Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Mini-Guide to Impulse Engines
06-17-2010, 02:10 PM
Mini-Guide to Impulse Engines

Section I
The Basics

Once you've gotten upward in grade and/or rank,, you've probably discovered there are lots of different impulse engines. In this guide, I will set out to demystify and simplify impulse engine. Without further adieu let's get started.

The impulse engines is the equipment on your ship that allows your ships to at sub-light speeds outside of Sector Space. In Sector Space, you are moving faster then light using your Warp Engines. In general if you loose your Engine Subsystem , you can't move or turn faster than a snail's space. You are a sitting duck ripe for the plucking.

The top speed of your ship depends on the engine power. Engine power is power setting plus all of the possible bonuses from skills, consoles, traits, and ship class power bonuses. The higher the engine power the faster you can do. Engine power also affect how fast your ship can turn in the same manner. Your throttle affect how much thrust your impulse engine is generating. It has a linear response. And I say thrust as big ships have a large amount of mass to overcome when changing directions. You'll see the as sliding turns at high speeds. And you can view you ship's current speed by holding the mouse pointer over the throttle bar. The speed (Impulse Factor) will show in real time as a tool tip.

Your ship also has a mode know as Full Impulse. Full Impulse diverts all (actually most) ship's power to the engines (your other subsystems drop down to 5). This allows your ships to travel much faster. In general, Full Impulse is 2-3x as fast as normal mode, And Full Impulse can only be used out of combat. When you enter into combat mode, Full Impulse mode is automatically disengaged.

Impulse Engines Types

Note: For this guide I'll use the term "impulse engine(s)" in referring to all engine types. The term "Impulse Engine" will use used for that specific type of engine.

To begin with I'll start with the engine types and well get into more detail later. In broad terms, there are three different types of impulse engines. The differ on their performance curves (i.e. top speed vs engine power setting). In my Beginner's Guide to Ship's Power, I refer to high power as 75+ and low power as <75. In this guide, I'll be use much broader ranges high will be 60+ and low power will be <40. There are three different types of impulse engines: the Impulse Engine, Hyper Impulse Engine, and the Combat Impulse Engine.

Impulse Engines
Those are the plain vanilla type of engines. The Impulse Engine has a linear performance curve. It's not a curve, it's a straight line. Your new ships come equipped with an Impulse Engine. And there isn't much more to be said about them.

Hyper Impulse Engines
The Hyper Impulse Engine power curve is skewed. It skews upward at higher engine power. And it skews downward at low power settings. So at high power settings is substantially faster then other impulse engines. And at low power settings, it's slow then other engine types.

Combat Impulse Engines
The Combat Impulse Engine power curve is skewed in the opposite manner of the Hyper Impulse Engine. It skews downward at high power settings. And it skews upward at low power settings. So the Combat Impulse Engine is slower at high power levels, and it's faster then other engines at low power levels.

Section II
Impulse Engines : The Equipment

In the section, I'm going to discuss the impulse engines as equipment and that means stats. As in all equipment, they have different tiers (e.g. Mk I, Mk II, etc.) The higher the tier, the better the base stats.

Engine Stats
Engine have 3 basic stats which affect your ship's movement: Speed (SPD), Turn Rate (TURN), and Full Impulse (FULL). Speed is the base speed the engine gives your ship when it moves. The Turn Rate determines how fast your ship can turn. And Full Impulse is the additional amount of Speed you travel when you activate Full Impulse.

Ship Modifiers
Now as ship equipment, the class of ship that you currently flying has equipment modifiers. These modifiers adjust to the base equipment stat when installed. And when viewing engine equipment, the stats may be adjusted when within the context of your ship (i.e. looking a equipped equipment or items in your inventory). If you are comparing stats in the same context, you won't be getting false numbers. I won't get into details but in general the bigger the ships, the lower the ship speed and turn rate modifiers. The smaller the ship, the higher the engine speed and turn rate modifiers.

