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Tactical Database

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Ryugi Kazamaru
Captain

Eloquent Conversationalist

PostPosted: Sun Nov 18, 2007 2:52 am


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Tactical Database


Here in the Tactical Database you will be introduced to the basic way that Starship Combat is done here in the guild. It may be a little harder than what you might be used to since it involves dice rolling and quite possibly a calculator in order to properly fight another ship, but this is for one thing and one thing only. Fairness. If we didn't have this dice rolling system, then we would have people doing things to one another that wouldn't be very fair in the way of damage. And we wouldn't want that! So, while it might seem big and difficult at first, ship to ship combat in the New Frontier is really rather simple. And this thread is here to show you just how simple it really is.

Ship Stats to watch while in Combat


During combat, you are first going to want to learn which stats to watch while in battle with another member. After all, if you don't watch and keep track of stats, you could wind up a floating hulk dead in space! The most important ship stats to watch during combat are below with basic ideas of what they mean. These are the stats for the Federation Danube Runabout.

Quote:
Hull: 700
Shields: 500
Shield Emitters: 250
Engines: 500
Sensors: 400

Cruising Speed: Warp 5
Emergency Speed: Warp 6 (5 hours)


*Hull*
Hull is the core HP for your ship. If you run out of hull points, your ship is destroyed! However, the hull is more important than the simple HP of your vessel, its your protection from the harshness of space, and the casing for every one of your ship's systems. Differing levels of damage to the Hull will cause different negative effects, seen below. So watch this carefully.
Quote:
100% - You're in top fighting shape.
80% - Your ability to create force fields around areas to prevent beaming is compromised.
60% - Your (beam) weapons drop to 75% strength.
40% - Your (beam) weapons drop to 50% strength.
25% - Shield emitters start to fail (Regenerative Shields no longer negate damage).
20% - Your Hull Armor buckles and fails (Ablative Armors no longer negate damage).
10% - All your weapons go offline / emergency force fields can no longer seal hull breeches.
7% - Life support fails on several decks / warp drive destroyed / self destruct system fails.
5% - Life support fails on all decks.
0% - Your ship is destroyed.
However, luckily for you, the Hull has a buffer, and this buffer is the ship's shields.

*Shields*
Shields are the first line of defense for your ship when in battle. If you run out of Shield Points, then your shields are down, and your hull is vulnerable to enemy weapon fire! However, luckily for you, shields can come back up after 5 posts (with half of their usual points) as long as your Shield Emitters still have HP. However, this only happens once, so be careful if it's already happened to you during a fight.

*Shield Emitters*
The Shield Emitters on your ship are what generate your ship's shields. If these get taken out then your shields won't be coming back after those 5 turns. This makes them a big target, so if your shields go down, don't try to stay and fight if you can take cover and let your shields return. These points should always be 50% of your shields points at full health rounded to the nearest number, until damaged that is. They also increase with the shield points as well.

*Engines*
This stat is pretty self explanatory. If your engines get blown up, you won't be going anywhere, or even moving for that matter, until they get repaired. But repairs can't happen until after battle. Luckily for you, your shields protect your entire ship from harm as long as they are up. Engines also determine how fast your ship can go in a straight line, which means if your enemy has a lower engine stat than you, then you can run from them! But as your engines take damage, you'll be going slower until you can't run at all.

*Sensors*
Sensors are what allow your ship to see anything other than whats on your viewscreen, and let you know what is around your ship. If your sensors get destroyed, then your ship will essentially be blind! Sensors also determine the distance that your ship can sense things about another ship. If your sensors are higher than the enemy ship, then you can prevent yourself from being detected by them by staying out of their range. This can allow ships that don't have cloaking devices to sneak by other vessels in some cases. Sensors also act as your weapon range, and effectively act as your weapon HP, making this a very important stat to watch while in combat.

*Cruising Speed*
This stat pretty much tells you what the basic Warp Speed is for your ship. This is important when determining how much time passes for your ship when traveling from one place to the next, and also how long it takes you to help someone in need.

