Difference between revisions of "UFO"

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When you change ships with UFO, you will keep all specials, but it won't re-give cloaking unless the ship you changed to started with cloaking or greened it.
 
When you change ships with UFO, you will keep all specials, but it won't re-give cloaking unless the ship you changed to started with cloaking or greened it.
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[[Category:Items]]

Latest revision as of 19:33, 28 July 2005

A UFO'd ship has cloak not detectable by (normal) X-Radar, the shark image, and no nametag, along with a special stealth that you can't turn off while you have cloaking (so using stealth while being in a UFO does nothing). Also, if you have X-Radar, it will be upgraded to see through other UFO cloakers. The Super-Stealth can't be seen with any X. You will also gain a special shield that can't be turned off. This shield will make you unkillable. You will take NO damage at all.

Note: UFO does NOT change your energy cost. Your bombs/guns/x/etc will still cost you energy, but you will not take damage from enemy bombs/etc.

Unlike the super, UFO can be turned off. When you turn UFO off, you will change back to normal ship, lose cloak (even if you had it before you turned ufo on), shield, special x, and the ability to not have cloakers on you.

Also, if you uncloak with a UFO, they will see your shark (or turret pic if your turreting) with no name. You cannot specatate on a ufo, but you can turret on it. (Lots of fun, turret pics flying around. NOTE: The stealth will effect the WHOLE turret, so they can't be seen on radar, but the cloak won't.) With the turreting, if you have a UFO (or super) on you or your on it, you will take less damage, but you will still take a good bit. Think of it as a 25% sheild, helps but doesn't save you.

When you change ships with UFO, you will keep all specials, but it won't re-give cloaking unless the ship you changed to started with cloaking or greened it.