Additional Attributes
Engines, as equipment, also has differing levels of quality (e.g. Common=White, Uncommon=Green, Rare=Blue, Ultra-Rare=Purple). Engines has better quality by having additional attributes. In most cases it will be 1-3 of the following attributes: [SPD], slight increase to the base Speed state; [TURN], a slight increase to the base Turn Rate stat; [FULL], a substantial bonus to Speed at Full Impulse; and [AUX], allows 25% Speed and Turn when engine subsystem is disabled.

Special/Unique Engines
There are a couple of (so far) unique rare (Blue) impulse engines you should keep an eye out for. First is the Efficient Impulse Engine Mk IV. This is a possible reward for the "City on the Edge of Never" Federation mission. This little gem of an engine has the stats of a Hyper Impulse Engine. And it gives a +5 power setting bonus to Weapons, Shields, and Auxiliary Systems. This is the same as three of the Mk IX engineering power consoles. And they don't use any Engineering Console slots. I know of many players using this engine even at Rear Admiral/5.

The second engine is the Combat Hyper Impulse Engine Mk VI. It's a possible reward from the "S'harien's Sword" Federation mission. No, you aren't reading that wrong. This engine is both a Hyper and Combat engine. It has superior speeds at high and low power settings.

Section III
What's the right engine for me?

I'm going to give the all purpose answer that everyone hates: It depends. It depends because everyone has their own play style and character builds. There are so many things to consider, there isn't a "one size fits all" answer. But I will give some general advice to help you determine which engine is right for you.

The main factor is the Engine Subsystem power setting which ultimately is your top speed. The power level(s) that you run at will be the biggest determinate for choosing your engine. Since I'm not going to include graphs. here is the next best thing: a chart.

Engine Power .............100....75.....50.....25

Hyper Impulse Engine ....29.78..23.80..17.84..11.86
Impulse Engine ..........27.13..22.69..18.28..13.86
Combat Impulse Engine ...24.17..21.52..18.86..16.21

Note: The chart is the top speed at full throttle at different power settings. The stats are for a Deep Space Science Vessel using like Mk X engines. The top speeds for other type of ships will very depending on the stat modifier. But the proportions between the number will the same.

In general if your engine power setting run in the low range, a Combat Engine is probably the best choice. Your top speed at lower engine power is quite a bit better then the other two engine types. Some player flying smaller ships may have their engine power allocation at 40-50 because they depend on speed for defense. As you can see from the chart above, the Combat Engine is still a slightly better choice. And at high engine power setting, Hyper Impulse Engines are by far faster.

If you run at the mid power band most of the time, your engine won't make that much difference. The difference in speeds is less then 1 Impulse Factor. So your engine choice isn't that critical. So take into account if you run at lower or higher engine power at times. If its a substantial amount of time, the Hyper or Combat Impulse engine might be for you.

And were does that leave the Impulse Engine? Well it's a middle of the road choice. If you are varying your engine power to all levels of the time, the Impulse Engine is going to be your best choice because of it's linear performance curve.

Extra Attributes
And now a discussion about extra engine attributes: [SPD], [TURN], [AUX], [FULL]. The [SPD] and [TURN] bonuses are base +1 which will be modified for ship type. If you want a higher Speed or Turning Rate for you ship, look for engines with one or both of these attributes. These bonuses affect the base stat of the ship, other modifiers (e.g. high engine power or RCS Turn Rate consoles) which buff these stats will also boost the bonus as well.

If you hate taking forever traveling around asteroid belts or orbiting planet, engine with the [FULL] attribute. This will boost your top Full Impulse speed by quite a bit. If you get an [FULL]x3 impulse engine, in a Reconnaissance Science Ship or Escort, you can get from here to there in the blink of a Scalosian's eye.

