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spaceship_operations [2011/08/21 02:42] – [Realspace Navigation] hagalazspaceship_operations [2011/10/11 02:50] (current) – [Buying and Reloading Munitions] abiri
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 You can perform starship-sized emotes using the ''**vehiclepose**'' or ''**vp**'' command.  These will be visible to anyone outside of the ship, as well as anyone in a room that has a working viewscreen. You can perform starship-sized emotes using the ''**vehiclepose**'' or ''**vp**'' command.  These will be visible to anyone outside of the ship, as well as anyone in a room that has a working viewscreen.
  
-Also remember.... To see a list of spaceship commands, you can type ''**look controls**'' anywhere on your ship and see a list of them. Most commands have on-line help available in the form of ''**'<command name> #help'**''.+Also remember.... To see a list of spaceship commands, you can type ''**look controls**'' anywhere on your ship and see a list of them. Most commands have on-line help available in the form of ''**<command name> #help**''.
  
 ===== Takeoff & Landing ===== ===== Takeoff & Landing =====
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 Note that some landing sites have restrictions on the sizes, types or numbers of ships that can land there. For example, if your ship isn't designed to land on a planet, you won't be able to set down on Oceania or Annyrion. If your ship's size class is too big, it won't fit into some space stations or other sites. And a landing site can simply fill up if too many ships land there.  Note that some landing sites have restrictions on the sizes, types or numbers of ships that can land there. For example, if your ship isn't designed to land on a planet, you won't be able to set down on Oceania or Annyrion. If your ship's size class is too big, it won't fit into some space stations or other sites. And a landing site can simply fill up if too many ships land there. 
  
-To land, you need to enter the ''**pilot**'' command and the name of the landing site. A partial name can work for this. For example, let's say you want to land at Epiphyte City Landing Strip. You can enter: ''**'pilot epiphyte'**''+To land, you need to enter the ''**pilot**'' command and the name of the landing site. A partial name can work for this. For example, let's say you want to land at Epiphyte City Landing Strip. You can enter: ''**pilot epiphyte**''
  
-Taking off is even easier. In most areas you can simply type ''**'pilot launch'**'' to blast off into orbit. +Taking off is even easier. In most areas you can simply type ''**pilot launch**'' to blast off into orbit. 
  
 The same commands are used for moving a small ship into a space station or aboard a carrier, and for launching again back into space. The same commands are used for moving a small ship into a space station or aboard a carrier, and for launching again back into space.
  
-To move your ship around after landing, such as to taxi around the spaceport, you use the ''**pilot**'' command. Give it the name of the exit you want in the form of ''**'pilot <exit name>'**'' For instance, if you were taxiing your ship to a spaceport's repair yard, and the exit name was "repair yard", you would type ''**'pilot repair yard'**''.+To move your ship around after landing, such as to taxi around the spaceport, you use the ''**pilot**'' command. Give it the name of the exit you want in the form of ''**pilot <exit name>**'' For instance, if you were taxiing your ship to a spaceport's repair yard, and the exit name was "repair yard", you would type ''**pilot repair yard**''.
  
 So, in summary, the ''**pilot**'' command is used for landing, launching, taxiing, and also for maneuvering your ship through a hyperspace jumpgate -- as we shall see later on.  So, in summary, the ''**pilot**'' command is used for landing, launching, taxiing, and also for maneuvering your ship through a hyperspace jumpgate -- as we shall see later on. 
  
 ===== Realspace Navigation ===== ===== Realspace Navigation =====
-Every location in space has three coordinates, called X, Y and Z. To find the location of your ship, type ''**'nav #status'**''. It shows where you are -- and if your ship is moving, you can also see your destination. To travel to any place outside of the sector you are currently located, you need to know its coordinates. +Every location in space has three coordinates, called X, Y and Z. To find the location of your ship, type ''**nav #status**''. It shows where you are -- and if your ship is moving, you can also see your destination. To travel to any place outside of the sector you are currently located, you need to know its coordinates. 
  
-Navigation computers are available, and show local coordinates within a 100 sector range by typing ''**'starmap'**'', which, in Iridia Sector for example, would display something similar to the following:\\+Navigation computers are available, and show local coordinates within a 100 sector range by typing ''**nav #map**'', which, in Sol Sector for example, might display something similar to the following:\\
    
  
 |Displaying LOCAL REALSPACE map coordinates. . . |\\ |Displaying LOCAL REALSPACE map coordinates. . . |\\
 |Sector Name |  X|  Y|  Z|\\ |Sector Name |  X|  Y|  Z|\\
-|Aphrodite |  639|  63|  33|\\ +|Mercury |  39|  1|  -3|\\ 
-|Artemis Station |  647|  46|  33|\\ +|Venus |  56|  -46|  -1|\\ 
-|Bromia |  645|  46|  33|\\ +|Earth/Luna |  -80|  -60|  2|\\ 
-|Desray Station |  638|  64|  33|\\ +|Mars |  -23|  151|  -3|\\ 
-|Greyphilt |  641|  30|  3|\\ +|Sol Jumpgate |  -142|  55|  1|\\ 
-|Iridia Jumpgate |  645|  38|  42|\\ +|Gaspra |  -161|  151|  7|\\ 
-|Katra |  646|  45|  33|\\ +|Mathilde |  130|  230|  15|\\ 
-|Oberon |  646|  46|  33|\\ +|Jupiter |  129|  -503|  3|\\ 
-|Oceania |  639|  64|  33|\\ +|Saturn |  -126|  -950|  13|\\ 
-|Vesper |  646|  47|  33|\\+|Uranus |  -602|  1826|  34|\\ 
 +|Neptune |  2211|  2043|  1|\\ 
 +  
 +Note: Sol, of course, is centered at 0 0 0 in Sol System.
  
-So, in order to visit Oceania, while located anywhere in Iridia System, I would type: ''**'nav 639 64 33'**'' +So, in order to visit Mars, while located anywhere in Sol System, I would type: ''**nav -23 151 -3**'' 
  
 There are some limitations. For one, the navigation system won't accept any destination over 100 AU away from where you are. For another, moving on the spacegrid requires fuel. If you run out of fuel during flight, you could be stranded until somebody comes to help you (fortunately, in those situations, your ship will behave in a very non-Newtonian manner and stop in its tracks, instead of coasting forever until it collides with another object).  If you need to conserve fuel, you can throttle back your engines (using the ''**throttle**'' command) and travel more slowly.  More powerful engines are available as a ship upgrade, but these have increased fuel consumption unless throttled back. There are some limitations. For one, the navigation system won't accept any destination over 100 AU away from where you are. For another, moving on the spacegrid requires fuel. If you run out of fuel during flight, you could be stranded until somebody comes to help you (fortunately, in those situations, your ship will behave in a very non-Newtonian manner and stop in its tracks, instead of coasting forever until it collides with another object).  If you need to conserve fuel, you can throttle back your engines (using the ''**throttle**'' command) and travel more slowly.  More powerful engines are available as a ship upgrade, but these have increased fuel consumption unless throttled back.
  
-If, for whatever reason, you discover that you've entered the wrong coordinates, or you've just changed your mind, you can use the ''**'nav #break'**'' command to abort your current flight plan.+If, for whatever reason, you discover that you've entered the wrong coordinates, or you've just changed your mind, you can use the ''**nav #break**'' command to abort your current flight plan.
  
-''**'nav #help'**'' will give you a set of useful commands.+''**nav #help**'' will give you a set of useful commands.
  
 ===== Hyperspace Navigation ===== ===== Hyperspace Navigation =====
-The distance between star systems is far too great to travel in normal space, so Furscape has a system of hyperspace jumpgates. To use these, just navigate to a jumpgate location in normal space and type ''**'pilot jumpgate'**'' (**pilot jg** or **fly jg** also works). This should drop you into hyperspace. +The distance between star systems is far too great to travel in normal space, so Furscape has a system of hyperspace jumpgates. To use these, just navigate to a jumpgate location in normal space and type ''**pilot jumpgate**'' (**pilot jg** or **fly jg** also works). This should drop you into hyperspace. 
  
