Ships:


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.

SHIPS
SC
DD
CA
GA
BB
AS
SB
Fuel
5000
7000
10000
12000
14000
6000
60000
Hull Strength
75
85
100
120
130
200
600
Shield Strength
75
85
100
140
130
80
500
Shield Cost
2
3
3
3
3
6
Max Speed
12
10
9
9
8
8
2
Cruising Speed
8
7
6
6
4
8
2
Combat Speed
6
5
4
5
3
4
2
Armies per Kill
2
1.67
2
2
2
3
NA
Max Armies
2
5
10
5
6
20
25
Max Weapon Temp*
100
100
100
100
100
100
130
Max Engine Temp*
120
100
100
100
100
120
100
Torpedo Speed
16
14
12
16
12
16
14
Torpedo Damage
25
30
40
40
40
30
30
Average Torpedo Range
8480
11340
12120
12120
12960
11340
Torpedo Weapon Temp*
7
11
18
26
17
20
Phaser Damage
75
85
100
100
105
80
120
Max Phaser Range
4500
5100
6000
6300
4800
7200
30 point phaser range
2700
3300
4200
4500
3000
5400
Phaser Weapon Temp*
52
59
70
105
56
96
Plasma Speed
15
15
15
15
15
Plasma Weapon Temp*
142
292
307
292
Tractor Strength
2000
2500
3000
3800
3700
2500
8000
Tractor Range
.7
.9
1.0
1.0
1.2
.7
1.5




SHIPS
SC
DD
CA
GA
BB
AS
SB
Net fuel/sec at maxwarp, shields down, uncloaked
-80
-80
-120
-200
-40
500
Seconds cloaked at maxwarp before running out of fuel
20
24.1
26.3
28
28.6
240
Distance traveled doing that
48000
48276
47368
44800
45714
96000
Time to maximum safe engine temperature, at max warp
25
25
33.3
50
60
NA
Distance for this
60000
50000
60000
80000
96000
NA
Number of torps in fuel tank
28
33
35
38
22
200
Total damage from these torps
700
990
1400
1520
660
6000
Number of phasers in fuel tank
9
11
14
13
10
62
Total damage from these
675
935
1400
1365
800
7440
With empty fuel tank, damage delivered per second, warp 0, shields down. **
23
31
34
31
29
88
Same but with shields up
20
27
30
28
24
80
Repair/sec to shields (x2 if in repair mode)????
1.6
2.0
2.2
2.5
2.4
2.8
0-maxwarp acceleration time (in seconds)
6
5
6
10
8
2
Distance to do this
7200
5000
5400
8000
6400
400
Maxwarp-2 braking time (in seconds)
3.7
2.7
3.5
3.3
3.0
0
Distance to do this
5185
3200
3850
3333
3000
0
Time from earth orbit to canopus orbit (dist 20615)
12.8
13.4
15.3
18.6
17.4
50.3
Time from earth orbit to romulus orbit (dist 60000)
29.2
33.1***
37.2
43.2
42.1
148.8

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.