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en:games:star_trek_armada_1:sub-systems [2023-03-31-10-18] – [Engines] 7saturnen:games:star_trek_armada_1:sub-systems [2023-03-31-10-19] (current) – [Weapons] 7saturn
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 ===== Life Support ===== ===== Life Support =====
-This system is only required, when a unit actually has crew. In the stock game there are three types of unmanned stations: [[Sensor Stations]], [[Pulse Defense|Pulse Defense Stations]] and [[Torpedo Defense|Torpedo Defense Stations]]. The rest have crew and all stock ships also have crew. Therefore the vast majority of units require life support. If life support is not present, deactivated or damaged, the crew gets reduced over time, similar to being inside a [[map_objects#radioactive_nebula|Radioactive Nebula]]. The crew drain will continue, until either the ship is emptied from crew or the life support system is restored. The more crew is still remaining, the faster the crew drain is going. That makes units with big amounts of crew, such as the [[Cube]] or [[Starbase|Starbases]] very vulnerable to the effects of life support damage or deactivation during the first few seconds.+{{:en:games:star_trek_armada_1:life_support_indicator.png?nolink |}}This system is only required, when a unit actually has crew. In the stock game there are three types of unmanned stations: [[Sensor Stations]], [[Pulse Defense|Pulse Defense Stations]] and [[Torpedo Defense|Torpedo Defense Stations]]. The rest have crew and all stock ships also have crew. Therefore the vast majority of units require life support. If life support is not present, deactivated or damaged, the crew gets reduced over time, similar to being inside a [[map_objects#radioactive_nebula|Radioactive Nebula]]. The crew drain will continue, until either the ship is emptied from crew or the life support system is restored. The more crew is still remaining, the faster the crew drain is going. That makes units with big amounts of crew, such as the [[Cube]] or [[Starbase|Starbases]] very vulnerable to the effects of life support damage or deactivation during the first few seconds.
  
 Deactivated or damaged life support systems do have an animation indicator on unit models a bluish-white flare: Deactivated or damaged life support systems do have an animation indicator on unit models a bluish-white flare:
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 ===== Sensors ===== ===== Sensors =====
-The sensors give a unit the ability to see its environment. There are basically two kinds of states for sensors: If the sensors are present and active, the maximum sensor range is used. See [[Radii]] on more details regarding the maximum scanning range. If the sensors are deactivated or damaged, they still allow the unit to see, but in a much smaller range. Deactivation can happen due to the effects of a [[Sensor Jammer]] or by being in a [[map_objects#mutara_nebula|Mutara Nebula]]. All units of the stock game have sensors.+{{:en:games:star_trek_armada_1:sensors_indicator.png?nolink |}}The sensors give a unit the ability to see its environment. There are basically two kinds of states for sensors: If the sensors are present and active, the maximum sensor range is used. See [[Radii]] on more details regarding the maximum scanning range. If the sensors are deactivated or damaged, they still allow the unit to see, but in a much smaller range. Deactivation can happen due to the effects of a [[Sensor Jammer]] or by being in a [[map_objects#mutara_nebula|Mutara Nebula]]. All units of the stock game have sensors.
  
 Important: Sensors alone may not be sufficient so see everything of importance. The [[Detector Mechanics]] may make a unit invisible to ordinary sensors. Without the [[Tachyon Detection Grid]] cloaked units will not be visible, regardless of sensor range. Important: Sensors alone may not be sufficient so see everything of importance. The [[Detector Mechanics]] may make a unit invisible to ordinary sensors. Without the [[Tachyon Detection Grid]] cloaked units will not be visible, regardless of sensor range.
 ===== Shield Generators ===== ===== Shield Generators =====
-Basically, all units have two kinds of hit points (health). Some damage that can be absorbed by hardpoints, such as the here described sub-systems, which kind of make up the unit's substance. And on the other hand, there is the (usually) much bigger amount of protecting hit points, in form of the shields. Every stock unit has shields, being provided and replenished by the shield generator. If the shield generators fail, the unit loses the protection of the shields, meaning all damage inflicted will be applied directly onto the ship until shields are restored. [[map_objects#cerulean_nebula|Cerulean Nebulae]] and [[map_objects#mutara_nebula|Mutara Nebulae]] as well as the [[Shield Disruptor]] deactivate the shield generators.+{{:en:games:star_trek_armada_1:shield_generator_indicator.png?nolink |}}Basically, all units have two kinds of hit points (health). Some damage that can be absorbed by hardpoints, such as the here described sub-systems, which kind of make up the unit's substance. And on the other hand, there is the (usually) much bigger amount of protecting hit points, in form of the shields. Every stock unit has shields, being provided and replenished by the shield generator. If the shield generators fail, the unit loses the protection of the shields, meaning all damage inflicted will be applied directly onto the ship until shields are restored. [[map_objects#cerulean_nebula|Cerulean Nebulae]] and [[map_objects#mutara_nebula|Mutara Nebulae]] as well as the [[Shield Disruptor]] deactivate the shield generators.
  
 In order to have shields, usually (but not always) you need the shield generator. Units without shield generator may technically start out with some shield energy, but it will not be replenished. If the shield generator gets damaged, the shields will be gone in an instant (not restored to their original value upon repair completion), leaving the unit vulnerable for a longer period of time. If the shield generator gets only deactivated, the shields will be dropped for the moment, but the shield energy will be restored, once the shield generator is returning to normal operations. In order to have shields, usually (but not always) you need the shield generator. Units without shield generator may technically start out with some shield energy, but it will not be replenished. If the shield generator gets damaged, the shields will be gone in an instant (not restored to their original value upon repair completion), leaving the unit vulnerable for a longer period of time. If the shield generator gets only deactivated, the shields will be dropped for the moment, but the shield energy will be restored, once the shield generator is returning to normal operations.
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 ===== Weapons ===== ===== Weapons =====
-The weapons sub-system decides whether a unit does have any kind of working weapons. A unit without working weapons system does not have special weapons capabilities, nor does it have working ordinary weapons. Only exception seems to be the passive ability of the [[Tachyon Detection Grid]] of the [[Sensor Stations]]. These stations do not have a weapons system, but the Tachyon Detection Grid is still working (once researched).+{{:en:games:star_trek_armada_1:weapons_indicator.png?nolink |}}The weapons sub-system decides whether a unit does have any kind of working weapons. A unit without working weapons system does not have special weapons capabilities, nor does it have working ordinary weapons. Only exception seems to be the passive ability of the [[Tachyon Detection Grid]] of the [[Sensor Stations]]. These stations do not have a weapons system, but the Tachyon Detection Grid is still working (once researched).
  
 Weapons can be deactivated by [[Special Weapons]] as well as [[map_objects#cerulean_nebula|Cerulean Nebulae]]. Weapons can be deactivated by [[Special Weapons]] as well as [[map_objects#cerulean_nebula|Cerulean Nebulae]].
  
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en/games/star_trek_armada_1/sub-systems.1680257909.txt.gz · Last modified: 2023-03-31-10-18 by 7saturn

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