1.1 TYPES OF SHIPS: Escorts, Cruisers and Science Starships are all very different from each other. An Escort is a manuverable high damage low survivability vessel that also has limited crew and power for utility purposes. A Cruiser on the other hand is a slow, cumbersome behemoth of a ship that has massive survivability and crew and armour, but only average damage output. Science Vessels fall part way between the two with only average damage capacity, but plenty of power and crew for combat effects. It's Important to realise that the ship you choose to pilot makes as much of an impact on what your character can do as what you decided upon as a character class, aswell as what Bridge Officers you have accompany you.
1.2 PARTS OF A SHIP:
1.2.1 SHIELDS, HULLS AND WEAPON SLOTS: define a large part of a ships abilities in combat. The Shields are resistant to torpedo's but vulnerable to certain Powers. The Hulls are generally protected untill shields are depleted and can be repaired in numerous ways, and Weapon Slots dictate how many weapons can be placed in the Fore (forward facing) and Aft (rear facing) of your ship.
1.2.2 EMMITERS DEFLECTORS AND SENSORS: are all related to the Science powers. Emmiters are primarily used in agressive debuffs/buffs, Deflectors are used in defensive debuffs and buffs, and Sensors are used in utility debuffs and buffs. All three catagories are very powerful, but it is not neccisary to be proficient in all of them, that is unless you want to have the flexibility to change your set up regularly. This is because unless you are a Science Officer its unlikely that you will get to equip enough Science Powers to utilise all of these stats.
1.2.3 ENERGY CORE: is the amount of energy that a ship has to power each of the four sub-systems. These sub-systems are weapons, shields, engines and auxillary. As you command your ship in combat you will find it advantageous to push power to different subsystems which will buff that particular system whilst lowering the effectiveness of the other systems. The greater the amount of energy you have in your systems in total, the less negative impact this has on the systems you are not buffing, which results in a much more stable performance from your ship.
1.2.4 CREW POPULATION: effects your hull repair rate and some boarding actions. Boarding Actions are essentially powers that send a boarding vessel to an enemy ship, the enemy can target this vessel to stop the power triggering, but in general, if the vessel hits, the powers have strong effects, which are increased messurably by a high crew stat. Crew can also be targetted by certain skills, and they can deminish by sustaining general ship damage, tho they will regenerate over a short period of time. As can be imagined, for ships that have low crew capacity, repairing the hull can be more difficult in a combat situation then it is for a ship with a large crew capacity. It is worth noting that shield repair rates are not affected by crew and thus are a good defensive focus for low crew ships.
1.2.5 TURN RATE AND SPEED: are both very important combat stats as you need both to avoid taking prolonged damage to one facing, and also to maintain damage to a single facing of an enemy ship. A faster speed will also mean that you can travel with in a system faster and likely means you will level up slightly faster over the long haul. Turn Rate's importance is increased if you plan to use small arc, high DPS weapons for frontal assualts instead of wide arc, average DPS weapons for broadsiding.
1.2.6 BRIDGE OFFICER SLOTS: are defined by two catagories, role and rank. Each ship will have a number of officer slots, and each slot will list what kind of officer, and of what maximum rank they may be to be equiped to the slot. The purpose of Bridge Officers is explained in much more depth below, for now, it's important to know that the maximum levels and roles for the Bridge Officers is very important in deciding what you are able to get your ship to accomplish. This part of the ship is as equally important to over all character abilities as your commanders class and the items you equip to your ship.
1.2.7 DEVICE SLOTS: dont appear to be overly important, and most ships seem to have more then enough slots to place different devices for difference occassions. In short a Device is a one use, long cool down, item that will generally replenish power to a system, or perhaps remove a negative effect from your ship. It is not neccissary to consider this stat when planning your character path.
1.3 SKILLS FOR A SHIP: Some Skills directly effect the base stats for a particular type of ship, it's important to know about these as they are often a great place to start with spending your skill points. The initial skills that are able to give you benefits from level 1 right through to level cap are (~?~). Science ships also come with a set of clickable combat powers, which are affected by your characters skill selection and your ships item layout. We'll explain this more later on, but for now its enough to know which character skills affect theses ship powers. These are (~?~)
2. YOUR CHARACTER
2.1 CLASS DESCRIPTION: If you think about the Skill Tree you'll notice that each class has one set of skills that are unique to each class, and (~?~) sets of skills that are common to all classes. It's very important to understand early how much this set up defines each class, whilst at the same time, doesn't. To Start this off lets define each class in a general sense. Tacticians are generally capable of putting out larger amounts of Damage Per Second through self buffing and target debuffing. They also get skills responsible for better manuvering. Engineers are generally capable of Repairing Hull damage and Shields to a much greater extent then other classes, they also get some combat debuffs. Science Officers are generally capable of repairing shields for themself and others, and also have access to powerful debuffs and crowd control. Whilst these appear to be very different character classes, and they can be as different as they seem, your initial class pick will not be the sole factor in what you are capable of achieving. Whilst you're the commander of your ship, you need to take into consideration that any class can pilot any ship, and each ship can carry a different amount of specialist Bridge Officers. Its the culmination of your skills, the ships stats, and your Bridge Officers skills that create your over all abilities.