*Emergency Speed*
Just like the Cruising Speed, each ship has a Maximum Speed. In battle, this tells you how fast you can go to run away from an enemy by going to warp. If their Cruising or Emergency Speed is the same or higher than yours, they will be able to catch you and fight you while you run away.

Weapons and Basic Combat


Of course, knowing your stats isn't all about HP, its also about knowing the types of weapons on your ship, how many of them you can fire at once, and where you can and can't fire from. And of course, weapon damage. In this section we'll look at the weapon stats for the Danube Class Runabout as we'll explain what all those little numbers mean! It really isn't as confusing as it looks.

Quote:
Phaser/Disruptor Arrays: 2 Emitters
Phaser/Disruptor Types: Type VI Phasers
Max Volley: 2
Fore: 2
Aft: 2
Dorsal: 2
Ventral: 0
Port/Starboard: 1

Torpedo Tubes: 2
Max Volley: 1 Fore/Aft
Torpedo Types: Type I Micro Photon Torpedoes
Torpedo Stock: 10 Type I Micro Photon Torpedoes


*Phaser/Disruptor Arrays*
This stat is simple. It tells you how many energy weapons your ship currently has equipped. This also functions as the total number of these weapons you can have equipped.

*Phaser/Disruptor Types*
Simply, what kinds of energy weapons you have on your ship. If you aren't sure, this stat will tell you.

*Max Volley*
This stat is a shorter way of saying, "How many of these weapons I can fire at once." The more weapons you can fire at once, the more damage your ship can do.

Fore: (How many weapons your ship can fire in front of itself)
Aft: (How many weapons your ship can fire behind itself)
Dorsal: (How many weapons your ship can fire above itself)
Ventral: (How many weapons your ship can fire below itself)
Port/Starboard: (How many weapons your ship can fire to the left/right)

*Torpedo Tubes*
How many places can your ship fire torpedoes from.

Max Volley: (How many torpedos your ship can fire forewards/backwards/left/right)
Torpedo Types: (What kinds of torpedoes your ship has)
Torpedo Stock: (How many torpedoes your ship has to fire)

Determining Weapon Damage
There are two different ways to determine how much damage your weapons do to an enemy ship. One is by dice rolling, which is most common. Other weapons will have a set damage that will change depending on how good a weapon is at damaging something. These basic damages are simple, and can easily be done by using a calculator. And theres no need to use one normally if you can find one online!


First is dice rolling for my Phasers or Disruptors
The Runabout can fire two Type VI Phasers forward towards an enemy. So, in your post, under Post Action, you'd select to roll 2 Ten-sided dice. You'd then post to see how much you would get from those two rolls. So lets say...

I roll two Ten-Sided dice and get the numbers 6 and 7. These add to 15.


Now I know Type VI Phasers do (6 x d10 damage). So, since I fired two, and rolled two dice which added up to 15, I just multiply...

6 x 15 which equals 90


This means that my two Type VI Phasers did 90 damage to my enemy.

Torpedoes
Torpedoes do a set amount of damage, and my Danube Class Runabout can fire one Type I Micro Torpedo forward towards the thing it is shooting at. One Type I Micro Torpedo does 60 damage to a target. So, my damage would be 60.

Now, some Government's weapons do percents of damage to hull or shields. Lets say I am hitting my enemy's hull. In order to get a percent of my 90 damage, lets say 75% I multiply...

90 x .75 which equals 67.5 or 68 damage.


Total Damage
Now, I did 68 damage with my phasers, and 60 damage with my torpedo. So that means that my total damage would be...

68 + 60 which equals 128 Damage!


While most of this adding and multiplying is done behind the scenes, it is good policy to show the results to your opponent so it is easier for them, and yourself, to keep track of how much damage you have both taken or done over the course of the battle. A good battle post, minus the dice rolling which will appear at the top of the post, should look like this when you're all done.

Ryugi Kazamaru
Quote:
Hull: 2400
Shields: 1500-221
Emitter HP: 750
Engines: 1000
Sensors: 900

Torpedo Stock: 10-6 Quantum Torpedoes / 30 Photon Torpedoes


The Defiant Class shook as the torpedoes and phasers hit the shields once more. But the Defiant Class turned and quickly fired another forward assault on the ship as she sped off.

