Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Power Allocation Explained
02-11-2010, 04:54 PM
Hello All,

Straight from the designers at the Daystrom Institute, the following is an explanation of Power Allocation.

Adding Power to Weapons - Increases energy weapon damage.
Adding Power to Shields - Increases shield regeneration.
Adding Power to Engines - Increases Starship Speed and Starship Defense (making you harder to hit)
Adding Power to Auxillary - Increases Turn Rate, Cloaking and Cloak Detection.

Most powers are also affected by power levels.

For example:
Power to Shields improves most shield powers
Power to Aux improves most science powers
Etc.

We hope this will assist in your future missions Captains. Q speed and good luck.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-11-2010, 04:57 PM
Interesting... thanks for the info. Didn't know about Auxiliary improving turn rate.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-11-2010, 05:07 PM
Quote:
Originally Posted by flibby
Interesting... thanks for the info. Didn't know about Auxiliary improving turn rate.
Yeah, me neither. Good to know.

Cryptic, please update your manual: http://www.startrekonline.com/manual

*looks at sig*

*sigh*

[Edit: Heck you even have a name for that part of your website. Dump the Support > Manual section and alink to "The Daystrom Institute" (if CBS allows)! BAM! Information source for game AND it's Trekkie ]
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-11-2010, 05:14 PM
I appreciate the confirmation of the information, but at this point... it is but confrmation of something that the community already found out about (There's this blog, The engines cannae take it, or something, that pored pretty deeply into this).

Falkoren, any chance that more detailed information could be made available for the game's mechanics, especially when they regard character advancement choices?

That would be much more appreciated.

Thanks!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-11-2010, 06:44 PM
So are cannons energy damage ?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-11-2010, 06:52 PM
Quote:
Originally Posted by Rarian_Rakista
So are cannons energy damage ?
Yes, cannons, beams and turrets are affected by the weapon power energy allocation. They are also affected by range (further they are, the weaker they hit).

Torpedoes and mines are not affected. Their damage is the same regardless of the weapon power setting. They are not affected by range.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-12-2010, 12:13 AM
If anyone is interested in the details, you might find this useful:

Ship Power Levels


It explains the exact effects of each power system according to the testing I've done so far.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-12-2010, 12:09 PM
Quote:
Originally Posted by BigBadB
If anyone is interested in the details, you might find this useful:

Ship Power Levels


It explains the exact effects of each power system according to the testing I've done so far.
To be blunt - Cryptic needs to take your information and make it available on their website. You know how the numbers behind the game work better than Cryptic themselves do, AND have it in an easy to read and understand format.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-13-2010, 09:00 AM
Quote:
Originally Posted by Falkoren
Hello All,

Straight from the designers at the Daystrom Institute, the following is an explanation of Power Allocation.

Adding Power to Weapons - Increases energy weapon damage.
Adding Power to Shields - Increases shield regeneration.
Adding Power to Engines - Increases Starship Speed.
Adding Power to Auxillary - Increases Turn Rate, Cloaking and Cloak Detection.

Most powers are also affected by power levels.

For example:
Power to Shields improves most shield powers
Power to Aux improves most science powers
Etc.

We hope this will assist in your future missions Captains. Q speed and good luck.
Thx for the Info but most of us are knowing that for long time...more specified information about internal algoritmus are in need, for example:

1) How much interferes the speed with the chance to get hit??

2) Has the angle between your flight path and the one of your attacker anything to do with the miss calculation? For example: get you a lower chance to get hit when you flying at a 90 degree angle to your foe as if flying straigthly away from him? I couldnt that figured out until now...

3) MOST IMPORTANT:

Could you pls IMPLEMENT HOTKEYS FOR THE DIFFERENT POWER ALLOCATIONS ?

Reason is simple: if you are in the middlest of combat and everywhere around is fire and explosions, you dont find your mouse pointer at once and even more, if you are flying a nimble escort!!! If you have to search your pointer for a few seconds, then hit the power allocation... for sure, your target is out of your focus

Or is there ANY workaround actually implemented??

Thy for the answers
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-13-2010, 09:29 AM
so, before the patch last night, were my power lvls would never go below 80 they drop to 0 in about 30-50 sec of fire.... was the power not dropping so much a bug?

I use

3 Tetryon Heavy Cannons And a Mk III Quamtm in the front
and 2 Phaser Beams in the Aft

Consoles: 2 +3.3 Wep power settings , Tac: 1 +9.4 Cannons and 1 +11 Cannons

am i setup wrong?

Edit: Nvm i put a EPS flow Reg +1 on and don't drop below 100 now
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