Overview
A comprehensive in-depth reference guide that covers every facet of gameplay. Advanced game mechanics are explained, efficient operating procedures taught, and effective online cooperative coordination and behavior explored.
Guide Status
June 11, 2017
This guide was created on June 10, 2017 and is currently under construction.
- Sections will be added one at a time.
- Advanced concepts will be included before common knowledge.
- Sections will be renamed and reordered as necessary.
- Relevant in-game screenshots will be added and updated.
“Just Created…”
- The general layout and format has been determined.
- The first two sections of many to come have been created.
- Creating a quality guide will definitely be a long and ongoing process.
- Feedback concerning formatting, typos, and corrections is much appreciated.
Before We Get Started
All of the screenshots are mine. However, any other images and/or marks used throughout this guide are the property of their rightful owners.
Any information found throughout this guide that did not originate from me will have its source properly cited.
If you cannot see an image, then click on it to see a larger version.
Target Audience
“Do you want to feel like you are a part of this while you play?”
If so, then you have come to the right place.
There is a lot to teach. But, with the help of this guide, you will learn how to become a legendary crewmember like those that came before you.
Ship – Detection
The smallest detectable range of the ship (directly controlled by the crew) is 10 km.
This is achieved by
- having shields lowered,
- having torpedoes disarmed, and
- flying at a speed of 4000 or less.
NOTE: In the image above, having 5 pips into engines does not increase signature.
Signature can only be reduced further by entering an obscuring anomaly.
Originally posted by Source #1:Obscuring anomalies can lower detection range below 4 km.
NOTE: I have not personally tested the lowered detection range cited above and it may be inaccurate.
Raising and having shields raised increase signature by 9.9 km.
Arming and having torpedoes armed increase signature by 9.9 km.
Activating and having both shields and torpedoes activated increase signature by 19.8 km.
“Math… I know…”
Charging and having warp nacelles charged does not increase signature.
NOTE: Engine emissions have increased even though signature has not. So, the maximum “silent” speed of 4000 has now been decreased.
Notwithstanding, the most important lesson to learn here is that you can run silent and warp without being detected… while being completely surrounded by hostiles just outside of 10 km…
Flying at a speed of 5000 increases signature by 10.1 km.
NOTE: Rerouting power into engines already set at 5 pips and flying faster than 5000 will further increase signature.
Shields up, torpedoes armed, and flying at 5000 (ignoring a reroute into engines) increases signature by 29.9 km.
So, being “loud” will make the ship detectable at 39.9 km.
“Space is quiet, very quiet. Try and keep it that way…”
Crew – “Staging Area” Preparation
Almost all missions start in a safe “staging area” so the crew can receive their mission objectives. For missions that do not, e.g., Episode 4, these preparations may or may not apply.
While being briefed, all four crewmembers should be simultaneously doing the following without direct instruction from the captain.
Access the Viewscreen Controls and turn on Navigation.
The following H.U.D. will appear on the Viewscreen for all crewmembers to see.
All crewmembers will be very grateful as it provides instant access to information about targeted positions and the ship’s current speed at a glance. “Learn to appreciate it.”
NOTE: Do not change from the default Display Mode unless you want helm running into stuff. However, a good helmsman will use the Exterior View if and when needed.
Next, access the Warp Map and set the warp target as soon as it becomes available and inform the crew to “Prepare for warp.” An experienced crew will know exactly what to do without further instruction.
“Now you wait…”
Zoom your Local Map all the way out. As the pilot of the ship, you will need to have the most situational awareness of the playing field.
When the captain has set a warp target, you will notice an indicator appear next to your Warp Map Button.
Match the warp target and align the ship.
Put your hand on the trigger and keep it there.
“Now you wait…”
Arm torpedoes before leaving the staging area.
NOTE: You will almost always need to inform and educate inexperienced crewmembers about what you are doing.
“Wait for it…”
“There.”
You now have two torpedoes preloaded and ready for any surprises the mission might have in store.
Now, Disarm torpedoes.
If and when you engage a hostile and rearm torpedoes, they will be ready to be fired immediately.
“Now you wait…”
As engineer, you only care about your consoles. The Viewscreen is worthless to you. What is not worthless, however, is a visual display of damage to the ship that needs to be repaired.
NOTE: A good engineer will use the Exterior View when reallocating power between Phasers and Engines during combat.
Turn on Systems Display.
Look up.
“There… Isn’t that much better? Think about it…“
Now you never have to press the Repair Button to check for damage and you have something pretty to stare at the whole mission.
“It even changes colors if it’s a fun mission.”
Next, set power to 4/5/1 and prepare for warp.
“Now you wait…”
From the captain’s perspective, an experienced crew will look like this very shortly after receiving their warp target. And, with only three words spoken: “Prepare for warp.”
The captain must ensure that torpedoes are disarmed and the signature of the ship is 10 km before giving the word to “Engage!”
“No more waiting…”
Sources Cited
JustSayTomato