Lt. Commander
Join Date: Dec 2007
Posts: 120
Supposedly the concept of full impulse is to draw power from other systems to get your ship to 100% engine power....

So why do your other power levels eventually hit zero?
Shouldnt you drain enough power to get engines to 100% and then stop?

For instance...an escort could have engine power set to 75% all the time... so shouldnt you drain just enough power from other systems to get that extra 25%?

Even if you bring engines up to 125% it still wouldnt bring everything to zero and would seem more reasonable.

Players keep their most important power level set highest so if they full impulse into combat in this new way that power will be lowered but still be at a reasonable rate when they enter combat.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
10-29-2010, 11:09 AM
Full impulse gives you a massive out of combat bonus to speed in exchange for setting all power levels to 5 (i think) except engines which are set to 100.

the reason all power levels get nuked is to keep it an "out of combat" tool by forcing you to drop out of full impulse at enough distance that your power levels will have time to recover.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
10-29-2010, 11:17 AM
Yeah, your ship isn't just at 100% engine power, it's doing speeds well beyond what you would see at 100% engine power while in combat.

I thought this was going to be a thread about renaming "full impulse", since when relaying speeds to my friends we usually say "quarter / half / three-quarter / full - impulse", except full impulse is also a mini-warp speed (which sounds stupid to say) in addition to having the speed slider maxed, and that leads to confusion.

Player 1: What speed are we going in at?
Player 2: Full impulse.
(Player 1 zips off)
Player 3: Wait, Player 1, where are you going?
Player 1: You said full impulse?
Player 2: No, no, the other full impulse.


Hate it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
10-29-2010, 11:24 AM
Full impulse is speed in excess of 100 pts in engines: and keep in mind it's pts, not %. It is effectively 185 pts to engines: 100 base and 85 pts to over-drive.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
10-29-2010, 11:45 AM
Quote:
Originally Posted by Lightw8
Supposedly the concept of full impulse is to draw power from other systems to get your ship to 100% engine power....

So why do your other power levels eventually hit zero?
Shouldnt you drain enough power to get engines to 100% and then stop?

For instance...an escort could have engine power set to 75% all the time... so shouldnt you drain just enough power from other systems to get that extra 25%?

Even if you bring engines up to 125% it still wouldnt bring everything to zero and would seem more reasonable.

Players keep their most important power level set highest so if they full impulse into combat in this new way that power will be lowered but still be at a reasonable rate when they enter combat.
I agree there is alot of power wasted somewhere, tho the Devs wanted a drawback for you going to full impulse speed and then coming out of it, just so you cant go into battle right away with weapons drawn

With my Vorcha Class right now I have my Weapons set to 90%, since I have weapon modules that add 14 Power to my Weapons so my Max Weapon power output is 125 at 90%, so going to 100% is a waste since 125 is max... and I can use that extra power towards other energy systems like Shields or Engines...

unless the Max 125 actually goes over 125 and doesnt show it ?

Power you have stored in Weapons for example should never drain away to nothing, its a Energy Weapon Bank... so the power is stored there like a capacitor... the only time Energy Weapon power should drain away is when you fire the weapon... the other thing with the "Phaser Banks" is that you were able to convert that energy stored into power for other systems, mostly in emergencys in the Series and Shows

Shields I can see draining away if there is no power to them, but as I said before the Devs wanted a Draw back for using full impulse speed...

I often use 100s of weapon power batterys which I use as soon as I come out of full impulse to help counter the power loss effect
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
10-29-2010, 02:18 PM
Either way, i would like the ability to making short micro jumps within a system, specially in PvP combat, it would be useful to be able to push your engines or that of the Impulse to be able to make a run away to come back after making some small repairs if that was the case if at all. Tactics, its all about Tactics.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
10-30-2010, 11:23 AM
Quote:
Originally Posted by Cosmic_One View Post
Full impulse is speed in excess of 100 pts in engines: and keep in mind it's pts, not %. It is effectively 185 pts to engines: 100 base and 85 pts to over-drive.
So full impulse is actually like having a 185 power level in engines?
Is that what you mean by points?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
10-30-2010, 11:28 AM
Quote:
Originally Posted by Lightw8
So full impulse is actually like having a 185 power level in engines?
Is that what you mean by points?
Yes. The system isn't based on %. It's points. When you switch to attack mode your points are 100/50/25/25. That isn't a percentage. It's a point system. When you're in Full Impulse your system is 5/5/100/5. Your using 115 of your 200 pts for that. You're not at 115%. The other 85 pts are being used to put your impulse engines in overdrive, which is why you lose them from attack, shields, and aux.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
10-30-2010, 11:54 AM
Quote:
Originally Posted by Combadge
Yeah, your ship isn't just at 100% engine power, it's doing speeds well beyond what you would see at 100% engine power while in combat.

I thought this was going to be a thread about renaming "full impulse", since when relaying speeds to my friends we usually say "quarter / half / three-quarter / full - impulse", except full impulse is also a mini-warp speed (which sounds stupid to say) in addition to having the speed slider maxed, and that leads to confusion.

Player 1: What speed are we going in at?
Player 2: Full impulse.
(Player 1 zips off)
Player 3: Wait, Player 1, where are you going?
Player 1: You said full impulse?
Player 2: No, no, the other full impulse.


Hate it.
It is a bit confusing. Consider this though, that in the TOS era, FULL impulse meant the ability to sustain speeds comparable to that of Warp .5 (Warp 1 being the speed of light, Warp .5 being around .125*c in which c is the speed of light). In Voyager, it was stated that Full Impulse was capable of traveling at roughly 80% the speed of light.

I think it's safe to say, even at full impulse, we aren't REALLY at the canonical "full impulse" or else we'd be zooming around the relatively tiny maps at ludicrous speeds.

That being said, the TV shows often suffered from a lot of continuity errors in the realm of technicalities such as this, especially with regard to ship traveling speed (the most notable error in difference being between two separate VOY episodes, in which warp 9.9 is capable of speeds roughly 21000 * c, while warp 9.975, which should be exponentially faster, was notably slower at speeds of only roughly 1600 * c). When you consider that one quarter impulse is what is generally used to move ships out of stardock (and therefore, to be considered quite slow), and then consider that Full Impulse (conceivably quarter impulse * 4) is up to 80% the speed of light, it's only rational to assume that there is either a gaping technical error when trying to reconcile these two speeds, or that, possibly, Impulse speed gains exponentially as it reaches "full" impulse, just as Warp speed does when approaching warp 10.

Though in that case, why use the term "quarter" impulse when a Factor system such as is used in the Warp system would be far more appropriate?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
10-30-2010, 11:56 AM
Quote:
Originally Posted by Acidrain View Post
Either way, i would like the ability to making short micro jumps within a system, specially in PvP combat, it would be useful to be able to push your engines or that of the Impulse to be able to make a run away to come back after making some small repairs if that was the case if at all. Tactics, its all about Tactics.
Micro jump. Yeah, like the "Riker" maneuver.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 08:51 AM.