Infinity: Battlescape has a clear focus on space battles and this guide will help you get oriented to the details in the game.
- 1 How to Win
- 2 The Missions Page
- 3 The Star Map Page
- 4 Human or AI?
- 5 Spawn Issues
- 6 Rethe Prime and its Moons
- 7 Warp Speed
- 8 A Scanning Guide
- 9 Flight Assist
- 10 Flight Control Schemes
- 11 Targeting
- 12 Ships
- 13 Hauler Guide Lanes
- 14 Weapons
- 15 Repair & Rearm
- 16 Printable Keyboard Guide
- 17 A Voice Control Guide
How to Win
Each Battlescape match is a resource domination war composed of individual battles. You will be fighting to control the factories and space stations of the moons of Rethe Prime. Your team wins the war when all your enemies bases have been destroyed.
You need credits to buy more powerful ships. Credits are won when targets are destroyed and Haulers deliver resources.
The TAB key will display your command and control screen containing individual tab pages for the Star Map, Ships, Team Stats and Missions. You will choose a ship according to your current budget and a location via the Star Map or Missions tab page.
Map the Enemy Bases
At the start of a new war, players should take out Interceptors to scan for enemy factories and stations. Once a location has been scanned it will be listed your team’s Star Map to act as a guide.
Win Attack & Defence Battles
Critical attack and defence situations are listed in the Missions page with a guide to their importance and progress. If there are no critical battles in progress you can find battles in progress on the left-hand list in the Star Map. Alternatively, you might opt to destroy enemy Haulers to prevent credit generation.
Attack & Defend Haulers
As the war progresses Haulers will attempt to take resources from ground factories to space stations. A successfully delivered shipment generates credits that are shared across the team. The more credits you have the larger the ships you can use to drive the war effort.
Follow Priority Goals
There is a lot for a new player to learn. Here is a brief guide to the things that will make your contribution to the war effort count.
- Scan for enemy bases at the start of a war so they can be targeted.
- Keep your eye on the critical missions page so you can engage in the most decisive battles.
- Use credits to mobilise larger ships that will make a bigger impact on the battle you are entering.
- Destroy enemy Haulers and the pads they use to stem the flow of credits to your enemies.
- Provide assistance to remote battles by flying a carrier for your team to use as a spawn point.
- Provide backup to your team with a Corvette to repair and rearm ships in battle.
The Missions Page
New and ongoing battles are shown in the Missions tab. The win/loss proportion is displayed for each battle. Locations with countdown timers in seconds have not yet started, so you have time to disengage from your current location and prepare for the new event.
The Star Map Page
The Star map provides a hierarchical list view of the moons, stations and players that are in the game. Ship types are represented by triangle, diamond and hexagon icons, bases and factories are represented by a rectangle when shown on a player’s HUD.
You may be able to use Carriers (denoted by hexagons) to spawn directly into battle locations, otherwise, you might need to use a station and travel to the destination. By right-clicking an item and choosing ‘Select as Target’ your ships HUD will be given a guide marker to the target to and this will be confirmed at the top right of the screen in the target status panel normally used in battle.
Once you have selected an item on the star map list you can zoom the map all the way in to view the ship movements at that location as if you were already there.
Human or AI?
On the Star Map and in your battles, the AI-controlled craft will have icons marked with a slightly darker colour and the humans have a slightly lighter colour.
You can use the Missions or the Star Map tab to select a spawn point to enter the battle. If you have selected a ship that you can no longer afford then you will be unable to spawn a ship into a location… choose a lower-priced ship.
Bear in mind that you can select carriers as spawn destinations from the Star Map.
If you spawn onto a pad showing red barrier lines it means that the correct landing pads you should have arrived at are out of action. In that case you will only be able to rearm and repair locally by approaching an allied Corvette.
Rethe Prime and its Moons
These are the locations that contain the factories, bases and space stations where battles take place.
Warp speed can be achieved by accelerating your ship and pressing J. The ship will automatically adjust its velocity to suit local conditions such as approaching a space station. Managing an atmospheric entry has to be tackled by manually adjusting your maximum speed.
You can increase and exceed safe warp speeds by pressing your FORWARD key as well as move left, right up and down while steering.
Warp 3 is useful to quickly scope out a battle scene on an approach and warp speed will move you across a battlefield in no time although weapons will be disabled.
