Welcome to the Starship Battles Template Map Pack!
This small user guide will focus primarily on the use of starships in general, and what each skill and power does, as well as how to use them.
Also in this guide will be small descriptions of what the maps are intended to do and how they are supposed to work.
I use plus (+) signs thru the document for ease of navigation. Just use the search function in your internet browser and get to the sections you would like to read.
For more reference to the world of starship battles, the user guide in the starship battles intergalactic war map pack covers most of that.
This user guide is more of a technical manual for those who would like some more nuts and bolts information for their ships controls and abilities.
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The starship basic skills:
Each starship has basic skills and weaponry that make them similar but also somewhat unique.
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Sublight:
This is the basic movement skill of a starship. Sublight means that the ship is travelling under the speed of light. differation between diffrent sublight speeds is not implemented.
It must be noted that the ships size and power output are a direct effect on the amount of sublight movement that ship has.
Sublight is controlled by impulse engines. The impulse point controls the number of movement possible by that ship thru the sublight skill.
The ships impulse points are based on the ships power output (in a general sense_) and by ship size.
These are listed below:
shuttle: impulse 2
fighter: impulse 3
corvette: Impulse 3
destroyer: Impulse 4
frigate: impulse 4
light cruiser: impulse 4
heavy cruiser: impulse 4
battleship: impulse 4
dreadnaught: impulse 3 (due to size)
juggernaught: impulse 3 (due to size)
All ships fit into the above archetypes.
Thus a romulan heavy cruiser is roughlyt he same impulse as a federation heavy cruiser etc and so forth.
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Beam Weapons:
All ships feature a type of beam weapon. The beam weapon is the standard weaponry of most starships in the game.
There is roughly four diffrent types of phasers, as well as enhanced models of those basic types.
Type 1 phaser: federation
beam weapon
range: 5
40 thru 50 damage
type 2 phaser: all other races
range: 4
30 thru 40 damage
type 3 phaser:
range: 3
20 thru 30 damage
station phaser
range: 6
50 thru 60 damage
Type 1 phaser hits a little harder and has longer range then other phaser types. It is used exclusively by the federation who invented it. It is considered proprietary and the federation is not keen on other races useing their pahser.
Type 2 phaser:
The type 2 phaser is nearly a universal standard beam weapon on almost all other ships. It is cheap, reliable and easy to fix. It is a little less in power and range however, compared to the type 1.
Type 3 phaser:
The type 3 phaser is installed in shuttles. They are primarily used for work and not combat, but if combat comes the shuttle can adapt quickly. These are low range and power, and are not really that effective.
Station Phaser:
The station phaser is a massive phaser array that is only able to be located on space stations and planets, and even a borg ship. They are the most powerful phaser known. Sometimes a station phaser is called a type 4 pahser, but this creates confusion since it does not follow the conventions of beam weapon classification, namely that the lower numbered phasers are less powerful in relation to each other.
The beam weapon is activated usually by hitting the "P" key.
Beam weapons are almost always available in combat and are considered the primary weapon of a ship.
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Torpedo weapon:
The torpedo weapons of each race are actually quite diffrent from each other. They vary in power, effect, splash damage, and even type of damage.
These are listed below, for a quick reference.
Photon torpedo: federation
direct fire weapon
range 3
100 damage
disruptor: klingon
direct fire weapon
range: 3
120 damage
plasma torpedo: romulan
direct fire weapon
range: 3
100 damage
50 splash damage
plasma damage type
hellbore torpedo: gorn
direct fire weapon
range: 3
80 damage
40 splash damage
does continuous damage (3 rounds, 40 damage each time)
hellbore damage type
Energy Torpedo: aura kinjari
missile weapon
range per turn: 6 tiles for 3 rounds. Dies out after 3 rounds.
70 damage
does damage as it moves (30 damage)
splash damage during movement and final explosion
energy damage type
transporter bomb: orion
direct fire weapon
range: 3
50 damage
type 1 missile drone: kzinti, lyran
missile weapon
range: moves 3 tiles per round, can last up to 6 rounds
70 damage
In the juggernaughts, the torpedo weapons are enhanced, just like the enhanced beam energy weapons. Those can be reviewed on their ship skills descriptions.
To launch a torpedo weapon, hit the "T" key.
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Shields:
The shield is the defense of the ship. Without it, a starship would be torn to bits very quickly. Each ship higher then a corvette has a shield, although a shield is directly proportional to the size of that starship.
Generally speaking, the types of shields listed below apply to all starships that have them.
Light shields: protects for 10 points
Medium shields: protects for 20 points
heavy shields: protect for 30 points.
station shields: protects for 40 points.
phase shields: protects for 50 points
shuttle: none
fighter: none
corvette: light
destroyer: light
frigate: light
light cruiser: medium
heavy cruiser: medium
battleship: heavy
dreadnaught: heavy
juggernaught: phase
spacestation: station
To use the shields, hit the "S" key.
Note: Shields cost alot in energy, usually about 100 secondary energy, which is also the energy for most torpedo weapons. Thus it is advisable to turn shields on as soon as possible and to time your first attack to coincide with a full secondary energy reserve.
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Launching shuttles and other smaller ships:
Most of the ships of the line, starting with the light cruiser, can hold one or more shuttles, fighters or even corvettes and frigates.
The "L" key usually launches the shuttles. Shuttls and fighters start already controlled by the computer so that you can "fire and forget" them if you wish.
The bigger ships are not done this way.