 Hyperspace uses a coordinate system similar to normal space -- there are still three coordinates, but each sector you travel in hyperspace is equivalent to going 30 sectors in normal space!  You can use your navigation computer in hyperspace by using the ''**starmap**'' command, just like you would in realspace. Hyperspace uses a coordinate system similar to normal space -- there are still three coordinates, but each sector you travel in hyperspace is equivalent to going 30 sectors in normal space!  You can use your navigation computer in hyperspace by using the ''**starmap**'' command, just like you would in realspace.
  
-When you arrive at the destination jumpgate just ''**'pilot jumpgate'**'' once again, and it will take you back to normal space.+When you arrive at the destination jumpgate just ''**pilot jumpgate**'' once again, and it will take you back to normal space.
  
 ===== Navigation Bookmarks ===== ===== Navigation Bookmarks =====
 When navigating, you do not have to memorize the coordinates for every world, or keep a list of them written down. The navigation has a command to keep track of them for you, called bookmark. Here's an example of how to add a bookmark to your ship:  When navigating, you do not have to memorize the coordinates for every world, or keep a list of them written down. The navigation has a command to keep track of them for you, called bookmark. Here's an example of how to add a bookmark to your ship: 
  
-''**'bookmark #add'**\\+''**bookmark #add**\\
 Please specify the position to add to memory\\ Please specify the position to add to memory\\
 Use the X Y Z format\\ Use the X Y Z format\\
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 I read this as test zone, is this correct? (y/N)\\ I read this as test zone, is this correct? (y/N)\\
 **y**\\ **y**\\
-Bookmark was added\\''+Bookmark was added''
  
-Now I can set a course there without having to remember or type the coordinates. All I have to do is type ''**'nav test zone'**''. I can also get a list of all my bookmarks anytime by typing ''**'bookmark #list'**''+Now I can set a course there without having to remember or type the coordinates. All I have to do is type ''**nav test zone**''. I can also get a list of all my bookmarks anytime by typing ''**bookmark #list**''
  
 For example.... Let's imagine I am starting a trip at Luna and plotting a course to Epiphyte on the planet Annyrion. First I would launch my ship, then navigate to Sol Jumpgate, whose coordinates are 8 3 7. I pilot my ship through the jumpgate into hyperspace, then navigate to the Thinora Jumpgate, whose coordinates in hyperspace are 16 7 -1.  From there, I pilot back into normal space, and navigate to the planet Annyrion, whose realspace coordinates are 521 236 -28, and finally land at Epiphyte. The basic commands would be:  For example.... Let's imagine I am starting a trip at Luna and plotting a course to Epiphyte on the planet Annyrion. First I would launch my ship, then navigate to Sol Jumpgate, whose coordinates are 8 3 7. I pilot my ship through the jumpgate into hyperspace, then navigate to the Thinora Jumpgate, whose coordinates in hyperspace are 16 7 -1.  From there, I pilot back into normal space, and navigate to the planet Annyrion, whose realspace coordinates are 521 236 -28, and finally land at Epiphyte. The basic commands would be: 
  
-''**'pilot launch'\\ +''**pilot launch\\ 
-'nav 8 3 7'\\ +nav 8 3 7\\ 
-'pilot jumpgate'\\ +pilot jumpgate\\ 
-'nav 16 7 -1'\\ +nav 16 7 -1\\ 
-'pilot jumpgate'\\ +pilot jumpgate\\ 
-'nav 521 236 -28'\\ +nav 521 236 -28\\ 
-'pilot epiphyte'**''\\+pilot epiphyte**''\\
  
 If I have been making clever use of the bookmark system, the same trip might look more like this:  If I have been making clever use of the bookmark system, the same trip might look more like this: 
  
-''**'pilot launch'\\ +''**pilot launch\\ 
-'nav sol jumpgate'\\ +nav sol jumpgate\\ 
-'pilot jumpgate'\\ +pilot jumpgate\\ 
-'nav thinora'\\ +nav thinora\\ 
-'pilot jumpgate'\\ +pilot jumpgate\\ 
-'nav annyrion'\\ +nav annyrion\\ 
-'pilot epiphyte'**''\\+pilot epiphyte**''\\
  