A Scanning Guide
The Interceptor is the only ship equipped with a scouting scanner and this should be deployed at the start of a match in order to guide your team to enemy bases and stations.
You can initiate the scanner from the V radial menu. The scanner has a scale marked in logarithmic kilometre increments from 10^0 to 10^6. Energy sources such as moons will show up as spikes at the right-hand end of the in the distance scale.
When flying at warp speed towards an energy source, its energy spike will be marked in green as it moves down the distance scale from right to left. You won’t be given directional information to guide you, but if you pass the target the energy signature turns red and moves back up the scale.
Once you are within range of the energy source your HUD will display it as an ‘Unknown’ marker. Once you are within 10^3 of the location slow down and look for the marker. Fly towards it and lock on using your targeting computer.
The scanning process is finalised when you are locked onto the target at close range. A scanning bar appears at the top of the screen and when completed will add the station to your team’s Star Map as a guide for the rest of the war.
Flight assist will maintain speed in your cursor direction while reducing residual speed in other directions. This makes the craft easier to guide but also makes it a slower target.
With flight assist off, you will continue in the same direction until thrust has been applied. If you are trying to make a getaway, turn off flight assist and keep your accelerator on so your velocity accumulates.
Flight Control Schemes
Interceptors, Bombers and Corvettes
The aiming sight is fixed and the ship turns to follow the mouse cursor. The further away the mouse cursor gets from the centre of the screen the faster the ship turns. The W, A, S, D, R and F keys are used to move in x, y, z-axis directions.
Destroyers, Cruisers and Carriers
The Easiest Method
Currently, this is the best way to control a capital ship, it closely mimics an interceptor control:
- Set a key-bind to toggle CapshipAutoTurn (eg: F5 or SPACE) and when in-game enable that feature.
- Set a key bind for CapshipTurn (eg: Left SHIFT)
- Use F4 to ensure Target mode is selected (as per the Interceptor).
- Use F2 to select third-person view
- Press a numeric key to go forward.
- As you pick off targets using your mouse cursor to aim, press your CapshipTurn to rotate your ship toward the target.
- Use Q to roll left
- Use R to roll right
Alternate Key Combinations
The full mixture of control keys for other ways to control the ship are:
- F1 – Select a view from the ship. If what you are seeing isn’t the forward view, you can change it by holding down CTRL and moving the mouse. When you let go the view is locked to that position.
- F2 – Toggle the third person view
- F3 – Selects Exploration, Combat and Auto HUD displays.
- F4 – Select the control mode:
- Auto – Select mode automatically.
- Target – The ship follows the mouse cursor as if you were in an interceptor (when the view is looking straight ahead). To adjust the view hold down CTRL and move the mouse.
- Direct – Drive thrusters without scaling (useful for a HOTAS)
- Cap Ship – The mouse is used for aiming at targets, the keyboard is used to turn the ship (my personal opinion is that this isn’t a good option).
- W – Raise the nose
- A – Turn left
- S – Lower the nose
- D – Turn right
- Q – Roll left
- R – Roll right
- 0 – Stop
- 1…5 – Forward motion
This section covers the type of targeting you will do in an Interceptor for example, where you pick a target and follow it.
The G key will lock your targeting computer onto the nearest enemy ship anywhere around you. That’s not always the best thing to do and as you will naturally migrate to using the T key to manually select specific targets that match your ship’s capabilities and orientation.
Once you have a target lock on an enemy ship your HUD will display the pilot’s name and the distance between you. Be aware that the shield and armour strength of the target is also displayed at the top-right of the display.
Incidentally, the colour of the name-tag is lighter for humans and darker for bots, and this might affect your tactical response.
The targeting computer adds a velocity direction indicator to your target with a different aiming point for each gun.
If the ship has its shields up, projectile weapons such as auto guns will not be able to inflict as much damage proportional to the shield strength. So if it’s low its worth having a go. An energy weapon (blaster) is needed to neutralise the shielding and once the shield is down, guns will tear into the hull faster than a blaster.
To maximise the damage shots make, try to get a perpendicular impact to the surface. Glancing blows don’t so as well.
There are six ships paired into three sizes with an icon indicator. Three of those ships (the Destroyer, Cruiser and Carrier) are Capital Ships, which splits the same group into two parts.
