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32. A1. Appendix: Sturgeon II changes

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This article is from the netrek Frequently Offered Clever Suggestions list, by Tom Holub doosh@best.com with numerous contributions by others.









32. A1. Appendix: Sturgeon II changes

This comes from the motd (Message Of The Day) on
sturgeon.cs.washington.edu, port 2592. Other upgrade servers (and even
sturgeon itself) may differ at the time you read this; this is more
for example than anything else.

[ This was added some time in late 1992, and is now very much out of
date. ]

This server has a lot of changes. I shall try to describe all the
ones I can remember making. There may be a couple more.

(1) Phasers have longer range, but damage does not decrease linearly, but
rather with the square of the range. They're faster on bigger
ships.

(2) Only starbases and battleships can fire a stream of 8 photon torps.
Cruisers are limited to six, destroyers five, assault ships four,
and scouts three. Starbases have fighters too (hit "C" to toggle)

(3) Photon torpedos are identical for all ships, in terms of fuel cost,
damage, fuse, and weapon temperature.

(4) Phasers do double damage to shields, and photons double damage
to "hull" (damage points). Example: 15 point phaser hit to
shields of 20 will reduce the shields to 0 with the first 10 pts,
and do 5 hull points with the remainder. Not many ships can take
more than one torp hit to downed shields.

(5) All ships can fire torps while cloaked, at 5x normal cost (300 x
5)

(6) Cloaking enemies will be revealed for a short time if (a) they get
hit by a torpedo, (b) they get hit by phasers with their shields
up, or (c) you detonate your own torpedos, to show them in a
radius.

(7) Upgrades. If you refit to the same ship type, you can "upgrade"
some aspects of your ship, in return for kills. If you refit to
another ship type, you regain most of your "used up" kills.

(8) Plasma torps now "cost" 2.0 kills. They only take two seconds
to upgrade. They are "upgrade 2", and are *not* automatic for
refits from ships with 2+ kills.

(9) Scouts don't bomb; they strafe. While this is much less time
efficient, the advantage is that they can strafe until a planet
has less than TWO armies.

(A) Planets now have variable resources. Home planets (Ear, Rom, Kli, Ori)
are always Fuel/Repair/Agri, and Core planets are always Agri.
Any planet with less than 10 armies is Agri; from 10-19 it is
Fuel, from 20-39 Repair, and Fuel/Repair from 40 on up.

(B) Phasers can be fired before they fully recharge. This costs the same
amount of fuel, but does less damage.

(C) The base number of kills received is equal to (Hull points of victim) /
(Your hull points). Thus, a scout destroyed by a cruiser is only
worth
0.75 kills, while the cruiser is worth 1.33 to the scout.


UPGRADES


To upgrade, have available kills and orbit your home planet. Refit to
the same ship type, and a menu will come up on your messages display.
Press the number corresponding to the upgrade you want. The kills
will be deducted from the number available, and your ship will be
upgraded (with some amount of refit time, depending on the upgrade).

In all menus, press 0 (or a non-number) to abort.

From the Main Menu, 1 works the same as the classic refit (fixes
damage, shields, fuel, wtemp, etemp).

Upgrades cost k1 + k2 * (previous upgrades of same type) kills, listed
as (k1/+k2), and your ship will be nonresponsive for that many
seconds.

Upgrades include:

- Shields +10 pts to your shield maximum (1.0/ 0.0)
- Fuel capacity +250 fuel maximum (0.5/ 0.0)
- Fuel recharge +10 fuel/sec (0.5/+0.5)
- Max Speed +1 to maximum warp speed (2.0/+1.0)
- Acceleration +0.1 warp/sec acceleration (0.5/+0.1)
- Deceleration +0.1 warp/sec deceleration (0.5/ 0.0)
- Engine Cooling +10 engine temp cooling/sec (1.0/+0.5)
- Phasers +3 to point-blank damage (1.0/+1.0)
- Photons +1 to photon torpedo *speed* (base is 15) (3.0/+2.0)
- Weapon Cooling +10 weapon temp cooling/sec (2.0/+2.0)
- Cloaking Device halve the fuel cost (round up) (2.0/+1.0)
- Tractor/Pressor +100 tractor/pressor strength (1.0/+0.5)
- Damage Control +1 damage repair/sec (1.0/+1.0)

Commodities: upgrades that are "no deposit, no return"...

- Overload shields +50 pts to your current shields, one use only (1.0/
0.0)

- Pseudoplasma 0 pt plasma (12) (1.0/ 0.0)
- Type 1 Plasma 50 pt plasma (12) All plasmas cost: (2.0/ 0.0)
- Type 2 Plasma 75 pt plasma ( 6)
- Type 3 Plasma 100 pt plasma ( 4)
- Type 4 Plasma 125 pt plasma ( 3)
- Type 5 Plasma 150 pt plasma ( 2)

- 10 megaton nuke Just like in Nuclear War (1 army = 1 million) (1.0/
0.0)
- 20 megaton nuke The tables have been duplicated, except for (2.0/
0.0)
- 50 megaton nuke the "destroy the solar system", which may (4.0/ 0.0)
- 100 megaton nuke later... (8.0/ 0.0)

Plasmas cost no fuel to fire. Nukes take up (1/2/3/4) army bays until
used.

Switch between special weapons with the "C" key.

 

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