Continue firing! Don't let them get away!

More blasts of pulse phaser fire and two more quantum torpedoes shot across the expanse to collide with the shields of the opposing vessel. As the Saber Class suddenly began to slow, the Defiant Class banked hard to port, bringing herself under the Saber class vessel, and aiming her aft torpedo launcher directly at the vessel so she'd be able to react quickly as she continued to bank and turn to port, hoping to bring herself back around and into range quickly. And thanks to her small size, the Defiant Class was far more maneuverable than the opposing Saber Class.

Quote:
Pulse Phaser Damage = 255 Torpedo Damage = 288
Total = 543 Damage to shields.


The total damage my ship has taken over the course of the fight is shown in red right next to the places it has been damaged. And since I've used torpedoes, I have red numbers there showing how many I have used out of my total. The total damage I did to my opponent is shown in bold to make it easier on my opponent to read and see. This is an almost perfect battle post, showing what my character and my ship is doing while fighting my enemy.

This concludes basic combat! Next up are advanced combat techniques, but if you're eager to head out into the New Frontier, you have enough knowledge to start fighting.

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PostPosted: Sun Nov 18, 2007 2:22 pm


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Advanced Combat Techniques


Basic combat will allow you to fire and attack your enemy, but more Advanced Combat options will allow you to make better use out of your ship and its weapons in order to better defeat your opponent. Movement in the RP is very wide open, allowing a vessel to fly around almost however it pleases while in combat. Using movement in order to jockey your ship for position to fire its more powerful weapons is important when dealing with Advanced Techniques.

The first deals damage with motion, and is what I like to call "Swooping", or a "Tactical Flyby".

Swooping and the Tactical Flyby
This particular technique allows a ship to fly straight towards an opposing vessel, fire all of its forward firing weapons, speed above or below them and unleash their dorsal/ventral weapons, and then as they complete the pass they can fire their aft weapons. This technique gives an opposing vessel a massive blow, dealing large amounts of damage, but often resulting in your ship's aft section being targeted afterwards where it has less defensive power. This technique is best used against slower maneuvering vessels so that you will be able to get back into a good position before they can turn and follow your ship.

Another advanced technique involves Rerouting Power to your ship's systems in order to get better performance from them.

Rerouting Power
Only a few stats can have energy rerouted to them, however, by doing this, it decreases the effectiveness of some other systems. Only one system can have power rerouted to it at any given time.

Power Distribution Manual
Reroute Power to Shields!
Doing this will bolster your shields and give them a 50% boost in order to take more damage. However, this will drop your engines and sensors by 25% until power is restored, so make sure you really need that boost!

Reroute Power to Engines!
Increasing power to your engines will give them a 50% boost. This is good for outrunning ships that may be pursuing you, but it will drop your sensors and shields by 25%, so make sure it will do you some good before making use of it.

Reroute Power to Sensors!
Doing this will boost your ship's ability to sense incoming vessels by boosting sensors by 50%. This is always good when entering a hostile area. But be careful, because this also drops engines and shields by 25%.

Reroute Power to Weapons!
By doing this, you can amplify the power of beam weapons by 50%, however, due to the cost, this also drops shields, engines, and sensors by 17%, so make sure you could use that boost in power before you weaken the rest of your ship! This is best saved for emergency situations.

Reroute Power to Structural Integrity!
Doing this will bolster the energy fields that hold your hull in place while moving through space, and give your hull points a 50% boost. This is used as a last defense against enemy vessels once your shields are gone and you see little hope of them returning. This drains engines and sensors by 25%, but if you have to use this, you may want to consider fleeing the battle if you still can.


And lets not forget about cloaked ships! A cloaked ship doesn't have any shields, but can evade detection through normal means. A cloaked ship can even warp away from combat to escape, and if you really must attack them to defeat them, you'll want to try and find them! Well, here's how you do it.

Detecting Cloaked Vessels
There are two ways to do this. Both involve what kind of ship you are fighting, and what kind of cloaking device the enemy ship has equipped for use in combat.

