S-Scout (SC) These
are fast fragile little things. Good if you want to fly around the galaxy
at high speed and get shot down by the first big ship that gets near. They
are very good for harassing, and bombing if there are many undefended planets
with very few armies on them. They are difficult to use to fight, especially
for the inexperienced.
D-Destroyer (DD) These are similar to scouts but they are a little more tough and they have slightly more powerful weapons. The destroyer is sometimes erroneously referred to as "halfway between the scout and the cruiser." If this were so, it would have more powerful phasers and be able to go an extra half warp faster. For the unskilled player, they live up to their nickname of "Ship of Lose." The destroyer is really a specialty ship, primarily used for taking planets by those who know what they're doing.
C-Cruiser (CA) An all-purpose ship, and the default if you don't select another.
G-Galaxy (GA) This is a better all-purpose ship than the Cruiser. It has more fuel and better armor and shields. However it is usually only available on chaos servers.
B-Battleship (BB) This ship is slow to accelerate and hard to maneuver. However, it has the most firepower of any normal ship. It is also very tough. Since it can take a fair amount of damage while still dishing out a lot, it is very effective for offensive players--but watch your fuel, this ship uses a lot of it. The BB or the CA is recommended for inexperienced players, since it's harder to die in them. Since dodging is tough for the BB, heavy use of tractoring, pressoring, and detting is important.
A-Assault Ship (AS) These ships are primarily useful in bombing and capturing planets (something that beginners should do after mastering the basics). One of their unique features is that they may carry 3 armies per kill. Another is that they are guaranteed to bomb at least two armies at once. Also, they are very tough to kill because they can take so much hull damage. This is important when taking planets, because they can keep dropping while detting. Other ships don't have the hull to det without putting up their shields (and you can't drop armies with shields up). They can also cloak cheaply to sneak in and attack planets.
O-Outpost/Star Base (SB) These are very powerful and hard to destroy. New players cannot play these (a rank of Commander is required). Because they are so powerful, new players should probably avoid getting in fights with one; it takes several players working together to destroy one. If you see a hostile base, you're best off running away from it.
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Notes:
* Weapon and engine temps are in tenths, relative to what you see on the client's display.
** This is the average amount of damage you can do by recharging fuel and and hitting whenever you can. For assault ships and starbases the best average is with phasers (assuming point-blank range), and for battleships it's with torps. The figures above are with the best strategy for the ship.
*** There's some chance of overheating the engines doing this in a destroyer. Add a little extra time (I'm not sure how much, maybe a second) to avoid this. I've deducted 900 distance for orbit radius, and factored in the acceleration and deceleration times.
A "tick" is 1/10 of a second. Most of the cost constants above are per tick.
Every tick, your ship's speed is added to etemp, and you lose warpcost*speed in fuel. There's additional cost if you're a SB moving with docked ships.
When etemp goes over maxegntemp, there's a 1/40 chance (per tick) of getting an overheat lasting 100 + random()%150 ticks. Which is why I still have to wait a few seconds after my scout cools to 0 before I can move. Weapon temperature works the same way. Detonating heats weapons by 20 (remember it looks like 2 to the client) regardless of whether there's anything to det.
Adding fuel (every tick): In orbit around friendly fuel planet, 8 * recharge. Else if docked on a starbase with at least SBFUELMIN, you take 12 * recharge from the SB. Else 2 * recharge.
????Repairing (every tick): If in repair mode shields gain repair * 4, in thousandths. If in orbit around friendly repair planet another repair * 4. If docked repair * 6. Else repair * 2. Hull damage is same way, but repairs half as fast.
Damage from a torp you det is multiplied by (2000 - dist)/1650. Which means if you det it at 1600 (the best you can do), it will do 24.2% damage. This is independent of ship class.
Phaser range is proportional to phaserdamage. Phaser damage is multiplied by (1 - dist / phrange), i.e. drops off linearly
Ships blowing up: Starbase does 200, scouts 75, others 100. If the ship is farther than 350 away, this damage is multiplied (3000-dist)/2650. Ships that quit don't hurt.