Combat: Difference between revisions
Created page with "=== Overview === Combat is an optional mechanic which allows players to fight each other (if both parties agree to it) or against the Borg. Combat requires that the ship either possess a ship core, or be a TSCM Ship, as well as having damage enabled (found under the TSCM tool tab). Combat involves using [[Weapons|TSCM weapons] (some CAP weapons are enabled, however they are ineffectual, the TSCM equivalents deal significantly more damage)..." |
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=== Shields === | === Shields === | ||
A more detailed page on shields can be found here ([[Shields]] | A more detailed page on shields can be found here ([[Shields]]). Shields are not required however are encouraged as most weapons deal less damage to shields. | ||
=== Subsystems === | |||
Several [[TSCM Entities|TSCM entities]] have a 'subsystem' health which acts as a quasi secondary health bar. | |||
Any damage near a subsystem will damage it, so even if they're buried things like torpedoes likely can still partially hit them. | |||
As for weapons, at the moment they can't be damaged independently. Only shields, sensor arrays, cloaking devices, life support cores and tractor beam emitters can be targeted and damaged as subsystems. | |||
Subsystems are individually damageable entities that will degrade as they take damage and can be completely disabled if they reach a low enough subsystem health. Note that player weapons damage subsystems more than ship weapons, so boarding a ship and attacking its systems directly can be beneficial. | |||
The following entities are currently defined as subsystems: | |||
*[[Shields]] | |||
*[[Cloaking Device]] | |||
*[[Sensor Array]] | |||
*[[Stargazer#Life Support Controller|Life Support Controller]] | |||
*[[Tractor Beam]] | |||
*[[Repair Beam]] | |||
*[[Ship Drives]] | |||
Latest revision as of 18:23, 30 December 2025
Overview
Combat is an optional mechanic which allows players to fight each other (if both parties agree to it) or against the Borg.
Combat requires that the ship either possess a ship core, or be a TSCM Ship, as well as having damage enabled (found under the TSCM tool tab).
Combat involves using [[Weapons|TSCM weapons] (some CAP weapons are enabled, however they are ineffectual, the TSCM equivalents deal significantly more damage) to fire at targets.
Targets can have some sort form of shield and plating, but at a minimum have core health. Once the health reaches 0, the entity is destroyed (though not instantaneously).
Weapons
"Weapons Quark, weapons!"
A more detailed page on weapon types can be found here (Weapons). Weapons require power, and a TSCM core. A member has a total limit of 16 weapons, and it is best to very the weapon types used (there is a penalty for spamming the same type of weapon).
Shields
A more detailed page on shields can be found here (Shields). Shields are not required however are encouraged as most weapons deal less damage to shields.
Subsystems
Several TSCM entities have a 'subsystem' health which acts as a quasi secondary health bar.
Any damage near a subsystem will damage it, so even if they're buried things like torpedoes likely can still partially hit them.
As for weapons, at the moment they can't be damaged independently. Only shields, sensor arrays, cloaking devices, life support cores and tractor beam emitters can be targeted and damaged as subsystems.
Subsystems are individually damageable entities that will degrade as they take damage and can be completely disabled if they reach a low enough subsystem health. Note that player weapons damage subsystems more than ship weapons, so boarding a ship and attacking its systems directly can be beneficial.
The following entities are currently defined as subsystems: