
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)
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.
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.
*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 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
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.
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.