If you are a big PVP player, investing in an engine with the [AUX] attribute is a good idea. When you engine is knocked out by whatever means, your ships speed drops to 5 and your turn rate make's a snail look like a Olympic runner. But if your impulse engine has the [AUX] attribute your can still move and turn at 25% of your base stats. Being able to still maneuver your fragile Escort can be difference between surviving or being turn into an exploding cloud of gas and debris.

And this is the end of the mini-guide. I hope you found it useful. If you learn one new thing you didn't know before, then I have succeeded in my goals for this guide.

Edit: Updated with clearer description of engine power. Corrected Combat Hyper Impulse Engine, Mk VI to proper name and added mission name.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-17-2010, 02:21 PM
nice guide
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-17-2010, 02:49 PM
Good wirite!

I always thought Hyper-impulse engines was more effective at 50 engine power, guess I was wrong. Is the chart done using common engines?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-17-2010, 04:08 PM
Excellent guide! Could have used this months ago! Really clears up the engine choosing process.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-17-2010, 05:04 PM
Originally Posted by thamupp View Post
I always thought Hyper-impulse engines was more effective at 50 engine power, guess I was wrong. Is the chart done using common engines?
Well they weren't common (White Engines). But they all were only [Turn]x2 from the Exploration Vendor. All of their base stats are the base.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-17-2010, 05:16 PM
Or just snap on your efficient MkIV engines and fuhgeddaboudit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-18-2010, 10:00 AM
Originally Posted by fuzun View Post
Well they weren't common (White Engines). But they all were only [Turn]x2 from the Exploration Vendor. All of their base stats are the base.
Okey. I did some testing to see whats best for me and I've found that Hyper-impulse works best for me.

It seems like at just over 50 engine power (I run 54) Hyper-impulse engines gets an advantaged.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-19-2010, 01:54 AM
Thank you. New player here and this was one thing I wasn't getting with the combat engines. I like charts and that made it crystal clear for me. Thanks again for taking the time to write this up.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-19-2010, 10:54 AM
Another great guide from Fuzun! Thanks for sharing your work with us.

Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-23-2010, 07:52 PM
Nice guide. After reading I decided to do some testing of my own to see if I was choosing the optimal type of engines for my ships. I always used combat impulse engines regardless of the type of ship I was in as I always run 25 power for engines but I found that it wasn't the best choice for my Advanced Escort.

Advanced Escort + Rare Combat/Impulse/Hyper Engines (Turn x2) from Earth Space dock

50/25 Engine Power

Combat (+13 Spd) = 21.66
Impulse (+14 Spd) = 22.35
Hyper (+14 Spd) = 23.04

Very Rare Combat (Turn, Spd, Aux)(+15 Spd) = 23.00

Surprisingly at 25 power (50 with bonuses) the blue Hypers are the best, even better than my purple combat +15 engines. Seems I wasted 52 marks on the wrong engines...

It's a different story in an Assault Cruiser though. At the Earth space dock, the Rare Combat Engines have a higher speed stat in the info tool tip than the other two types. For Escorts the Combats have a lower speed stat in the info tool tip.

Assault Cruiser + Rare Combat/Impulse/Hyper Engines (Turn x2) from Earth Space dock

55/25 Engine Power

Combat (+12 Spd) = 20.32
Impulse (+11 Spd) = 20.12
Hyper (+ 11 Spd) = 20.03

So even at a slightly higher power level than the 50/25 of the Adv. Escort, the combat engines have the slight edge.

The fact that the same Combat Engines have a higher speed stat than the Hyper and Impulse types for cruisers, and the lowest speed stat for Escorts seems to indicate that Combat Engines have a bias to cruisers, and the Hyper Engines have a bias to Escorts. Maybe Impulse engines would have a bias for Science ships. Something to test later I guess.


Recon Science Ship + Same 3 engines (No Science Starship skills)

50/25 Engine Power

Combat (+12 Spd) = 17.98
Impulse (+12 Spd) = 17.92
Hyper (+12 Spd) = 17.93

The Science ship seems neutral to engine type as all three engines have the same speed stat. Combats win out slightly at 50/25.
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