== Suricata's Ship and Starcharts ==
Well this is amusing, reviving the thread after going though its 3rd forum wipe (over the last 3 years the threads have aquired over half a million views!). As many will know I've been working on the ship and starcharts since closed beta, there have been many changes over the years, so please be aware that the information in these charts can and will change as the game changes, this also means that some information may fall out-of-date, if this happens let me know. I'll be making a foundry map for Dilithium donations in the near future! ;-)
Guide to Ship Terminology
There are 3 types of consoles in the game, these are Science, Tactical and Engineering. Each console effects different stats of your ship. Each of the 3 ship lines usually favors a specific slot type, thus a science ship will have more science console slots, an Escort will have more tactical console slots. When you look at a console, right clicking it with show a menu, if you click 'info' a window will pop up giving you examples of what skills the console stat effects. It is a very good idea to check exactly what your console effects, ideally you want consoles that complement your bridge officer skills. As a rule of thumb, consoles of the same type to not stack stats in a linear fashion.
Just to clear up some mis information, consoles do NOT have ranks, items you can equip on your ship are tied to your rank. Thus:-
Ensign / Leutenant = MK I & MK II
Leutenant Commander = MK III and MK IV
Commander = MK V and MK VI
Captain = MK VII and MK VIII
Admiral = MK IX and MK X
This is linked to your charactors rank, not the ship.
Consoles do NOT define what Bridge Offciers you can use, they are simply there as slots for devices to improve your ships stats for skills in those branches.
Each ship has Bridge officer slots, they are usually tied to a branch (science, tactical & engineering),however, some ships, like the Klingon Bird of Prey have neutral slots, meaning any branch bridge officer can occupy that station. As well as having branch slots, a ships Bridge officer stations are also rank restricted. This means that a Bridge officer will only be able to use the skills the station rank allows. The following ranks equate to how many skills a BO may use:-
Ensign = 1 Skill
Lieutenant = 2 Skills
Lieutenant Commander = 3 Skills
Commander = 4 skills
So, when you look at a ship on the chart, you will notice there is a rank underneath the bridge officer icon, this indicates the rank of the station the Bridge officer can take. It is worth noting that higher ranked bridge officer skills are more powerful, so you should take this into account when training your bridge officers, it may even mean you will want to retrain some skills as you level up your bridge officers, For example, I use High Yield Torpedo's on my tactical officer, every time I rank up my Tactical Bridge Officer, I teach her the next rank of High Yield Torpedo's and replace the old rank with another skill.
When using the chart, you want to look at what bridge officer stations a ship has, you should then look though the lists of bridge officer skills in the game and see which ones you would like to have. I'd recommend looking at Zeroth's Bridge Officer thread. Once you have your list of desired skills, see which ship has the bridge officer slots to accommodate the skills you want.
Each ship has a number of forward and aft weapon placements, when looking at a ships weapon placements you need to consider your play style, since different weapons require different play styles. Cannons for example have a very small firing arc, however, they do very good damage, they can only be used by escorts or Klingon chips (excluding the carrier). Since they have such a small firing arc, they are best used on agile ships that can keep the target in the arc. As a weapons firing arc increases, its damage decreases, so you need to decide on how much damage you want to trade off for you firing arcs. My personal preference is beam array's for broadsides. although many people prefer dual banks for powerful frontal strikes. It is also worth noting that energy weapons do less damage the further away you are from your target. There are a few types of beams/cannons in the game, they all do similar damage, however, different beams have different secondary side effects (the % chance changes with the lvl of the ietms):-
Phasers - % chance to disable a random subsystem
Disruptors - % chance lowers enemies damage resistance
Plasma Beams - % chance to apply plasma DoT
Tetryon Beams - % chance to do more damage to shields
Poleron Beams - % chance to reduce enemy subsystem ratings by 25
Anti-Proton - Bonus crit damage
