Star trek - Dark Future
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Star trek - Dark Future

A forum for a PBeM in an alternative dark future of the star trek universe. Loosely based on the Birth of the federation computer game
 
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The Basics Icon_minitimeMon Apr 02, 2012 11:02 pm by Argel Tal

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» Turn 18 - Stardate 2267 *Pending changes to game*
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» STAR TREK ONLINE
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» The Fate of the Vulcan High Command
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» The fate of Star Trek: Dark future
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» bollocks and bollocks
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» Known Alpha Quadrant Map - Stardate 2264 (turn 15 - 19)
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 The Basics

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Q
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Q


Posts : 243
Join date : 2011-08-29
Age : 49
Location : manchester, uk

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PostSubject: The Basics   The Basics Icon_minitimeMon Aug 29, 2011 4:54 am

Greetings again,

I will try to compile as much information as i can so you have a basic idea of how things are done. I have tried to make each galactic power similar in design to keeps things simple for version 1 of this PBeM. So were to begin...

Each race begins the game with 1 scout vessel, 1 colony ship and 1 troop transport. They also start with there home system. From there they can give 1 order to every ship they own and advance into the dark unknown looking for planets to conquer or planets to colonize. Each player will also be able to order the construction of buildings within each system which will then give various abilities and benefits to each player. All these orders are limited by how much production you have amassed or how many research points you have amassed.

Building and Research:

In general you can give 1 or more build orders, but having multiple buildings being built at the same time will split your production points between them slowing things down a little but eventually they will all be produced, you may also stop production at any time by issuing the appropriate order on your turn - you will not lose halted production, it will be noted and you can continue it at any time. please note that for now each system colonized or conquered will provide a set amount of production each turn.
Research is very similar to building with a few exceptions, you gain a set amount of points for each Research facility you have, please note this is 1 per system. You then nominate a ship category you wish to develop and your research points are accumulated until it reaches the target number and that ship will then be available forever. There are also a number of advanced structures that can be developed if you so choose.
Building ships is similar to building structures, in fact its exactly the same, you select what type of vessel you want constructed and your production points will be used to complete this.

Ship Types and Combat:

There are a lot of ship types in this game, each category has its own ships listed within and each race has multiple types within it, these become available on your play sheet as you advance your research in the various categories, please note this can take some time to accomplish...

Scouts vessels: Scout vessels are weak and fast but they provide valuable intelligence, they can see beyond the system they are in allowing you to spot enemy vessels in nearby systems. MkII variants of the scout vessels are noticeably faster and provide added range to spotting enemy vessels. Please note cloaked vessels are much harder to spot and it may require the combined abilities or many scout vessels to see them... if at all.

Destroyers: These fast attack vessels are small and experts at raiding systems or trade routes, if these vessels can break through a destroyer wave guarding cruisers and Command vessels they can cause devastation on the enemy

Cruisers: Powerful but cumbersome these vessels are the backbone of any fleet providing firepower and powerful shields. Add a number of destroyers to guard there flanks and you will go far.

Command vessels: The pride of the fleet, the command vessels provide a bonus to the entire fleet they are grouped with, a fleet without command is no fleet at all!

Heavy Cruiser: Combining advanced technology with the ability of the cruiser they are the hammer behind any offensive. Please note some races do not have access to Heavy cruisers.

Strike Cruiser: Similar in design to command vessels they possess awesome firepower and have the ability to siege planets and aid in planetary invasions, you see these vessels you know something bad is coming...

Colony Vessels: These vessels are usually unarmed and allow a player to colonize new systems, beware though if an enemy vessel finds you without an escort the chances are you will lose this vessel.

Troop Transport: These vessels are used to attack planets but without escorts they are easy prey for orbital batteries or defending vessels.

Multi: This category is the only one available to minor races, it shows that the ship is as adept as destroyers in raiding or intercepting and can do planetary bombardment.
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