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- The Starship Commander's Tactical Battle Simulator
- (C) Copyright 1993 William D. Hause
-
- Designers Notes & Tactical Advice
-
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- ║ Detection ║
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- Detecting enemy units before they detect you is one of the keys to
- defeating your enemy in battle. There are two ways to detect enemy units
- and be detected by enemy units. These are by passive and active sensors.
-
- Passive sensors simply detect space warp disturbances caused by enemy
- units. The anti-mater generators and hyperchronic batteries used by all
- star ships to produce power and store energy, cause space warp
- disturbances and therefor make the unit detectable to other units using
- passive sensors. The more power a ship expends, the greater the distance
- at which it can be detected by the enemy. All ships are equipped with a
- warp disturbance damping field. Allocating power to the damping field
- will reduce the distance at which your ship can be detected by enemy
- passive sensors. If you allocate enough power to the damping field then
- your ship will become completely undetectable to enemy passive sensors.
- Enemy active sensors will still be able to detect you however.
-
- Active sensors use space warp technology to permeate space in search of
- enemy units. Large enemy units can be detected by active sensors at
- greater distances than small enemy units. Active sensors cause huge space
- warp disturbances and make it possible for enemy units to detect your ship
- from very far away using their passive sensors. There is nothing your ship
- can do to reduce the distance at which it can be detected by enemy active
- sensors. The distance at which a unit may be detected by active sensors
- is proportional to the square root of the surface area of the unit.
-
- To sum up: Active sensors give away your position but also get you more
- detailed information about the enemy unit being detected. Passive sensors
- are not detectable by the enemy but they do not tell you as much about the
- enemy either.
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- ║ Weapons ║
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- Neutron Torpedo: The neutron torpedo is the main weapon used by Vikonian
- starships. The amount of damage a neutron torpedo does decreases with
- distance as does the probability of hitting the target. The neutron
- torpedo was developed by the Vikonians to help them capture ships
- undamaged. The neutron torpedo is unique in that it kills crew but does
- not damage the enemy ship. (See Weapons Graphs in the pull-down menu.)
-
- Electron Torpedo: The electron torpedo is the main weapon used by
- National Federation starships. The electron torpedo will always do 600
- points of damage to its target if it hits. The probability of hitting the
- target decreases with distance. (See Weapons Graphs in the pull-down
- menu.)
-
- Antimatter Torpedo: The antimatter torpedo is the main weapon used by
- Barbarizard starships. The antimatter torpedo does less damage at greater
- distances and the probability of hitting the target decreases with
- distance. (See Weapons Graphs in the pull-down menu.)
-
- Disintegrator: Old style weapon. Fires an energy beam at the target.
- All four empires have disintegrator weapon technology and all four empires
- use it. Disintegrators are the weakest type of weapon and they are also
- the least energy efficient. Disintegrators always hit their target and
- are therefor good for shooting down enemy drones.
-
- Weapon Graphs:
- To view the Weapon Graphs, select "Weapon Graphs" from the pull-down
- menus. The "weapon graphs display" shows graphs of how the weapons
- perform as a function of distance from the target.
-
- The first graph shows the percent chance of a hit for each of the four
- types of weapons at varying distances from their targets.
-
- The second graph shows how the strength of each weapon changes as the
- distance from the target changes.
-
- The third graph shows (graph #1) x (graph #2). This graph shows you how
- each weapon performs relative to the other weapons at a given distance.
- e.g. At a range of one tenth of a parsec, the Antimatter Torpedo does more
- damage (on average) than the Electron Torpedo does. At a distance of one
- parsec, however, the Electron Torpedo does more damage (on average) than
- the Antimatter torpedo does.
-
- As you can see, from the third graph, the Disintegrator Beam is a
- relatively poor weapon and the Neutron Torpedo performs best at all
- ranges. Keep in mind however that the Neutron Torpedo only kills people,
- it doesn't damage ships and equipment.
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- ║ Drones ║
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- Drones are used mainly for scouting but can also be used as a weapon.
- Drones are very expensive and should not be wasted. It is very easy for
- an enemy unit to shoot down a drone. A single disintegrator hit at medium
- range will usually destroy a drone. For drones to be effective as
- weapons, they should be launched in large enough numbers so as to
- overwhelm and penetrate the targets defenses. Don't launch a drone at a
- target just to have it shot down when it gets within range of enemy torps
- or disintegrators. Drones can also be destroyed by other drones. A third
- defense against drones is to repel them with your tractor beam while
- recharging a weapon to destroy it with.
-
- Drones are unmanned and therefor can not be captured by the enemy.
- Besides scouting missions and attack missions, drones are often used to
- decoy enemy units.
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- ║ Capturing Enemy Ships ║
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- To capture an enemy unit you must transport squads from your ship to the
- target ship. Your squads will then fight for control of the target ship.
- If you squads are victorious then the target ship becomes yours.
-
- The attacking squads fight at a disadvantage. For every two defending
- squads killed, three attacking squads are killed. You should therefore
- only try to capture an enemy unit which has had its crew significantly
- reduced.
-
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- ║ Destroying Enemy Ships ║
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- To destroy an enemy unit you must do between 70% and 80% damage to it. No
- unit can take more than 80% damage without blowing up. When an enemy unit
- has over 70% damage, it is usually a good idea to finish it off before
- focusing your firepower on another enemy unit.
-
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- ║ Automatic Power Reallocation ║
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- When weapons on a unit become fully charged, the power that was allocated
- to them will automatically be redistributed to shields and movement. The
- power will be distributed in the same proportion that power is currently
- distributed shields and movement. When the weapons are fired then the same
- amount of power will be allocated back to the weapons that was allocated
- to them before the automatic reallocation occurred.
-