ORION 6 - Player Guide
Table of Contents
1. Controls
Camera & Navigation
Combat
Station Abilities
Station Systems
Weapons
Information & Interface
2. Station Resources
Hull Integrity (Health)
Your station's structural integrity. If it reaches zero, game over.
- Only regenerates between waves
- Takes damage when shields are depleted or during EMP
Shields
Energy barrier that absorbs incoming damage.
- Regenerates automatically when energy is available
- Requires minimum 100 energy to regenerate
- Costs 50 energy/second to regenerate (upgradeable)
- Base: 500 shields, regenerates at 50/second
Energy
Powers your station systems, shields, and energy weapons.
- Regenerates continuously at 10/second (base)
- Production rate: 25 energy/second (base)
- Maximum capacity: 500 (base)
- Required for shield regeneration and energy weapons
Supplies (Ammunition)
Ammunition for projectile weapons (bullets, rockets, mines).
- Regenerates at 2/second (base)
- Maximum capacity: 200 (base)
- Consumed by bullet turrets and rocket launchers
CPU & Load (AI System)
Controls how many weapons can auto-fire simultaneously.
- CPU Slots: Limit on how many weapons can be automated (Base: 4)
- Each weapon requires 1 CPU + 1 per upgrade level
- Load Capacity: Bandwidth for weapon firing rate (Base: 10)
- Each weapon requires 1 Load + 2 per upgrade level
TIP: Manual firing (hold Space) bypasses CPU/Load - you become the "CPU"!
Credits
Currency earned from combat:
- 1 credit per 100 damage dealt
- 1 credit per enemy destroyed
- 20 credits per boss destroyed
- Bonus credits from collectibles and surviving environmental events
3. Enemy Forces
Hostile Contacts
You will encounter various hostile forces during your defense of Orion-6.
Intelligence on enemy capabilities is gathered through combat experience.
- Destroy enemies to learn their tactics
- Intel collected is stored in the CODEX (main menu)
- Press Enter while hovering over enemies for live status
General Threat Assessment
- Small, fast ships often have specialized roles
- Larger vessels are more dangerous but slower
- Some enemies can disable your station systems
- Watch for ships that behave differently from standard fighters
- Extremely fast contacts may pose immediate collision risks
Combat Advice
- Prioritize threats based on observed behavior
- Ships approaching your station directly may be most dangerous
- Large vessels often coordinate smaller ships
- Learn enemy patterns through engagement
TIP: Check the CODEX regularly as you defeat new enemy types!
4. Station Abilities
Station EMP Burst [E Key]
Fires an expanding EMP ring that disables all enemies in range.
- Damages enemy shields (1000 damage)
- Disables enemies hit (drift mode, cannot fire)
- Destroys incoming command rockets
Base Stats: Recharge: 120s | Energy Cost: 500 | Range: ~1.4x station diameter | Disable: 3s
Power Burst [B Key] (Purchase: 5K-40K credits*)
Uses 70% of your energy (or 25,000 max) and converts it to massive AOE damage.
- Damage equals energy consumed x multiplier
- Destroys command rockets in range
- Use when energy is high for maximum effect!
Base Stats: Recharge: 90s | Range: ~40% station diameter beyond edge
Leech [L Key] (Purchase: 5K-40K credits*)
Lightning bolt that steals ALL shields from target enemies.
- Transfers stolen shields to your station as energy
- Targets enemies with highest shields first
- Cooldown scales with targets hit vs maximum
Base Stats: Recharge: 120s | Range: ~40% station diameter beyond edge | Targets: 1 | Energy Cost: 20/bolt
Hull Shock [H Key] (Purchase: 5K-40K credits*)
Purple grid lightning that damages all enemies near the station.
- Damages all enemies inside the station perimeter (500 base damage)
- Disables stealth on boarding craft and pirates for 20 seconds!
- CHAIN REACTION: Chains to enemies within ~15% station diameter of hit targets!
- Recovers 25% of shield damage dealt as station energy!
