovers (such as facelifts introduced later in the car's lifespan) to more comprehensive modifications such as trim changes (including retuned suspension, drivetrains, tires, brakes and aerodynamics), engine tuning, changes to the body and chassis, and/or replacement of the entire engine with one more suited to the recipient's design brief.

One of the vehicles I submitted on the thread was the 2018 Morton Gazelle. Derived from an unused entry for CSR 111, this mid-sized premium sedan was powered by a 3-litre turbocharged straight-six driving the rear wheels via an eight-speed advanced automatic transmission.



Above and top: The Morton Gazelle in 3.0 Sport trim as originally designed by me. This variant was subsequently submitted to the Community Redesign Centre.

There were two redesigns based on this car. The second of these was the work of the Chinese manufacturer Honghu, whose interpretation of my design incorporated their cutting-edge exterior design language but left the mechanicals and trim as they originally were before the redesign.



Above and top: The Honghu design proposal for the Morton Gazelle. Its appearance is much more futuristic and aggressive than before - a welcome improvement befitting its role as a sports sedan.

Unsurprisingly, I did not hesitate to approve of the redesign, since it lent a more menacing, avant-garde air to the car's overall appearance while also retaining its basic four-door shape.

In short, the Community Redesign Centre is a must-visit thread for any Automationeer. Not only does it give you the chance to redesign others' cars as you see fit, it allows others to do the same to yours according to your requests. The results are always worth seeing, and are testament to the design and engineering nous of the most respected Automationeers. 

Confessions of an Automationeer, Part 69: The Conclusions to Contests That Almost Never Were

Confessions of an Automationeer, Part 69: The Conclusions to Contests That Almost Never Were

It is very common for an Automation forum contest to finish satisfactorily once it has been announced. This is especially true of the Car Shopping Round, where most rounds go to completion in the usual way - the host receives dozens of submissions, excludes any which violate the rule set, gives the rundown on all the rest, and releases the final results. However, on very rare occasions, none of this happens. In such situations, there is usually a contingency plan in place: every entrant votes for a single submission from that round (which must not be their own), and the user with the most votes wins. Only then can the host for the next round be determined as per the general CSR rules - if the winner declines hosting duties, they are passed down to the runner-up, and so on down the line. 

This failure to complete a round first occurred in CSR 20, but just four rounds later, it happened yet again, much to the frustration of all the entrants in those rounds. Fortunately, in both cases, the contest got up and running again thanks to the use of the public vote system described above. By far the most egregious example, however, was CSR 112, which was the most recent round as of this writing. The trouble started when the host announced that the reviews and results would have to be delayed due to unspecified physical and mental health issues. This wouldn't have been a problem if entrants had been forced to wait for just a few days, but after a week without any progress, the host reluctantly cancelled the entire round, having realized that he could not complete the writeups at all, no matter how soon he recovered.


The Morton Maxivan as originally submitted for CSR 112

Fortunately, a public poll based on screenshots and stats for certain entrants (who would only volunteer for consideration if they wanted to host the next round) was swiftly put in place, ensuring that there would be a winner after all. Whoever received the most votes for their submission after a period of time would win. Not wanting to miss out, I submitted a screenshot of my entry - the Morton Maxivan - once more. In the end, though, a variant of the MEN Urbvan took overall honors by virtue of receiving the most votes; its affordability and simplicity made it the most attractive opposition overall.


A pair of MEN Urbvans parked on a desert road. Custom car builders would often add a few letters and rearrange the rest to make the badge on the grille read "MENTAL" - which is slang for "crazy".

And so a contest that could easily have ended farcically for all involved ended up having the satisfactory conclusion it deserved. In the next post I will take a look at a thread where users are free to re-imagine other people's cars as they see fit.

Tuesday, October 8, 2019

The Best Weapons in Infinite Space, Ranked

The Best Weapons in Infinite Space, Ranked


In the previous post I described all the weapons in the Infinite Space trilogy that aren't worth using, mainly because of their poor value for money in practice. This time, I will list the very best weapons the series has to offer, again in ascending order. For this list, the criteria have been changed: raw power is now the primary factor in determining a weapon's ranking. So here are the five weapons any hero of Sector Prime would aspire to owning more than any other.


#5: Graviton Disintegrator - This is by far the most powerful beam weapon in the game. It's so powerful, in fact, that you need to create it from a Timeless Bauble in order to use it in the campaign. The Kawangi Dreadnought is armed with several of these medium-range weapons, making it virtually immune to attack at short and medium ranges. However, even one of these bright yellow beams of destruction can tear up a target's shields and hull at alarming speeds - even more quickly than the next weapon on the list.



