Sunday, August 8, 2010

Command Tutorial One



You have completed every academic exercise that the Starfleet Academy Command College has to offer. You are among the best and the brightest. Now it's time to take the center seat as Captain.



While your missions will not be restricted to combat, it would be extremely unwise to turn you loose on the galaxy without the training required to defend your ship and crew. To that end, you have been assigned to the training vessel USS Yorktown, a Constitution II Class Heavy Cruiser. Once on board, you will report to the bridge and take command. Stand by for transport.



::Transport successful, Starfleet Command::



::Acknowledged. Escort the Captain to the bridge. Starfleet out.::



The Constitution Phase Two Class, also known as the Constitution II Class, is designed to be an all-around workhorse, capable of operating independently for extended periods, with minimal need for starbase support. It is based on the the original Constitution Class, a design still unparalleled in overall success in deep space. It is more than capable of undertaking a wide range of missions, from science to defense. It features science and medical labs that rival those of a starbase. Like the Galaxy Class, it is capable of Saucer Separation and Reintegration. Unlike the Galaxy Class, however, the Constitution II's saucer is capable of independent warp flight. You will find it a most capable ship.



::Captain on the bridge!::



Welcome to the bridge, and your first command. Open the sealed orders labeled "Command Training Mission One" and proceed accordingly.



Command Training Mission One



The Vulcans have asked us to help them out with a small problem. A solar probe of theirs in the Rigel system has begun to malfunction, and may fall into that system's sun. Normally that wouldn't be a problem, but this probe contains equipment that could cause solar flares that would wipe out the memory core of a nearby science station. The Vulcans have downloaded the data from the probe, and have asked us to destroy it before it falls into the sun. The Yorktown is the closest starship to Rigel, Captain, and this is the perfect opportunity to familiarize you with the Yorktown's offensive capabilities. Order your helm officer to set course for the Rigel sun.



::Course set for Rigel. Ahead, warp factor six.::



When you arrive, your helm officer will bring you into range of the solar probe and await your orders.



::We've arrived in the Rigel System, Captain. We have the probe in range. What are your orders?::



The Simple combat system is a quick and easy way of engaging in and resolving combat between starships and/or installations like shipyards and outposts in minutes. Here is a quick tutorial, pitting your Heavy Cruiser against the Vulcan solar probe:



In the single-player simple combat game, you roll for both sides. To start, you'll roll for your target first, then yourself. Later in the game you'll see how to change that and add more of a challenge to the simple combat game.



Roll a single 6-sided die (known as 1d6). That first roll will show the defensive capacity of the probe. Then roll the 6-sided die again, and multiply that number by 10 (the Heavy Cruiser Class has a multiplier of X10). That is the amount of energy you have to work with. Since the probe has no offensive capability, you can use all of your energy for weapons. Here is a sample roll:



X1Probe rolls: 6

X10(CA)Heavy Cruiser rolls:30



That is the allocation phase of simple combat. The results phase computes the results. For cadet missions, your ship is capable of sustaining 30 points of damage before it is destroyed. Your targets can sustain 15 points damage. In this example, the cadet ship did 24 points of damage to the probe, easily destroying it.



X1Probe damage: 24/15= destroyed.

X10(CA)Heavy Cruiser damage:  /30



Now it's your turn. Roll for the probe, then for yourself:



X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d 



Now compute the damage:



X1Probe damage: /15

X10(CA)Heavy Cruiser damage:  /30



Repeat, if necessary, until the probe has been destroyed. When you are finished, scroll down to your next orders.



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d 

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage:  /30



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d 

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage:  /30



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d 

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage:  /30



Congratultions on the success of your first mission. While you were busy, there was a report from the tenth planet in this system that requires your immediate response. Order your helm officer to perform an in-system warp to get you there.



::course already plotted, Captain. Awaiting your orders::



While you're in transit, I'll tell you what we know. A Ferengi freighter has left orbit with a shipment of Tylium ore that was stolen from an independent contractor. Tylium is extremely valuable, but also extremely volatile. Tylium fires have been known to burn away the atmospheres of entire planets when mishandled. Intercept the Ferengi and try to talk them into releasing their cargo. You are authorized to grant them amnesty if necessary. If that doesn't work, knock down the Ferengi's shields and beam the Tylium directly from their cargo bay. Despite its volatility, it is completely transporter safe. Do not destroy the Ferengi freighter.



::coming out of warp, Captain. The freighter is in communications and weapons range::



To order the Ferengi to surrender, roll a 1d6. A result of 1 or 2 means that they agree.



1d6=1,2: agree - 3-6 refuse



If they do not immediately agree, roll the 1d6 again. A result of 1,2 or 3 means that they agree. Anything else means they refuse, and are attempting to escape:



1d6=1,2,3: agree - 4-6 refuse



If they refuse, you'll have to engage them and bring down their shields. Here's how you do that.



We'll start with a template similar to the one you used earlier.



Allocation-

X2Freighter rolls: o/d  

X10(CA)Heavy Cruiser rolls: o/d 

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage:  /30



You can see that the freighter has a multiplier of X2. It also has offensive capabilities. You won't really have to worry about that, but it requires a bit of attention to bring down the Freighter's shields without destroying it. Shield strength is always one-fifth of a ship's damage potential. So if a ship has 15 points damage potential, you have to do 3 points damage to bring down the shields. Here is an example of how to do that:



Allocation-



--roll a 1d6 for the Ferengi, and multiply by X2--

X2Freighter rolls:4 o/4d

(with only 4 points available, you decide to allocate those points to defense)



-roll a 1d6 for your ship and multiply by X10--

X10(CA)Heavy Cruiser rolls:20 7o/13d

(in order to do only 3 points of damage, you must only allocate 7 points to offense. Put the rest on defense) 



Results-

X2Freighter damage: 3/15

X10(CA)Heavy Cruiser damage:  /30



With the Ferengi shields down, you are free to beam the cargo to your ship and release the Ferengi. Now it's your turn:



(Remember, whatever defense the Ferengi offers, put no more than 3 points more into your offense)



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage:  /30



repeat as necessary until the Ferengi sustains 3/15 points damage, then scroll down to the next session.



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage:  /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage:  /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage:  /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage:  /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage:  /30



Congratulations. You've just completed your first training mission. Return to Starbase One for debriefing.



Debriefing:

You are now familiar with the basic simple combat game. While there are advanced variations, the premise remains the same. Every class ship has a multiplier. Roll a 1d6 for your opponent, and the same for you. The idea of rolling for your opponent may seem unusual, but it makes this simple text-based game a single player game. In developing this game, I've had more than two hundred single-player simple combat engagements, with which I have tweaked and adjusted the formula to what seems like a good balance. The single-player method works for me. It should work for you. There is, however, PvP (Player vs Player) which is a great challenge. During the Advanced Command Training Mission, you'll learn some interesting and challenging variations, as well as Boarding Party/Landing Party missions and Fleet engagements. In the Command Training Graduate Mission, you'll put it all together, and be given the chance to save the legendary Kobayashi Maru. One hint: Just like James T Kirk, in Fantasy Trek, we don't believe in the no-win scenario.

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