Post by William Carson on May 24, 2012 7:30:31 GMT -8
The key to being a successful Captain is understanding how your power levels work and how to adjust those levels in combat to best handle the situation your in.
A starship generates power from its warp core and applies this power to four subsystems: Weapons, Shields, Engines, and Auxiliary (Aux). The way power is assigned to your subsystems is controlled by the player via your ship's HUD, and can be changed at will (though a shift in power may take a few seconds to complete as affected by your Power Transfer Rate).
There are four preset modes: Attack, Defense, Speed, and Balanced. Custom changes can be made temporarily or saved, altering any subsystem in 5 point increments (never below 25 or above 100). Passive skills, batteries, and bridge officer skills (such as the engineering skills emergency power to shields) can extend your power levels above 100 to a max level of 125.
NOTE - Your passive skills affect your 'real time' power levels, but in order to see what your 'real time' power levels are you must be in orbit of a starbase or planet (i.e. Earth Space Dock, Vulcan, Wolf 359, etc). Being in sector space or on the ground will only show you the generic power level information.
**WEAPONS**
Weapons power controls the damage caused by your energy weapons (beams and cannon). It does not affect projectile weapons (torpedoes and mines). At 50 power your energy weapons do listed damage, at 100 power you get double damage.
**SHIELDS**
Shield power affects the regeneration level of your shields. Below 25 power your shields do not regenerate. At 25 you get half rate, 50 gives you listed rate. Each point of power above 50 increases your shield regeneration rate by 4%, So at 100 shield power your shields regenerate at triple their listed rate.
Also, higher shield power increases shield damage resistance. 50 Power is 14% resistance, 100 is 28% (formula is Power Level*0.28%).
**ENGINES**
Engine power controls your speed and affects your turn rate. If your effective engine power is normally low, you'll want a Combat-Impulse Engine. If it's normally high, you'll get better performance out of a Hyper-Impulse Engine. In between? Stick to a standard Impulse Engine.
Combat engines are speedier at low power levels (<40), but get minimal gain when increasing power and have the lowest top speed of all.
"normal" Impulse engines have a flat increase in speed according to how much power you give them. average, average, average.
Hyper engines are speedier at high power levels (>60) and so the speediest in the game, but take a heavy speed hit if power is low.
**AUXILIARY**
Aux power is used to boost various abilities including Auxiliary to SIF, Dampening Field, Energy Siphon, Hazard Emitters, Jam Sensors, Nadion Inversion, Sensor Scan, and Tractor Beam. Cloaking/Battle Cloak strength is also affected.
Aux abilities are scaled to be 50% effective at 25 power, 100% effective at 100 power.
**LINKS**
The above information came courtesy the following links:
forums.startrekonline.com/showthread.php?t=155777&highlight=Hyper-Impulse+Engines
theenginescannaetakeit.wordpress.com/articles-3/starship-mechanics/#speed
A starship generates power from its warp core and applies this power to four subsystems: Weapons, Shields, Engines, and Auxiliary (Aux). The way power is assigned to your subsystems is controlled by the player via your ship's HUD, and can be changed at will (though a shift in power may take a few seconds to complete as affected by your Power Transfer Rate).
There are four preset modes: Attack, Defense, Speed, and Balanced. Custom changes can be made temporarily or saved, altering any subsystem in 5 point increments (never below 25 or above 100). Passive skills, batteries, and bridge officer skills (such as the engineering skills emergency power to shields) can extend your power levels above 100 to a max level of 125.
NOTE - Your passive skills affect your 'real time' power levels, but in order to see what your 'real time' power levels are you must be in orbit of a starbase or planet (i.e. Earth Space Dock, Vulcan, Wolf 359, etc). Being in sector space or on the ground will only show you the generic power level information.
**WEAPONS**
Weapons power controls the damage caused by your energy weapons (beams and cannon). It does not affect projectile weapons (torpedoes and mines). At 50 power your energy weapons do listed damage, at 100 power you get double damage.
**SHIELDS**
Shield power affects the regeneration level of your shields. Below 25 power your shields do not regenerate. At 25 you get half rate, 50 gives you listed rate. Each point of power above 50 increases your shield regeneration rate by 4%, So at 100 shield power your shields regenerate at triple their listed rate.
Also, higher shield power increases shield damage resistance. 50 Power is 14% resistance, 100 is 28% (formula is Power Level*0.28%).
**ENGINES**
Engine power controls your speed and affects your turn rate. If your effective engine power is normally low, you'll want a Combat-Impulse Engine. If it's normally high, you'll get better performance out of a Hyper-Impulse Engine. In between? Stick to a standard Impulse Engine.
Combat engines are speedier at low power levels (<40), but get minimal gain when increasing power and have the lowest top speed of all.
"normal" Impulse engines have a flat increase in speed according to how much power you give them. average, average, average.
Hyper engines are speedier at high power levels (>60) and so the speediest in the game, but take a heavy speed hit if power is low.
**AUXILIARY**
Aux power is used to boost various abilities including Auxiliary to SIF, Dampening Field, Energy Siphon, Hazard Emitters, Jam Sensors, Nadion Inversion, Sensor Scan, and Tractor Beam. Cloaking/Battle Cloak strength is also affected.
Aux abilities are scaled to be 50% effective at 25 power, 100% effective at 100 power.
**LINKS**
The above information came courtesy the following links:
forums.startrekonline.com/showthread.php?t=155777&highlight=Hyper-Impulse+Engines
theenginescannaetakeit.wordpress.com/articles-3/starship-mechanics/#speed