Your ship
Engineering
- Impulse
- Impulse drive is used for combat and short-distance driving.
- Afterburners
- Afterburners are used when you need quick accelleration.
- That cloaked thing was really a warbase!
- You aren't moving fast enough to dodge the torp stream!
- That buttorper is about to go into warp and you aren't in tractor
range yet.
Use it sparingly. It burns fuel and heats your engines
very quickly.
- Warp
- Warp drive is used for covering long distances. It
costs some fuel to initiate, and takes a few seconds to
power up. Normally you can't fire while warping or during
the prep period. Normally you can't cloak during the prep
period.
Depending on the server settings, If you are being
tractored or pressored when your ship is done with or just
in warp preparation, the warp field will be disrupted.
Your ship has tractor and pressor beams. The strength
varies, being stronger on the bigger ships.
Navigation
Your ship will turn to match the course you've set. It
turns faster at slower speeds. Very few ships can turn
noticably above warp 8.
In addition to being able to set any heading, you can lock
on to players and stellar objects. You will then
continuously adjust course to head directly toward the
player or stellar object. If locked on to a base or a
stellar object, you will decelerate and automatically dock
or go into orbit when close enough.
Weapons
The basic weapons are phasers and photons.
All others are special and are not normally available when
you get a new ship.
- Phaser
- The basic weapon. It is direct fire and therefore
can't be dodged. However, its damage decreases with range.
- Photon torpedo
- This is not a direct fire weapon. You have to lead
your target. Any idiot can dodge photon torpedos at long
range. Good players can often dodge photon torpedos at
medium range. However, it's hard to dodge when driving
extremely fast and a well-led stream can be the death of
your opponent. Photon torpedos wobble in flight so their
accuracy decreases with range. However, damage is
not range dependent.
- Plasma torpedo
- Slower than a photon torpedo, these will track
opponents, even cloaked ones. They do massive damage, but
cost lots of fuel and WTMP. Typically these are not
available on most ships till the owner has a few kills an
returns to a shipyard for a refit.
- Missile
- These are the slowest missile weapons available
(depending on the server setting, missiles of Bases and
PTs are very fast), but therefore have a better turning
radius. They have sensitive tracking sensors and can home
on cloaked opponents. Their damage is similar to a photon
torpedo but their cost is much greater. Like plasma
torpedos, most ships do not come equipped with missiles.
The owner must get kills and refit. Most ships only carry
a limited number of missiles and must refit when the
supply is exhausted. Exceptions to this are WB and SB.
- Fighters
- These are not normally available. They are small
vessels that carry one photon torpedo. They are launched
from the mother ship and track a target. When they enter
firing range they launch their torpedo and return to base.
While the mother ship is guiding the fighters it can not
fire photon torpedos.
The mother ship does not start with a full fighter bay, it
must beam up armies from a planet. One army converts to a
fighter squadron of 8. Surviving fighters may be beamed
down to return the armies.
Most missile weapons damage everyone except the teammates
of the firer when they explode on impact. We do not offer
any treknology to explain this and we laugh at anyone who
attempts to. Plasma torpedos damage everyone upon
detonation.
You may detonate your own torpedos and fire another salvo.
This is useful when you've missed with a salvo. This
causes no damage to anyone. Missiles will be detonated if
no photon torpedos are in flight.
Fighters can be recalled to base with the detonation key.
Countermeasures
Enemy photon torpedos within a certain radius may be
detonated by your ships close-in defenses. This results in
reduced damage to you, but might result in the explosion
of torps which would have otherwise missed you. These
detonated torps now only cause damage to you and the
firer's teammates.
(It is considered clueful to detonate enemy torps
that would strike a valuable teammate. Bases typically
detonate enemy torps that would strike ships docked on
them.)
Enemy plasma torpedos may be phasered. This causes them to
detonate prematurely, causing damage to everyone.
Missiles may be detonated much like photon torpedos.