 One important thing you should note when using bookmarks in hyperspace.... The bookmark list is completely different: bookmarks you make while your ship is in hyperspace are only listed and used when you're in hyperspace, and bookmarks made while you are in normal space are only used in normal space. For example, I could have a bookmark in hyperspace called "thinora" which holds the hyperspace coordinates of the Thinora System jumpgate (16 7 -1). In realspace I could have another bookmark, also called "thinora", with the normal space coordinates of the jumpgate (509 223 -30).  One important thing you should note when using bookmarks in hyperspace.... The bookmark list is completely different: bookmarks you make while your ship is in hyperspace are only listed and used when you're in hyperspace, and bookmarks made while you are in normal space are only used in normal space. For example, I could have a bookmark in hyperspace called "thinora" which holds the hyperspace coordinates of the Thinora System jumpgate (16 7 -1). In realspace I could have another bookmark, also called "thinora", with the normal space coordinates of the jumpgate (509 223 -30). 
  
 ===== Engine Power ===== ===== Engine Power =====
-By default, ships navigate at 100% of their rated engine power. This is the highest output you can achieve when your engines are in good repair without risking some damage to the engines. If you are in a hurry and willing to take a chance -- if you need to outrun somebody -- you can increase engine power beyond its rated limit and make your ship go faster. You should be aware that higher speeds burn more fuel, so keep an eye on that **fuel status**!  You can also reduce power if you want to go slower than normal, if you need to conserve fuel, or if your engines are damaged and can't operate at full capacity. +By default, ships navigate at 100% of their rated engine power. This is the highest output you can achieve when your engines are in good repair without risking some damage to the engines. If you are in a hurry and willing to take a chance -- if you need to outrun somebody -- you can increase engine power beyond its rated limit and make your ship go faster. You should be aware that higher speeds burn more fuel, so keep an eye on that ''**fuel status**''!  You can also reduce power if you want to go slower than normal, if you need to conserve fuel, or if your engines are damaged and can't operate at full capacity. 
  
-To check your engine's current power setting, type '**throttle**' by itself.  To set your engine power to 100%, type ''**'throttle 100'**'' by itself. To set any other level, type ''**'throttle <powerlevel>'**''. For example, to set your engine power to 105%, enter this: ''**'throttle 105'**''.+To check your engine's current power setting, type ''**throttle**'' by itself.  To set your engine power to 100%, type ''**throttle 100**'' by itself. To set any other level, type ''**throttle <powerlevel>**''. For example, to set your engine power to 105%, enter this: ''**throttle 105**''.
  
 The maximum setting is 200%, which should only be used in dire emergency since damage is almost certain within a short time. The maximum setting is 200%, which should only be used in dire emergency since damage is almost certain within a short time.
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 You will need to visit a fuel station to tank up your ship. Some stations are located in orbit around moons or planets, while others can be found in spaceports on the planet's surface. Bring your ship near the station -- in the same sector, or room -- and enter this:  You will need to visit a fuel station to tank up your ship. Some stations are located in orbit around moons or planets, while others can be found in spaceports on the planet's surface. Bring your ship near the station -- in the same sector, or room -- and enter this: 
  
-''**'refuel'**'' +''**refuel**'' 
  
 You will see something similar to the following:  You will see something similar to the following: 
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 Enter the amount you wish to purchase (0-13):''\\ Enter the amount you wish to purchase (0-13):''\\
  
-The amount is not too critical. If you try to transfer more than your fuel tanks can hold, the transfer program will automatically reduce the amount to a level your ship can accept. If you type ''**'0'**'', the program will abort.+The amount is not too critical. If you try to transfer more than your fuel tanks can hold, the transfer program will automatically reduce the amount to a level your ship can accept. If you type ''**0**'', the program will abort.
  
-You can get your current fuel level by entering ''**'fuel'**'' or ''**'transfer #inventory'**''. These commands will give you slightly different information, and both can be useful. +You can get your current fuel level by entering ''**fuel**'' or ''**transfer #inventory**''. These commands will give you slightly different information, and both can be useful. 
  