- Enemies OUTSIDE the ring only lose shields (can't be destroyed)
Base Stats: Recharge: 120s | Energy Cost: 1200 | Chain Range: ~15% station diameter
Over Charge Capacitor [O Key] (Purchase: 5K-40K credits*)
Energy storage device that instantly charges from station reserves.
- Press O when empty: Instantly charges to full
- Press O when full: Discharges energy back to station
- With Auto upgrade: charges when safe, discharges in emergencies
Base Stats: Storage: 500 energy | Discharge Time: 2s
Plasma Cannon [X Key] (Purchase: 300,000 credits)
Ultimate end-game weapon that fires devastating plasma beams in all four directions.
- Center-mounted (no slot required, only one per station)
- Requires Dreadnought-Class Station to purchase
- Automatically targets closest enemy in each direction (North/East/South/West)
- 5,000 damage per beam with unlimited range
- Energy Cost: 25,000 per beam fired (25K-100K total)
Dynamic Cooldown System
- Base: 2 seconds × number of beams fired (2-8 seconds)
- Consecutive Firing Penalty: +2s ÷ beam count if fired within 20 seconds
- Penalty accumulates and resets after 20 seconds of no firing
Visual Indicator
- Red Dot: Weapon cooling down
- Yellow Dot: Ready but penalty warning (within 20s window)
- No Dot: Fully ready with no penalties
TIP: Strategic timing prevents penalty buildup and maximizes efficiency!
* Station Ability Tier-Based Pricing
Station abilities use dynamic pricing that increases with your station tier:
TIP: Buy abilities early for lower costs, or upgrade your station first for better stats!
5. Upgrade Guide
Cost Formula: base_cost x (cost_multiplier ^ current_level)
Rocket Launchers
Energy Weapons
Station Shields
CPU Systems (AI Core)
Extended Targeting (PREMIUM)
Unlocks out-of-range firing!
Total Investment to Max: ~1.16 million credits
6. Environmental Hazards
Asteroid Storm
Random debris fields that cross the battlefield.
- Starts appearing: Level 2+
- Warning: 5 seconds before storm begins
- Damage: Hits both station AND enemies
- Survival Bonus: +50 credits
Solar Storm
Intense radiation that damages energy systems.
- Starts appearing: Level 3+
- Warning: 5 seconds before storm begins
- Effect: Damages station systems
- Survival Bonus: +75 credits
NOTE: Only one environmental event can occur per match.
7. Tips & Strategies
Early Game (Levels 1-5)
- Focus on basic weapon upgrades first
- Invest in Shield Capacity for survivability
- Keep energy above 100 for shield regen
- Learn enemy patterns before automating
Mid Game (Levels 6-15)
- Purchase Power Burst or Leech for crowd control
- Invest in CPU Slots and Load Capacity for automation
- Upgrade Power Output to sustain energy weapons
- Start investing in EMP Shielding
Late Game (Levels 16+)
- Max out automation (CPU/Load) for hands-free defense
- Invest in EMP Shielding (enemy EMPs hit HARD)
- Balance offensive and defensive upgrades
- Keep Power Burst ready for emergencies
- Start investing in Extended Targeting for 2x weapon range
Combat Tips
1. Priority Targets:
- Ships heading directly toward your station
- Incoming projectiles (intercept before they hit)
- Large coordinating vessels
- Support ships that help other enemies
2. Energy Management:
- Don't let energy drop below 100 (shields stop regenerating)
- Toggle shield regen OFF during EMP to save energy
- Save energy for Power Burst when enemies cluster (uses 70% or 25K max)
3. Manual vs Auto:
- Manual firing bypasses all CPU/Load limits
- Hold Space during intense moments for maximum firepower
- Let automation handle routine threats
4. Station Abilities:
- Use EMP when large vessels approach (can disable enemy systems!)
- Power Burst when energy is high and enemies are close (uses 70% or 25K max)
- Leech against high-shield targets
- Hull Shock to reveal stealth enemies and damage groups
5. Environmental Events:
- Asteroid storms damage enemies too - use them!
- Solar storms are dangerous - keep shields up
- Survival bonuses add up over time
GOOD LUCK, COMMANDER!
Humanity is counting on you.