(CCPlays) Genesis Alpha One R2 (3 of ?): Grabbing Artifacts and Running Away From Rogue Captain(s)
In this episode of GAO R2 (Run 2), we demonstrate how to grab artifacts without leaving your away team naked. Yes, the answer is turrets. Drop a couple near the ramp, run for the artifact, drop one near the artifact while you wait for the counter to 100%.
FULL DEPOSIT: Watch your "deposit" capacity. If you have too much of a particular raw resource you will run out of room to store everything else. And if you can't empty the shuttle you can't send it out for more away missions.
INTRUDER ALERT: When you design the ship layout, consider its defensibility. While *most* of the threats will come from the hangar and the tractor beam rooms, you will sometimes see boarders that arrive in other spots. THEN you have to deal with them PERSONALLY, unless they beamed in near your crew who are rank of commander (they have initiative, others don't).
CHOOSING CREW: We finally found some O2 plants for the second biosphere. With plenty of biomatter in the tanks, we started cloning more crew, mix of human and Arachnoid, half male and half female (but it really doesn't matter). Decided to stick with oxygen breathers. Arachnoids are O2 breathers, slightly weaker than humans for higher intelligence. They work great as engineers and workers, slightly faster for shipboard tasks. If you decide to switch to different type of air, choose accordingly.
EXTREMELY HAZARDOUS: Sending away team to high or critical danger planets basically means they will face lots of enemies almost non-stop and you really have to choose your targets carefully, use all of your turrets and more or more of your barriers. You should be there helping them.
ROGUE GOODBYE: A rogue captain's ship approached jumped into my sector and I was barely able to warp out in time to avoid him. They managed to beam in 4 attackers, which damaged one of the living quarter modules, but that's all. I warped out (went like 4 sectors) THEN I personally dealt with the intruders. Then I put in more defense. Pity, as I did discover an O2-based Genesis candidate planet around that area. I'll be back.
UNWELCOME GUESTS: When another rogue captain (or same?) found me, I warped out of there and went to the southern edge of the sectors. Was able to locate a few other low-danger sectors. On the way, we found that spores have infiltrated the ship, and this became a pretty persistent problem as I can't seem to be able to clear them from the Deposit / Refinery wing, and they keep coming back.
SICK CREW AND CURE: Then the Refinery workers got sick. The way you deal with that is you have to trail the sick members as they head toward sleeping quarters, and harvest their "sick virus samples". After you got 10 of them (may need multiple crew members). Build the medical research module, then run inside and research it (with radiation blue) and a cure will be automatically dispensed. Sick members will recover in a little while. They are considered idle and unassigned. You need to put them back to work.
CONTROLLING SPREAD OF SPORES: Keep in mind turrets don't deal with spores, but actual creatures. And you can't always see infections from main section into the crawlspace below. But if you see small spores growing, chances are underneath is infected as well. It's better to use energy weapons (laser rifle, energy rifle) to deal with spores than bullets. Remember you do have a flashlight (usually, middle mouse button). If the area has a LOT of spores, cut up the crawlspace with forcefields and turrets so they can't spread. Then when you shoot at it from up top, critters will spawn and be killed by the turrets. THEN you go in later and clean up the spores.
PERSONAL SWEEP: You may need to periodically go in and purge the deposit of stuff you don't need. Like too much raw resources, or plants that you won't use, and so on. Keep in mind that you CAN refine stuff and dump them later just so the refinery crew gets experience.
REPLACING ROBOTNIKS: You can't recycle the original yellow Robotniks. You can shoot and destroy them when they are sitting still at a recharge station, and build better versions like B1, P1, or W1 variants. Don't stand too close though. They do explode.
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