 Remember that fuel costs money, in the form of credits. The transfer command will inform you how much you will be charged ahead of time, and will give you a chance to abort the procedure. Remember that fuel costs money, in the form of credits. The transfer command will inform you how much you will be charged ahead of time, and will give you a chance to abort the procedure.
  
 ====== Space Combat ====== ====== Space Combat ======
-For players who are playing small, privately-owned spacecraft with small crews, ''**vehiclepose**'' is an accepted means of simulating spaceship combat.  It also tends to work well for boarding actions, or pursuit scenes where two ships are chasing each other but not necessarily exchanging weapons fire.  An example of a role-play log generated during combat using ''**vehiclepose**'' can be seen [[blockade_runner_logfile|here]].  ''**Vehiclepose**'' only has one major restriction in place: the "Minimum Online Crew for Ship Movement" rule, if the ship is being actively moved from sector to sector.  The actual table is available on the [[Spaceship Construction]] page.+For players who are playing small, privately-owned spacecraft with small crews, ''**vehiclepose**'' is an accepted means of simulating spaceship combat.  It also tends to work well for post-combat boarding actions, or pursuit scenes where two ships are chasing each other but not necessarily exchanging weapons fire.  An example of a role-play log generated during combat using ''**vehiclepose**'' can be seen [[blockade_runner_logfile|here]].  ''**Vehiclepose**'' only has one major restriction in place: the "Minimum Online Crew for Ship Movement" rule, if the ship is being actively moved from sector to sector.  The actual table is available on the [[Spaceship Construction]] page
 +  
 +SCRAT, on the other hand, is Furscape's advanced space combat system.  It is designed to allow multiple ships to engage each other in combat maneuvers, fire weapons at each other, and resolve damage from any weapons hits.  While ''**vehiclepose**'' is good for resolving combat between a single ship and an 'imaginary' opponent (think 'Player vs Environment'), if two or more ships are involved, SCRAT is the best way to resolve ship-to-ship combat quickly and as realistically as possible.
    
-SCRAT, on the other hand, is Furscape's advanced space combat system.  It is designed to allow multiple ships to engage each other in combat maneuvers, fire weapons at each other, and resolve damage from any weapons hits.  While ''**vehiclepose**'' is good for resolving combat between two shipsif multiple ships are involvedSCRAT is the best way to resolve ship-to-ship combat quickly and as realistically as possible.+Players might note that the turn-based nature of SCRAT may not allow them to freely write longdescriptive poses.  A ship-to-ship combat action (compared to 'pursuitor 'boarding actionscenes) in a hard SF universe is a very rapidvery lethal sequence of events.  This is one of those instances thatlike real life (and even in movies), there just isn't enough time to hold a long, intimate conversation with coworkers about family, friends, and relations if they expect to stay alive.
    
-Players might note that the turn-based nature of SCRAT may not allow them to freely write longdescriptive poses.  A ship-to-ship combat action (compared to 'pursuitor 'boarding actionscenes) in a hard SF universe is a very rapid, very lethal sequence of events.  This is one of those instances that, like real life (and even in movies), there just isn't enough time to hold a long, intimate conversation with coworkers about family, friends, and relations, if they expect to stay alive.+Think of it this way: SCRAT is a means for generating outcomes for two or more ships while keeping things interesting for playerswhile ''**vehiclepose**'' is a means for generating outcomes for a small group of players aboard a single ship.  Both options are equally valid in the end, and players are encouraged to post logfiles.
    
-Think of it this way: SCRAT is a means for generating outcomes for groups of ships while keeping things interesting for playerswhile ''**vehiclepose**'' is a means for generating outcomes for a small group of players.  Both options are equally valid in the endand players are encouraged to post logfiles.+In any eventboth sides should OOCly agree which method to use - and when.  If two or more ships are involvedSCRAT must be used unless ALL ship crews agree to use vehiclepose.
    
-In any event, both sides should OOCly agree which method to use - and when.  Consult RP Staff if there are any issues. 
  