Torpedos are more fun, since they share a 3 second global cooldown, so you can only fire one launcher at a time, you can however, have multiple torpedo tubes, you just have to be aware that they will stagger in thier firing, idealy, you don't want more tubes than the cooldown allows, for example, Photons have a 6 second cooldown, thus with a 3 second global cooldown, you don't want to equip more than 2 facing the same direction, as a 3rd one would be ready to fire when the first one has finished its cooldown, ideally, if you are going with a torpedo build, you need enough torpedos to cover the cooldown from when the first one fires, I've included the number required for max rate of fire. Torpedos also have different side effects like beam weapons
Photon (6 second cooldown, max rate 2) - High DPS
Quantum (8 second Cooldown, max rate 3) - High Alpha damage
Plasma (8 second cooldown, max rate 3) - Medium Damage, Chance to add a Plasma DoT to the target
Chroniton (10 second cooldown, max rate 4) - Medium Damage, Slows enemy down
Transphasic (10 second cooldown, max rate 4) - Low Damage, Higher % of the damage penetrates shields though. Kills enemy crew
TriCobalt (30 second global cooldown, max rate 1) - Massive damage, short disable effect
When looking at what ship class you want, weapon slots are not really as important, unless you like using cannons or other weapons with small, higher power firing arcs, in which case you will want to look at ships with more frontal weapon slots (like escorts)
These are for consumables (and pet shuttles!). Most ships have more than enough device slots, since most consumables activate a 5 minute shared cool down. So when you look at choosing a future ship, the number of device slots should not really be a deciding factor.
This is basically how fast the ship can turn. The larger the ship, the slower its rate of turn. This can have quite an effect on your play style, more so if you use weapons with small firing arcs. If you prefer using weapons that have small firing arcs, then you are best looking at getting a smaller ship with a higher turn rate.
Ship Tier Chart Revisions
Added Constellation, Soyuz, Discovery and TOS Constitution
Added the Valiant and Daedalus
Added Ranks to the ship Tiers
Added LCARS theme to the charts
Added initial Bridge Officer arrangements
Increased the resolution of the charts
Added Starfield to the background
Rearranged ship layouts
Changed the ship tier titles to be more accutaye
Added Escort, Cruiser and Science ship bonuses
Fixed several spelling Errors
Altered the sizes of a few ship that were in debate
Corrected more spelling errors!
Added the Hope class to the chart
Added a grid to the background to assist with scaling
Changed the text font to make it more legible
Added the Klingon Ships to the chart
Soyuz removed (most likely a variation of the Miranda)
Excelsior, Ambassador, Nebula and Steamrunner removed (most likely only NPC ships at launch)
Removed BO icon since it seems configs of the same tier and specialisation don't variate on what BO's you can use
Adjusted the bottom of the image so the Star bar doesn't block the image when used as a desktop
Fixed some of the Klingon ship lengths due to feedback on my typo's!
Fixed Typo's for several ship names
Removed the JJprise since it was mentioned in an interview that it isn't present (also got tired of the debate!)
Added Console, Bridge Officer and Weapon mounts (These are not accurate yet, but just placeholders)
Moved the Pre-order Connie to its own Tab
Added an Icon Guide to assist people with using the chart
Brightened the ships up a little, since the image was getting a bit drab
Moved the weapons and Bridge Officer icons to make more space for the higher tiers
Added a Nova variant from the Fleet actions video, I've placed it as the Aurora, although it could be the Qausar.
Added the Excaliber class (finally)
Re-added the Steamrunner and Soyuz, from what we've heard, they are able to be created within some configurations.
Added the unknown ship from recent screenshots and fleet actions video, for now I've placed it under specials until I figure out where to put it.
Rescaled the Defiant so it is in line with the Vigilant Configuration
Altered the Cheynne class name so its more clear its a class within the configurations, not a configuration itself
Added Noble class to the chart
Created new versions of the console and Bo icons
Made a new LCARS layout
Released Open Beta version of charts with more accurate information
Fixed B'rel Class typo
Added several stats to the Klingon ships upto Captain
Added the 'Tier' titles to help reduce confusion on what Tier everything is
Changed the 'hollow' pip to be more clearer on Bridge officer ranks.
Fixed several hull values to reflect changes made since beta to hull strengths
Changed the Prometheus and Luna class side views to be closer to the ingame models
Adjusted the Envoy class length, also adjusted the chart layout to fit it in!