#4: Tachyon Ray Gun - It's not as powerful as a Graviton Disintegrator, but you don't need to sacrifice a Timeless Bauble to collect one unless none of them have spawned on the map. It also shoots farther and has a similar fire rate. Sometimes, you can even collect two of them, but as with the disintegrator, you only need one of these for an effective deterrent against fighters.



#3: Particle Vortex Cannon - This is a very versatile weapon overall. It fires a glowing sphere that discharges a lightning bolt at the nearest target. What makes it so effective is that it can target fighters and capital ships simultaneously. As such, it can cut through most enemy formations with ease. It also explains why Tan Ru Decimators (which have one of these beasts equipped as standard) are formidable opponents in combat. If you have already fitted one to any of your capital ships, and also have a Timeless Bauble, you may even create another PVC if you wish, giving you double the satisfaction. Eat Blazing Electric Death, alien scum!





#2: Cobalt Torpedo Tube - Prince Arcturus' flagship, Damocles, carries two of these long-range homing missile launchers as standard equipment. Their accuracy and range are part of what makes the Damocles one of the best capital ships in the entire game. Each tube fires a single missile at the selected target, and its inability to automatically target fighters actually makes them very predictable to use, unlike the more common Multi-Missile Launcher which will be discussed later. There is only one other weapon which is more useful - and it's the next weapon on the list.


#1: Nova Cannon - By far and away the most powerful weapon in the game, the Nova Cannon can destroy any ship with just one direct hit unless it has very strong hull armor and/or shielding. Along with the Graviton Disintegrator, it is a standard Kawangi weapon; as such, you must avoid being hit by it at all costs. Although it is an unguided weapon, its high muzzle velocity makes it very effective for sniping and ambushes - more so than any other weapon, in fact. Unsurprisingly, it is very difficult to acquire; the only way to obtain one in regular gameplay is to create it from a Timeless Bauble. However, when combined with a fast ship (especially a heavily shielded one), any advanced targeting computer (such as the Sardion Optimizer), and a cloaking device, you will have the most overpowered combat setup in the entire game.



Honorable Mention #1: Multi-Missile Launcher - All of the previously listed weapons are highly desirable, but there's no guarantee you'll be able to obtain any of them; however, the Multi-Missile Launcher is guaranteed to become available later in the game. Available to Terrans and Muktians, this weapon fires a long-range missile which splits into six fragments in flight, and each fragment causes heavy damage on impact. The sheer number of fragments contained in each missile also confuses point-defense weapons. In fact, its only limitation is its annoying habit of scattering fragments uselessly if it is fired at a certain range. Installing two or more of these on a capital ship will significantly boost its firepower, especially when combined with the second weapon to receive an honorable mention here.



Honorable Mention #2: Proton Blaster - If the Graviton Disintegrator and Tachyon Ray Gun are both unavailable, this weapon becomes the best option for dealing with fighters. With more power, accuracy and range than any other weapon of similar size, it is the perfect complement to a set of Multi-Missile Launchers. Also, its high muzzle velocity and fire rate, combined with its ability to target incoming missiles, make it ideal for any combat situation. A Calatian capital ship armed with at least four of these is a formidable opponent, capable of engaging and defeating most threats from any direction. Given that the Terrans and Zorg use it frequently in the later stages of the game, it is undoubtedly one of the most sought-after weapons in the sector.

Thus ends our ranking of the best weapons in the Infinite Space trilogy. Remember - knowledge is power, and power is nothing without control - so learn how to use these weapons effectively if you want to get the most out of them.

Friday, October 4, 2019

The Worst Weapons in Infinite Space, Ranked

The Worst Weapons in Infinite Space, Ranked


The Infinite Space trilogy has always had a wide variety of weapons for players to collect and use. Many of these are quite good, and there are even a few truly outstanding ones as well. But what about the worst weapons the series has featured? Well, there are actually a few weapons that aren't worth using and are best traded in for other items. This is because they either do too little damage, or aren't effective enough relative to their price. Here are some of the worst offenders - and I have also mentioned some similarly priced alternatives that I have found to be much more useful.



#5: Impaler Missile Rack - This is the cheapest and most widely available missile weapon in the entire series, and it shows. In addition to having a slow fire rate, its range is quite short for a missile launcher, and it causes less damage on impact than other missiles. Most capital ships carry at least one of these weapons by default (at least early on), but that doesn't make them any more useful. Moreover, like other missiles, they can be deflected off-course by any ECM system and/or targeted by point-defense weapons. Fortunately, if you start the game with the Terran Corvette, you can trade it in for a second Neptunium Railgun and still have 332 credits left over - enough to buy any piece of equipment up to and including a Ruby Laser Drive without having to trade in any other starting equipment.



#4: Iridium Pellet Gun - It really is as puny as it looks - although it is standard equipment on every Calatian ship, has a high fire rate, and has point defense capabilities to boot, it cannot deliver very much damage at all with each shot, nor can it shoot very far. As such, the first thing you should do to the Thunderbucket (a Calatian Destroyer) after acquiring it is to trade in these tiny peashooters for more useful, and powerful, weapons, such as Fusion Rocket Launchers - as long as you can afford to do so. Even the Electric Bolt Gun, which is a smaller, less powerful version of the Plasma Blaster, is more effective against most targets, despite not having the Iridium Pellet Gun's point defense capabilities.



#3: Electron Accelerator Beam - This weapon is standard on most Urluquai ships, but isn't recommended for use on your own ships. It's more powerful than the next weapon on this list, but not by much, and fires more slowly. Moreover, its range is quite short, and at these distances, the Neptunium Railgun (which costs the exact same amount of money as an Electron Beam, at 89 credits apiece) vastly outclasses it with a greater fire rate and point-defense capabilities - something the Electron Beam cannot have due to its hitscan nature. It's telling that the Muktians were reworked in Weird Worlds to carry Molybdenum Cone Cannons instead of Electron Beams, primarily to avoid being held back by this weapon's ineffectiveness; as such, they have been more dangerous opponents (or allies, if you negotiate with them) in combat ever since.



#2: Laser Beam - In the original game, you could start your adventure armed with two of these short-range hitscan weapons, but this was the least effective of the three starting loadouts, and the Laser Beam has remained a weak weapon overall ever since - in fact, it is the weakest of all the beam weapons in the series. Unsurprisingly, no AI-controlled ships carry it by default (although the Zorg inexplicably offer it for sale on Loryx), since its low damage output requires it to be used in groups to be truly effective - and even then, it's still inferior to the Neptunium Railgun overall, and not that much cheaper to boot. Moreover, Ravian Bug Commandos are only armed with a variant of this weapon, the Ravian Hand Laser, which is equally puny; that lack of firepower, combined with their thin armor, make them one of the weakest fighters in the whole franchise. In fact, the Laser Repeater, with its multitude of rotating barrels (and the same price as a Neptunium Railgun), is a better choice overall if you fancy laser weapons, since it is basically a miniaturized version of the Gatling Laser - and therefore, unlike that weapon, can be installed on small hardpoints.



#1: Gluon Gun - This is the biggest waste of money you can find in Sector Prime, bar none. It costs 250 credits but isn't recommended over the simlarly sized Fusion Rocket Launcher or Plasma Blaster, and for good reason. Although it has a decent range, has homing capabilities (a trait shared with only one other small weapon - the aforementioned Fusion Rocket), and fires fairly quickly, each gluon stream delivers so little damage on impact compared to fusion rockets or plasma bolts (let alone proton blasts) that the Gluon Gun simply isn't worth using. One of the Ravians' unique weapons, the Gluon Web, shares this problem; even though it fires more gluon streams at a time, it's still fairly weak, and is therefore particularly ineffective against heavily shielded targets. So if you are (un)fortunate enough to collect any Gluon Guns during your voyage, make sure to sell them all at Glory for a decent profit as soon as you can.


Dishonorable Mention: Mass Driver - A shotgun-like weapon that shoots farther and faster than a Micrometeorite Gun seems like a good idea on paper. Unfortunately, it isn't very effective at long range due to having wider scatter, which means that most of the metal fragments launched in a single burst will tend to miss unless you are very close to the target, which can be dangerous or even suicidal in many situations. Moreover, individual fragments are extremely weak; it takes a lot of hits to do significant damage. At 255 credits, it's even more expensive than a Gluon Gun, and is therefore not recommended over the smaller Micrometeorite Gun. Even so, the largest Tan Ru ships carry at least one of these weapons by default - but they are useless against the longer-ranged weaponry you will most likely possess by the time you encounter such foes.

Thus ends my discussion of the least effective weapons in all of Infinite Space, relative to their price. Fortunately, the next post will be about the complete opposite - the best weapons in Infinite Space, bar none - so stay tuned.