 ===== Battle Maneuvering Commands ===== ===== Battle Maneuvering Commands =====
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 The combat commands available to a pilot are: The combat commands available to a pilot are:
    
-''**'engage <ship>'**'' -- This is a special command, used only to start battle. You must provide the name of another ship in the same sector as yours. Engage does not count as a combat order, so you can ''**engage**'' and then immediately enter another command such as ''**attack run**'' without waiting until the next turn. +''**engage <ship>**'' -- This is a special command, used only to start battle. You must provide the name of another ship in the same sector as yours. Engage does not count as a combat order, so you can ''**engage**'' and then immediately enter another command such as ''**attack run**'' without waiting until the next turn. 
  
-''**'attack run <ship>'**'' -- Try to close range on the enemy. If successful, this can result in giving your shots a to-hit bonus. The bonus only applies to the specified ship that you are making an attack run against. +''**attack run <ship>**'' -- Try to close range on the enemy. If successful, this can result in giving your shots a to-hit bonus. The bonus only applies to the specified ship that you are making an attack run against. 
  
-''**'evasive action'**'' -- Try to increase distance from the enemy. This also gives anyone shooting at you a to-hit penalty, but it also gives you a smaller to-hit penalty (it's harder to aim weapons while evading). +''**evasive action**'' -- Try to increase distance from the enemy. This also gives anyone shooting at you a to-hit penalty, but it also gives you a smaller to-hit penalty (it's harder to aim weapons while evading). 
  
-''**'drift'**'' -- Engines are turned off. This is the sitting duck command. Anyone shooting at you will get a huge to-hit bonus. You will also be required to use this command if your engines have taken too much damage.+''**drift**'' -- Engines are turned off. This is the sitting duck command. Anyone shooting at you will get a huge to-hit bonus. You will also be required to use this command if your engines have taken too much damage.
  
-''**'hold course'**'' -- Continue on course through the sector. No bonuses or penalties. +''**hold course**'' -- Continue on course through the sector. No bonuses or penalties. 
  
-''**'parasite <ship>'**'' -- A special form of attack maneuver, used by small ships against much larger ones. The idea is to get right up against the hull of the larger ship so that many of its weapons cannot bear upon you. The greater the difference in size between the two ships, the more likely that this maneuver will be effective. +''**parasite <ship>**'' -- A special form of attack maneuver, used by small ships against much larger ones. The idea is to get right up against the hull of the larger ship so that many of its weapons cannot bear upon you. The greater the difference in size between the two ships, the more likely that this maneuver will be effective. 
  
-''**'break away'**'' -- Attempt to escape from the battle sector. You must use the ''**break away**'' command for two consecutive turns. If successful, your ship will be dropped into a random sector adjacent to the battle, and you will be able to navigate from there. (Be careful that your new course doesn't take you back into the battle!) +''**break away**'' -- Attempt to escape from the battle sector. You must use the ''**break away**'' command for two consecutive turns. If successful, your ship will be dropped into a random sector adjacent to the battle, and you will be able to navigate from there. (Be careful that your new course doesn't take you back into the battle!) 
  
 When battle begins all ships in the sector have their ''**nav**'' commands disabled and cannot fly away, and this also applies to any ships that enters a sector where a battle is in progress. The only way you can get away from the battle is by doing a successful ''**break away**'' maneuver, or by waiting for the battle to end. The battle ends when a turn goes by without anybody in the sector issuing battle commands.  When battle begins all ships in the sector have their ''**nav**'' commands disabled and cannot fly away, and this also applies to any ships that enters a sector where a battle is in progress. The only way you can get away from the battle is by doing a successful ''**break away**'' maneuver, or by waiting for the battle to end. The battle ends when a turn goes by without anybody in the sector issuing battle commands. 
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 ===== Weapons Control ===== ===== Weapons Control =====
  
-It is possible to have a lot of weapons on a ship, especially a larger-classed ship. You can divide control of these weapons arbitrarily among different gunners. The control panel allows different players to choose weapons and take control of them. To enter the weapons control panel, just type ''**'control guns'**'' or ''**'control missiles'**''. It looks something like this: +It is possible to have a lot of weapons on a ship, especially a larger-classed ship. You can divide control of these weapons arbitrarily among different gunners. The control panel allows different players to choose weapons and take control of them. To enter the weapons control panel, just type ''**control guns**'' or ''**control missiles**''. It looks something like this: 
  
 | Cannon & Beam Weapons Fire Control |         | Cannon & Beam Weapons Fire Control |        
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 The weapons console also allows you to choose a ship in the sector to target ''**T**'' with your weapons, but you must already know the ship's name -- it doesn't give you a list of ships in the sector. All the weapons controlled by one gunner must aim at a single target. When using guns, the console allows you to target engines ''**E**'' or weapons ''**W**''. As long as you are targeting engines or weapons, you have a reduced chance of hitting the enemy vessel, and there is still a small chance that you might hit some other part of it. Guided missiles do not allow for special targeting.  The weapons console also allows you to choose a ship in the sector to target ''**T**'' with your weapons, but you must already know the ship's name -- it doesn't give you a list of ships in the sector. All the weapons controlled by one gunner must aim at a single target. When using guns, the console allows you to target engines ''**E**'' or weapons ''**W**''. As long as you are targeting engines or weapons, you have a reduced chance of hitting the enemy vessel, and there is still a small chance that you might hit some other part of it. Guided missiles do not allow for special targeting. 
  
-Once you've gotten control of the weapons you want, and have them aimed at your chosen target, you should quit ''**Q**'' the weapons console. You can then issue the ''**'fire guns'**'' or ''**'fire missiles'**'' command. You can enter these commands every turn without having to start up the weapons console again. You only need to re-enter the console if you want to change targets or change the mix of weapons you are firing. +Once you've gotten control of the weapons you want, and have them aimed at your chosen target, you should quit ''**Q**'' the weapons console. You can then issue the ''**fire guns**'' or ''**fire missiles**'' command. You can enter these commands every turn without having to start up the weapons console again. You only need to re-enter the console if you want to change targets or change the mix of weapons you are firing. 
  
 After you have issued a firing command, the system takes a while to track the target ship and fire the weapons -- basically, weapons fire at the end of the turn. In some circumstances the firing sequence can abort before the weapon fires, such as if the gunner released control of the weapon for any reason.  After you have issued a firing command, the system takes a while to track the target ship and fire the weapons -- basically, weapons fire at the end of the turn. In some circumstances the firing sequence can abort before the weapon fires, such as if the gunner released control of the weapon for any reason. 
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 The program will ask you if you want to load munitions onto a ship or into a crate. The program will ask you if you want to load munitions onto a ship or into a crate.
    
-If you're directly reloading a ship, enter ''**'ship'**'' The program will ask for the name of the spaceship you want to arm. Then it will present a list of munitions available at the depot, so you can select the type you want to buy.  The munitions vendor will automatically load the selected munitions into your ship's weapons.+If you're directly reloading a ship, enter ''**ship**'' The program will ask for the name of the spaceship you want to arm. Then it will present a list of munitions available at the depot, so you can select the type you want to buy.  The munitions vendor will automatically load the selected munitions into your ship's weapons.
  
-It is also possible to buy ammunition and have it loaded into a portable crate, which can then be taken away to set up supply caches at your faction's HQ or on board a carrier ship, and so forth.  Crates are special objects that you have to purchase from the vendor using the ''**'buy crate'**'' command.  Once you have a crate, you can use the ''**buy munitions**'' command, enter ''**crate**'' and, when prompted, enter the name of the crate into which you want your ammo loaded.+It is also possible to buy ammunition and have it loaded into a portable crate, which can then be taken away to set up supply caches at your organization's HQ or on board a carrier ship, and so forth.  Crates are special objects that you have to purchase from the vendor using the ''**buy crate**'' command.  Once you have a crate, you can use the ''**buy munitions**'' command, enter ''**crate**'' and, when prompted, enter the name of the crate into which you want your ammo loaded.
    