Added several more ship profiles: Cochrane, Celestial, Phoenix, Cerberus, Majestic, Sol & Polaris classes
Added a suspected ship thats possably coming in the next major content patch.
New Rank Icons to closer imitate the STO feel
New Bridge Officer Icons with the STO uniform
New Layout to allow more space for new ships
Weapon damage type guides
Science Console stats guide
Ship Costs added
Re-adjusted Klingon ship stats as per the test server
Remade console icons to be easier to read. It should now be more obvious what consoles a ship has
Increased the charts resolution so that it can be printed out in a much better quality
Corrected the Somraw hull value
Removed a random Klingon logo floating amongst the Federation ships
Added the Destiny Class side view
Added the Emmissary class side view
Added the Vanguard class side view
Added text for the Imperial class ship (Side view coming soon)
Started to add screenshots of the ships to the chart to make it
Created new LCARS styling for charts
Added all missing ships upto and including Season 4:Crossfire
Added Enemy ship damage types (to assist players with accolades and resistance consoles)
Added Rhode Island to the chart
Fixed several typos
Corrected some ship labels that were mixed up
Added missing ship labels
Corrected additonal stats on the NX-class
Added several systems introduced with the Legacy of Romulas update
Added the Dilithium Mine Fleet Holding
Updated copyright information
Removed duplication of Iconia system
Added the new Romulan sector block, systems and sectors.
Renamed 'Azure Nebula' in B'moth sector to 'Yen Nebula', as per season 7 changes
Added Hromi Cluster to Pi Canis sector block
Added Arucanis Arm to Regulas sector block
Removed fleet actions due to the addition on PVE Queues
Removed Starbase list
Added new systems from Season 6
Added galactic map to show sector block locations
Updated the Star Chart for season 5 to include suggested routes for the 'Tour the Galaxy' Event. Kudos goto Azurian for the Federation route.
Remade the map and updated the information to Season 3.
Visual look of map revamped
Added Fleet Action Locations
Added New Klingon Clusters
Added Transwarp Gates
Remade the system Icons to differentiate system types
Adjusted the contrast of the image to assist people printing it out
Fixed several typo's
Remade Starfield to be a bit more detailed
Adjusted brightness and colour settings for people printing out the map
Added Borg System names to chart and system list
Added Ganalda Station for the Klingons
Fixed several typo's
Created a High resolution version for printing purposes
Corrected a few typos
Created a printable version
Original merged thread can be seen here:-
I'll be touching up the starcharts over the summer to add some missing systems that have been added. I'm also going to do another full revamp of the ship tier chart. With the addition of the new fleet system (and 45 new ships coming with it, mostly retrofits), the tier chart is starting to get incrediably messy. Since Spidermitch is covering that aspect of this chart now, I'll be converting my chart into a ship recognition chart instead, important ship information will still be present, but I'll let Spidermitchs chart cover the more details info on each ship type. You can find spidermitchs chart at the following link:-
You have the D'v'gamma skin of the B'rel on your chart, how did you get it? and do you have the M'Char skin?
If so dou you have a direct side on image of the M'Char?
Glad to see these back. I have to say I have always liked the more simplistic, clean style of your charts. I find them much easier to read and interpret. I can appreciate how making things "easy" to understand can take a whole bunch of work. I hope you will be able to find the time to keep these updated. :D
I've started work on updating the starcharts for season 6, due to the addition of the PVE queues and implementation of the DoFF system I'm removing the Diplomatic missions list and Fleet Action lists.
Due to many people getting confused about the location of Gamma Orionis sector block I've decided I'll be adding a Galactic map to the Star charts a well. It's still a work in Progress, the bright dots indicate where Voyager started its journey, where Earth is and where the Gamma Quadrant wormhole is.
STO Sector Locations
I'll be working on the sector blocks this coming week and slightly revamping the style of the chart to more closely match the style of the STO website (should make it look a bit more slick).
If anyone has any suggestions for what features they might like adding to the starcharts, please let me know :-)
For example, this map which covers the breadth of the Orion Spur, with the center of the galaxy to the 6 o'clock direction, shows Gam Ori roughly 1400 light-years out in the oh, 190-200 degree bearing.
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