Fighters may be phasered.
Weapons in Action (or: the ballad of R2 getting his butt kicked)
(Editor: provide me with the missing pics !!!)
R2 is being phasered and torped by two enemies. He will
last about half a second longer.
R2 is cloaked and trying to reach Yosemite in order to
bomb it, but F0 has other plans for him. Since the
missiles point right at him, the base will soon get a
phaser lock and then our hero is doomed.
R2 has just got himself in a world of trouble. While
attempting to scout Yosemite he encountered the warbase
again and this time it's put a white-hot plasma torp on
his tail. He can afterburn to outrun it or dodge it, but
he'd better get out of the neighborhood.
Defenses
Your ship has shields and hull. If the shields are active
and have not been destroyed then they prevent damage by
absorbing it. If the shields are down or insufficient to
protect you from the full damage of an attack, then the
damage accumulates on your hull. If your hull sustains too
much damage your ship and crew are destroyed.
Shields are always repairing. Hull is only repaired while
shields are down. Your ship may enter repair mode in which
state it repairs faster, however, your shields are down,
you are at full stop, and can not fire. To exit repair
mode increase speed or raise shields.
Tractors
Your ship is equipped with tractor and pressor beams.
Tractor beams pull you and the target closer together.
Pressor beams push you apart. Tractor beams can drag you
out of orbit and they can also disrupt the warp
preparation process.
Armies
Most ships can carry armies. Most ships require that the
player have kills before he can carry armies. The number
of armies you can carry is usually linearly dependent upon
the number of kills you have.
Armies can be beamed up from planets and beamed down to
planets. They may also be transported to and from some
bases.
Hiding from the enemy
All ships can cloak. In this state you are not visible on
the enemy's tactical. Your approximate position is
available on the galactic.
Planets
Planets have four major attributes that players need to be
aware of.
Armies
These armies can be beamed up and down by ships on the
same team as the planet. Enemy players can beam armies
down to your planet and each army beamed down will kill
one enemy army until there are none left. Planets without
armies can be taken by beaming armies down. Then the
planet belongs to your team.
If there are a lot of armies on a planet (>4) then they
can be bombed by enemy ships. This is a lot simpler (and
more effective) than beaming armies down.
Atmosphere
Planets have different atmospheres. They are listed from
best to worse here:
- Standard
- Thin
- Tainted
- Toxic
The better the atmosphere, the faster armies grow. Toxic
planets actually kill off armies. It's best to just leave
them for the clueless enemy.
Surface Properties
Many planets are worthless hunks of rock, but some have
surface properties.
- Metal
- These planets can develop a repair station and a shipyard.
- Dilithium
- These planets can develop a fuel depot.
- Arable
- These planets can develop an agricultural complex.
Armies on a planet use surface properties to build
facilities. An orbiting starbase also helps.
Facilities
A few of your planets start out with facilities. The rest
have to be built from surface properties.
- Repair
- Planets with this facility can repair orbiting ships faster.
- Shipyard
- Planets with this facility can let you refit and take
a new ship. Refitting is also the way you get special
weapons.
- Fuel
- Ships orbiting a planet with a fuel facility refuel faster.
- Agri
- Planets with this attribute grow armies much faster.
Facilities can be bombed by the enemy. It is usually a
good idea to protect key facilities using a base.
Revolt
If you don't leave enough armies on a planet, it can
revolt. The guerillas will slowly slaughter your armies
until all are gone and the planet becomes independent.
Listen for messages from the PREFECT. You must bring
enough reinforcements to crush the rebellion. The current
safe level is 3 armies.
Other balls of dust
Planets aren't the only things floating in space. There
are also stars and asteroid fields and planetoids.
Don't get too close to a star. It will melt your hull.
You can cross great distances in no time if you find a
wormhole-pair that leads you to where you want to fly. But
don't enter them too fast or with too big ships, that's
usually harmful to your ship.