Quote:
Klingon Cloaking Devices
Klingon Cloaking Devices can hide away their ship just as well as the Romulans, however they can be detected by scanning for their plasma exhaust trail, which the device cannot hide. If you find the exhaust trail, it will lead you directly to the cloaked Klingon ship and allow you to attack them without shields and continue to do so until they come out of cloak by firing at the explosions of energy signatures of your weapons. The way to find a cloaked Klingon ship is done by rolling either a 4 Sided Dice, or a 6 Sided Dice depending on what device they have equipped.

Basic Klingon Cloaking Device - Roll d4 and get a 4 for successful detection.

Advanced Klingon Cloaking Device - Roll d6 and get a 6 for successful detection.

These rolls can be repeated every turn in order to try and find the enemy ship.


Quote:
Romulan Cloaking Devices
Romulan Cloaking Devices can hide away their ship just as well as the Klingons, however they use an Artificial Singularity to drive their vessels instead of a warp core. This means that their engines do not produce the same type of plasma exhaust, and therefore cannot be found in the same way as a Klingon Vessel. However, a Romulan Cloaking Device gives off Tachyon Particles which can be detected by a dedicated scan. The way to find a cloaked Romulan ship is done by rolling either a 4 Sided Dice, or a 6 Sided Dice depending on what device they have equipped.

Basic Romulan Cloaking Device - Roll d4 and get a 4 for successful detection.

Advanced Romulan Cloaking Device - Roll d6 and get a 6 for successful detection.

These rolls can be repeated every turn in order to try and find the enemy ship.


Ramming
Every Star Trek fan knows that ramming an enemy ship is a tactical decision that's open if all other methods of attack are impossible, and their engines are still functioning. The same is true in the New Frontier. Ramming damage is calculated by adding the remaining hull points of your ship, plus the remaining engine points. This combines acceleration with the actual damage of the strike. But ramming is a two way street, and the ship doing the ramming is also badly damaged by the strike. The ramming ship takes 70% of the damage it gives, making this an attack of desperation. It is important to note that Ablative Armor and Regenerative Shielding do NOT assist in protecting a ship from a ramming attack due to the nature of their construction and purpose.

Self-Destruct
This IS the absolute last resort for any Starship captain. The countdown sequence lasts three posts, but does damage equal to the ship's basic engine stat times 5. The Danube Class Runabout's Self-Destruct would do 2500 damage. However, this tactic can be avoided by a ship retreating from the ship for one post. This allows retreating vessels like escape pods and shuttles to leave the ship safely before it explodes, but gives very little time for an enemy ship to realize what it going on before the ship detonates. If used carefully, this tactic can take you AND the enemy ship out at once.

Tractor Beams
Tractor beams allow a ship to pull an object behind them, or hold an object in front of them. It allows ships to tow injured or crippled ships, as well as move objects out of the way. And, in some cases, it can be used as a weapon by grappling and holding a smaller ship to prevent them from attacking you, or can be used to throw objects at other ships.

Simply locking onto an opposing ship, even during battle, does not require a dice roll, as you are using a tractor beam within its normal operational parameters. For the caught ship, you must roll a d4 (and get a 3 or 4) to successfully break the beam's hold with a feedback pulse or tractor inversion. This action prevents the caught ship from returning fire that turn, even if they manage to escape, unless the ship tractoring your vessel happens to be within the arc of your weapons. This rule goes for the entirety of the ship's captivity by the beam. In other words, if you're caught by a tractor beam, and your opponent is not within your weapons range, you are unable to fire on them. This makes Borg tractor beams very deadly...

However, any improvised attack using a tractor beam, like throwing an asteroid, has a success chance of 25% (Get a 4 on a 4 Sided Dice Roll). Also, no ship may tractor beam an object more than 1.5 times its size. This prevents things like a Runabout towing a Galaxy Class Starship. No attack using a tractor beam, that does not involve regular weapons, may do more than 1000 damage to an enemy vessel. Also, spamming of this tactic and constantly making it do 1000 damage WILL bring the Mod Squad down on you. Or you might find yourself in a battle with a Borg Armada, or a battle with the USS Ragnarok. Neither of which you will enjoy very much. Please don't abuse these tactics.