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Engineering:
The engineering function is unique in starship battles. This is because the "items" that the ship has is treated not as actual things, but rather, as commands to the ships engineering section. These commands can be slotted into a starships crew slot in order to recieve diffrent benifits.
Note: The sensor slot is unused for the moment.
The special 1 slot is used for special armors that protect the ship against it's own splash damage torpedo weapons. Do not remove these special items.
The three major crew slot commands are:
–damage control:
The damage control command is installed on every ship that features an engineering department. This basically has the crew of the ship doing damage control on the ship while in combat. This is free healing, and does not cost the ship any resources.
Restores 5 thru 15 hull points per round.
–Heavy damage control:
With this command slotted into the crew slot, you have ordered your crew to focus more power and resources into healing more hull points each round. This nearly doubles the healing, but it coests you some energy from the shields. Essentially, you must decide on less protection for more healing.
Restores 15 thru 25 hull points.
shields lose –5 points of protection value.
–Quick battery recharge:
This causes the battery reserves to be recharged very quickly, cutting recharge time to only four rounds compared to the normal amount. The problem is that the power needed to recharge affects weapon and protection systems. If you absolutely need more power quickly, then this is for you.
Restores 5 batteries per round.
–10 on all damage from ships weapons
–5 loss of protection value of shields.
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Mission Operations:
It is important to realize that starship battles uses items in place of skill commands. That means that the potential things one can transport are actually meant not to be messed with. You will or should be told exactly what item is supposed to be transported, and everything else should be left alone.
The reason this was done was to prevent the computer from useing them.
Mission operations is the a function of the bridge. If you remember the next generation tv series, you will note that the character of Data was the one who sat in the mission operations chair. That is basically what this is meant to simulate.
–Tractor Beam:
The tractor beam has a range of 3.
It has a 65% chance of working
It costs 2 batteries to use
It costs 1 operational action
The effect of a tractor beam is simply to keep a target from moving for three rounds. It should be able to do other actions, except move.
–reinforce shields:
range is self
protects the ship 10 extra points for one round
costs 5 batteries
costs 1 defensive action
Reinforceing the shields is a good idea if you expect to get slammed hard in an upcoming round. Ten extra points of protection can mean alot if you are going to be hit multiple times, since it protects 10 extra points per hit.
–Extend shields:
range is 1
gives a target 10 extra points of protection
costs 5 batteries
costs 1 defensive action
This cannot used on your own ship. Technically speaking, this extends a ships shields to sort of provide an extra buffer around a second object or ship. This is mostly done to help an escorted ship to survive an attack.
The range is only 1 so a starship really needs to be confident of it's own protection.
–Warp:
range: 10
moves ship 10 spaces away instantaneously
100 secondary warp
1 operational action
Warp is a quick way to move around a map. In a single round you can move ten spaces away, on top of the sublight tiles you can use.
Use warp carefully, since it uses the same energy used for raising shields or useing torpedo weapons.
–Self Destruct:
range: self
explodes the ship doing 100 damage to all units/structures in that same tile, and also 50 points 1 tile away.
1 operational action
Self destruct is axiomatic. The ship destroys itself, and hopefully destroys whatever was on the same tile or 1 space away. This will destroy the starship so use this with cation.
–Emergency Power:
range: self
recharges entire ship
20 batteries
1 operational action
This is one of the most useful mission operation commands available.
At the expense of useing up a ships entire energy reserve, meaning 20 batteries, the starship is restored. It recieves a full primary, and secondary warp recharge, and all offensive actions are restored.
–Cloak:
range: self
transforms the ship into a cloaked ship
100 secondary warp
2 cloak points
1 defensive action
The cloak is a double edged sword. While cloaked you cannot be hurt, in addition the computer will cease movement towards your ship since it cannot "see" you.
That is the good news. The bad news is that Cloak takes up alot of energy, and it prevents you from fireing while cloaked.
The computer cannot cloak it's ships.
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The transporter skills:
The transporter in starship battles is handled in three diffrent ways to handle three diffrent types of useage.
–Transporter:
Use this skill to transport an indicated "item" from one starship to another starship or starbase.
Essentially the things that you would use this skill on is supplies, security teams, and anything indicated by the map you are in that it is transportable. Do not try to transport items that are commands from engineering or mission operations, for if you do, you will be unable to use those commands.
–Beam in:
Use this skill to beam from the outside of a ship, to your ship. Things like beaming in away temas and supplies from space or from a planet are good examples.
–Beam out:
Use this skill to take a transportable item, and putting it outside the ship onto the map, like onto a planet or into space.
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The Maps:
Any map with the word "random" in it is self explanatory.
All you do is go to the good warp point along the left edge of the map, hit the "M" key to open up mission operations, and select a starship that you would like to use.
Once you select it, you then can begin the combat.
The computer usually is able to pick out a random starship from it's own warp point, but sometimes it takes a round or two, so it is recommended that you wait till the computer makes it's choice before you charge into the fray.
The maps that are listed as "multiplayer" are in fact arranged just for that. The Tactical Battles game can be used in a multiplayer mode, allowing 2 players to duke it out on the map. Thus both the good and evil sides of the map allow both players to choose their starships instead of having it randomized.
Instructions for useing Tactical Battles in multiplayer mode might be gained from the TB user guide, or from Ian Reed's email list.
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Epilog:
For some reason, the map pack has found a few followers who like it, and I am grateful to them for their input and use of the maps within.
It is my hope though, to remove this map pack, and to move the maps to a new starship battles map pack which will involve the borg.
Thanks for playing!