SKB: The tier 1s are great now cause after 3 shots you have the choice to start a galactic event which each tier 1 is completely different from the next.
TimeBandit: Holy crap. Just went into a KMB on 42mil and galactic ramps going and came out the other side with 98mil. There is real leverage in the tier one modes now. Massive.
TimeBandit:
Galactic awards:
Nero - Galactic Red matter
Prime Dir - G Lanes
KB - G Ramps
DtD - G Spinner
Sp J - G Vengeance
StE - G Warp ramp.
Sometimes the callouts don't go off, but some underlying awards flash. Vengeance flashes at the insert, as does the warp ramp, and the main ramps don't seem to. Red matter definitely does flash, as do the toplanes. Spinner doesnt flash. But it is the same for each mode each time. They also all reset the clock for longer time and just keep paying as you hit them. Vengeance only seems to pay one hit. Ramp combo logic carries over with the first combo doubling, then 10k increases.
Edit. Main ramps flash at the insert. And they alternate when you hit them.
SKB:
So after you hit 3 mission shots, away team shot is lit and if you hit it right away you'll get the default amount of points per hit during the galactic mode. But if you have time, hit some more of the mission shots (combos especially), then get the away team shot and your galactic mode score values will be increasingly better. The hardest mode I've found to increase this value is destroy the drill. While modes like Klingon battle and Nero are a but easier to build that galactic scoring.
And if your good, you can save Klingon battle I for when you build warp ramp to 9, then start 3 in a row super ramps, then start Klingon battle, hit 9.1 for double scoring and start Klingon battle galactic event for galactic ramps and cash in!
Frolic / TimeBandit:
Does Galactic Away Team need to start before the mode 1 timer expires? Seems like a tall order to shoot 3, then shoot some more to build it, then cash it in before the 30 seconds is up.
Yep. You do get extra time for actual scoring though.
Slyce:
If you thought that the chopping wood was in the tier one missions then yes, the chopping is gone due to the away mission feature.
You still have to make the away team or mission start shot to change mission or go on to the next tier, however if you are about to make the final shot to end a mission you can select the next mission at mission start/away team right away.
Away team is like a mission within a mission with rules more like those of the tier 2 and 3 missions. So yeah, you can compare them to for instance Mary Jane in SM. These have some really cool shots. So far I have tried these:
>>> Galactic Spinner (activated in DTD):
Shoot the spinner for 25K (base value if you start it after 3 mission shots) X number of times until completion OR shoot the left kick out.
>>> Galactic Lanes (activated in PD):
Use the lit beam me up lanes to progress.
>>> Galactic Ramps (activated in KB):
Alternate shots to the left and right ramps.
>>> Galactic Vengeance (activated in SJ):
A single shot to the vengeance drop target
These are really fun missions and they add a new level of urgency to my game when I try to make the away team shot with the timer running out =)
Rarehero:
-The only Away Team/Galactic Event that has a visual cue is the lanes, as they turn dark blue. The other Galactic Events have no cue, so if you miss Admiral Steven's callout, you don't know what you're shooting for. Solution: All Galactic Events need a blue insert cue. They should use the small Enterprise inserts, as those are only lit red for Combos...in a Galactic Event, that insert can be blue (solid or pulsing maybe). In the event of a Combo, it can alternate blue/red (like the Starfleet inserts when events are stacked). For the Pro, a pulsing effect on the Enterprise insert would work.