Transporters and Boarding Parties
If an enemy ship has its shields taken down, transporting things to and from the ship is possible, which allows for pirates to steal objects from your cargo bay, or for them to transport boarding parties aboard your ship for the same reason. Of course, you can fight back by beaming them off your ship. Also, if they are transporting to and from your ship their shields must be down, making attack on them all the easier... However, some pirates may try to use strange and ingenious tactics to take over your ship or steal your cargo that you may not plan for. So be wary... Transporters can also send people or objects to and from the surface of planets for use in Away Missions or Cargo Delivery.

In addition, transporters can be used to transport individuals from their current area on their ship to another without having to enter the transporter room. This is called a "Site-to-Site Transport", and can be used in a number of ways. However, one cannot transport an individual, or group of individuals, to another location if they have already left the ship without first having them return to the transporter pad of your ship, before being sent to their new destination. This process does not require re-materialization onboard your vessel, but it takes quite a bit of time to recalibrate the transporters before sending the patterns to their new location. This action requires the ship's shield to remain down until the process is completed (1 turn bringing back, one turn for sending, for a total of 2 turns), making the transporting ship vulnerable to weapons fire for the duration of the process.

The Maximum number of persons that your vessel is able to transport, in this manner, at once is determined by multiplying the number of expense of your ship times 3. The Danube Class Runabout would therefore be capable of transporting a maximum of 3 people at once. The only exception for this is the Federation, which has one additional ship that throws off the scale. The Valiant Refit is considered to have the same transporting capacity as the Miranda Class, which fixes the scale of increase for the rest of the ships. The most expensive ships should therefore be capable of transporting 30 people at once. In times of emergency, this number can be increased by utilizing all the transporters onboard a ship (this number varies depending on the ship), but only for rescue operations were large scale evacuations are needed, and not for battle purposes.

At the same time, any beaming of an object, or persons, to another ship during combat will require two posts. One post states what is to be done. The second post would then state the ship or crew carrying the action out. So, if someone wanted to transport a torpedo into the engineering section of another ship, they would first have to state what they were planning to do, and in their next battle post, they would then attempt to carry it out. This gives the tactic a chance at failing, and evens things up a bit more for both sides. No "Out of Character" information may be used to block one of these attacks before they happen. Any tactic used to circumvent one of these improvised attacks must have a good reason. "Lucky timing" isn't a good excuse.

Using your Environment
Space is a very big place, and as such, there are plenty of places to hide. Asteroid Fields, nebulae, and small planetoids can all be used to hide from your opponents and their weapons. By running your ship in "Silent Running Mode" all nonessential systems and power is turned down to a minimum, making your ship even harder to find among these formations.

Making Repairs
As blowing up your enemy isn't something that is smiled upon in this guild without first getting permission for such a thing, repairs will often be needed after a battle. One day's worth of work will bump up a stat from 0 to 100, and the same goes for each day worked to repair something subtracting 2 Credits for each point repaired. This means that repairing 200 damage out in the field costs 400 Credits. So, instead of simply repairing battle damage, it might be a good idea to post a Distress Call in the Quadrant Communications thread stating your position so some person can find you and help you out.

Once you are towed back to a Starbase, you must quickly pay for repairs to your ship. To completely repair your ship at a starbase, you MUST wait two days in normal, OUT OF CHARACTER TIME before you can set out with your ship again. You may not lose credits, but you lose ship playing time. But this doesn't mean you can't Roleplay on Deep Space 12 or whatever other station you are docked at to pass the time.


Conclusion


This concludes the most basic advanced tactics for starship combat. As new tactics are though up, more will be added to this section, so keep a look out, and even try to create you own (with Mod Approval for use of course). Just like the universe, tactics and battle situations are open and endless. So explore them often.



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Ryugi Kazamaru
Captain

Eloquent Conversationalist

Reply
Deep Space 12 - Drydock

 
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