The Great
Pyramid is the summit of galactic heavy engineering and incorporates
many of the gravity-oriented devices available. It is the noisiest ship
ever designed, by far. The most remarkable feature is the Spindizzy.
This operates as follows:
- A ship with a Spindizzy turned on can tow any ship, whatever the
mass. It always wins towing battles.
- The unlimited multi-tow facility allows the Great Pyramid to tow
all co-located ships that have it as an escort target. They do not
require to have their engines on. The Spindizzy couples with the ships
and drags them along in its wake. No tow target needs to be set,
everthing is taken along.
- A Spindizzy can even tow a planet.
- A Spindizzy cannot tow:
stars, wormholes, jumpgates, fuzzy nebulae nor buoys.
- Fuel use is only what it costs to move the original ship, no
matter what's being towed. Note that the GP has a gravitational
accelerator too.
- Spindizzies cannot move a planet nearer to another planet than 4
LY due to gravitational perturbances. This is also just out of
transport
range.
- Spindizzies only work when the ship is crewed by IMT.
There are two main reasons to move Planets. Firstly, is to acquire
resources - moving planets makes for a compact, easily defensible core.
Secondly, planets can be used as supercarriers, mobile bases which can
take entire shipyards protected by base shields and unlimited fighters
deep into enemy territory.
A large IMT fleet may consist of a single Great Pyramid towing a
planet, an entire fleet of ships, accompanying free large Wings
[because
the maximum Wing size in IMT carriers is 500 fighters, and sometimes
you
want bigger ones], and the planet may have several Bases on it; for
example, a Robot ally's (with a Gun Zero), and an IMT one with lots of
ion cannon and AA guns.
So powerful and massive are flying planets that they smash through
minefields.
Great Pyramids can tow anything but are not well armed - probably the
worst armament of any tech 10 hull. However if cornered these supertugs
can become quite dangerous by turning the Protomatter Cannon(PMC) on
enemies. The Great Pyramid can take quite a battering (even a
superlaser fired at point blank range) before it goes down.
The Great Pyramid has a power bank large enough to fire the PMC almost
as soon as it enters combat. As long as it can take enemy shields down
below 2500 points before firing the PMC then not many enemy ships will
survive such an encounter.
They are best set to enter combat on the second wave. Like any IMT
ship, setting them to "Ram" boosts their attack bonus, but some timid
players consider these ships too valuable to risk in serious combat.
Lacking serious heavy weapons, they prefer to fit it with Photon
Torpedoes and use Standoff Range in order to try and keep enemies at a
distance whilst the Protomatter Cannon charges up. Wusses.
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