This is the only ship equipped with scanners that are used to scout enemy locations at the start of a new match.
The Interceptor barely makes a dent in the bigger ships, but it’s useful to take down other fighters, mines and turrets on enemy ships and stations.
Taking a missile hit in an Interceptor can cause havoc, but flares can be used to decoy a missile when it gets close. It’s a good idea to move the Flares key away from its default position on Right-ALT since that key is used for other Windows functions and you can easily get an unwanted response.
The bomber carries a lot of quick missiles and the heavier duty torpedoes so it’s useful for attacking all ship types from a distance. In practice, I haven’t always found it easy to get a missile lock at a distance, and once you get close enough you will get a good toasting so there’s more to learn here.
The corvette is great for providing repair and re-arm when about 1 km from a team member. It also has an electromagnetic bomb that disrupts warp drives, preventing a getaway.
The Destroyer is a fun-sized version of the Cruiser and plays a support role by effectively blasting smaller ships with its armoury. It also carries mines and a warp drive neutralising bomb.
The Cruiser is a big heavy destroyer that can be used to obliterate stations and factories and can take a good pounding while they do it.
The carrier provides a spawn target for team members which is a valuable strategic advantage. There is a ‘Waiting to Spawn’ counter to show the queue length for team members.
Team members cannot spawn to a carrier that is turning at a fast rate, an indicator at the top of the screen will go green when conditions are favourable.
Hauler Guide Lanes
During warp travel, you will occasionally see Hauler transport guide lanes marked in pale blue ribbons. Ground-based factories spawn Haulers that transport resources to space stations along these lanes.
Haulers are identified with a diamond-shaped HUD marker. You can use a Warp Bomb to pull yourself and the Hauler out of warp after which your weapons will be enabled and you can try to destroy it.
If a Hauler makes it to a station, its resources are converted into credits that can be spent acquiring better ships for their respective fleets. Attacking enemy factories, Haulers or stations will inhibit the growth of your enemies fleet.
Auto Guns and Energy Blasters
The Interceptor and Bomber have auto guns and blasters that will aim towards the lead indicator guide for a selected target if possible.
The blasters should be used to take down shields before using guns to finish off the hull. The health of the hull and shields can be found at the top right of the Combat HUD display. You will also see that the blue flashes of shield strikes will be replaced by small explosions after the shields are depleted.
Shotguns are carried by Bombers.
The shotgun barrage converges on the selected target. This can do a fair amount of damage when the shields are down although the auto-guns seem to provide a more satisfactory result.
Mines are carried by Destroyers.
Mines will detonate near to enemies and bases which makes them a worthwhile target for Interceptors to clear up using kinetic weapons.
Mines launched with the safety-lock on will move towards enemies like a slow missile. Mines launched with the safety-lock off will fly in a straight line. A straight line launch is useful for hitting stations and bases.
The Corvette and the capital ships have turrets. They come in three forms:
- Manual: will aim at what the player is looking at
- Auto Aim: will track a selected target
- Auto Aim & fire: will fire on local targets
All ships have missiles.
Missiles will acquire a targeting lock when you hold your aiming reticule on the target’s lead indicator. An icon will also appear next to the weapon graphic if visible. If you want to fire in a straight line, deselect the target mode using the Backspace key. If the ship you are tracking goes out of range you will lose the missile lock and have to re-acquire it.
Bombers and Cruisers have torpedoes.
Torpedoes are a heavy-duty version of the missiles that should be used on the larger ships. In order to give them a chance to home in on their target fire at a range of about 7 km. If they miss the target they will explode on their own after a period of time.
Repair & Rearm
You can repair and rearm your ship in a station hanger or by flying near to a Corvette.
You must use an appropriately sized hangar for your ship in order to activate the repair and rearm. The pad will glow green during the maintenance period.
To repair at a Corvette you will need to loiter at less than 1km distance. When you are near enough, yellow streaks start circulating across your field of view. On the HUD radar, the Corvette is marked with a wrench/spanner icon to indicate that it can provide services (refer to screenshot).
Printable Keyboard Guide
Here is a printable guide to the default keyboard controls currently available on a keyboard.
A Voice Control Guide
If you aren’t already familiar with the possibility of using voice commands to drive your ship, you might want to check out VoiceAttack guide here.