-//(Note: Unlike most ship upgrade modules, munitions crate __ARE__ intended to be portable, and can be ICly loaded into composite vehicles that have been set up as containers (using ''**'put'**'' or ''**'pull'**'' commands) for transport and resale (think 'black market'). - Hagalaz)//+//(Note: Unlike most ship upgrade modules, munitions crate __ARE__ intended to be portable, and can be ICly loaded into composite vehicles that have been set up as containers (using ''**put**'' or ''**pull**'' commands) for transport and resale (think 'black market'). - Hagalaz)//
  
-Don't forget to use a mecha to ''**'get'**'' your crate and ''**'load'**'' it onto your ship (''**'load <crate> onto <shipname>'**'').+Don't forget to use a mecha to ''**get**'' your crate and ''**load**'' it onto your ship (''**load <crate> onto <shipname>**'').
  
 ==== Reloading From a Crate ==== ==== Reloading From a Crate ====
-To reload weapons such as ETG turrets and missile launchers, make sure your ship has a munitions crate on board, use the ''**'load munitions'**'' command, and follow the instructions.  You will be reminded that loading weapons from a crate disables your weapons for twelve minutes, so think twice before reloading if you are in the middle of battle!+To reload weapons such as ETG turrets and missile launchers, make sure your ship has a munitions crate on board, use the ''**load munitions**'' command, and follow the instructions.  You will be reminded that loading weapons from a crate disables your weapons for twelve minutes, so think twice before reloading if you are in the middle of battle!
 ====== Repairs ====== ====== Repairs ======
  
 You should have already learned to use the damage status command to see what components you have installed, and which ones are hurting. When components are damaged, you need to use the repair command. It has four forms.  You should have already learned to use the damage status command to see what components you have installed, and which ones are hurting. When components are damaged, you need to use the repair command. It has four forms. 
  
-Typing ''**'repair #help'**'' will show a screen similar to this: +Typing ''**repair #help**'' will show a screen similar to this: 
  
 |Help information for repairs:| |Help information for repairs:|
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 The position of a component is the mounted location on your ship. For example, if you were repairing a 30mm ETG cannon mounted in Medium Turret 1, you would have to type:  The position of a component is the mounted location on your ship. For example, if you were repairing a 30mm ETG cannon mounted in Medium Turret 1, you would have to type: 
  
-''**'repair medium turret 1'**''+''**repair medium turret 1**''
  
-If you don't have repair parts (or "supplies" as the system calls them), you can't perform any repairs.  You can purchase parts at a **spare parts vendor** by typing ''**'resupply'**'' The ''**'transfer #inventory'**'' command will show you how many units of spare parts you have on hand.+If you don't have repair parts (or "supplies" as the system calls them), you can't perform any repairs.  You can purchase parts at a **spare parts vendor** by typing ''**resupply**'' The ''**transfer #inventory**'' command will show you how many units of spare parts you have on hand.
  
 Repairs are also limited by your location. If you are in open space without any repair facilities, you can't repair components beyond damage level 4. At a class 1 repair yard, you can repair components from damage level 5. A class 2 repair yard can handle damage level 6, and the repairs will be done at double the normal speed. A class 3 yard can handle damage level 7, and repairs are done at triple speed. Damage level 8 means a component is destroyed, and there's nothing to do but replace it.  Repairs are also limited by your location. If you are in open space without any repair facilities, you can't repair components beyond damage level 4. At a class 1 repair yard, you can repair components from damage level 5. A class 2 repair yard can handle damage level 6, and the repairs will be done at double the normal speed. A class 3 yard can handle damage level 7, and repairs are done at triple speed. Damage level 8 means a component is destroyed, and there's nothing to do but replace it. 
  
-While repairing a component, you must stay on board the ship or else in the same room with it. If you leave the area (i.e. navigate out of the sector), repairs will be halted. If several crew members are doing repairs, you can use ''**'repair #status'**'' to see who's working on what. Only one person can repair a given system at any given time.+While repairing a component, you must stay on board the ship or else in the same room with it. If you leave the area (i.e. navigate out of the sector), repairs will be halted. If several crew members are doing repairs, you can use ''**repair #status**'' to see who's working on what. Only one person can repair a given system at any given time.
    
    
spaceship_operations.1313894545.txt.gz · Last modified: 2011/08/21 02:42 by hagalaz