2.2 COMMANDER RACIAL SKILLS. There is not a lot of options for ship orientated combat in the Commander Racials, but if you are looking to make the most of them, it is best to take the skills that align best with your class. Science Officers will like to take (~?~) Engineers will like (~?~) Tacticians will like (~?~) and just about everyone will appreciate (~?~) It's also worth noting that (~?~) increases your ships over all power settings and thus its over all general performance.
2.2.1 GROUND COMBAT SKILLS(~?~)
2.3 BRIDGE OFFICERS
2.3.1 AQUIRING BRIDGE OFFICERS: hence forth referred to as BOs, can be obtained in many different ways. During the tutorial, you get your first, after that, you can aquire more through missions or
by purchasing them at the Personel Section of a space port, from where you can scroll over each available BO to learn a bit more about them, such as the skills they have, their traits, their bust size (oh wait... sorry). Its certainly better to diversify at the start, taking one of each, as ships have a maximum number of each type of BO that can be equiped. BO's can also be obtained simply by leveling up. BO's aquired by leveling up and by completing certain mission can be green quality, or even BLUE quality as opposed to the standard white quality. If you are unfamiliar with MMO standards white items are common, green are uncommon, and blue rare, which translates to an increase in power as the rarity increases.
2.3.2 BRIDGE OFFICER SKILLS: Bridge Officers come with a set of skills that, if equiped to your ship, will be useable by you in combat. If you get a BO with a skill that you dont like it is easy enough to retrain his skill. Simply head back to personnel at a star port and look for the personal trainer in the Personel Sector. They will have a large list of skills to choose from. Don't expect to train your engineer in Torpedo Spread, or your Tactical officer in Tractor Beam however. As with the commanders class selection, a BO's designation as science officer enginnering officer, or tactical officer controls what skills they are able to take. This is of major importance when deciding what ship to fly in Teir 5, but for now, we're a long way off that issue. For now, look up the skills, read which ones you like, and select who to learn them. Keep in mind a few things: they cost merit, you may only have 1 ground and 1 space skill for each rank, and most skills have a shared cool down, so dont expect to be able to train multiple officers in the same skill so that you can spam it.
2.3.3 BRIDGE OFFICER SKILL SPREADS: Its worth noting that you do not need to have the level 1 skill for a BO to obtain the level 2 skill. For Example, you dont need Torpedo Spread One, to have Torpedo Spread Two on your BO. However mark 3 skills are a bit tricky to aquire and require that you are of sufficient skill level yourself to train the officer first hand. If you look at your skills using "K button", you will see that for your Commander skills, some say it "unlocks" an ability. This means that you need to get that skill to lvl 9 to be able to teach it to your BO's. This is of major importance when you note the kinds of BO's and the levels of each allowed in the teir 5 ships. In short, it will be difficult for any class of captain who is piloting a ship thats not in allignment with his class to have top grade BO's equiped. The general concensus tho, is the difference between mark 2 and mark 3 skills is not massive and the mark 3 Bridge Officer slots on ships can be fitted with Mark 2 Officers, so the loss of efficiency/power is not tremendous.
2.3.4 Bridge Officers and Teir 5 Ships. (~?~)
3. Skill Sets
3.1 Class specific Skills. (~?~) .
3.2 Weapon Specific Skills. (~?~)
3.3 Engineering Skills (~?~)
3.4 Science Skills (~?~)
3.5 Skill Quotas and Skill Cap (~?~)
4.1 Arcs and DPS (~?~)
4.2 Weapon Catagories (~?~)
4.3 Weapons and Teir 5 Ships (~?~)
5.1 Types of Item Slots.
5.3 Items and Teir 5 Ships
6. Space Combat
6.2 Shield Damage and Facings
6.3 Hull Damage
6.4 Subsystem Damage
6.5 Power Settings
6.6 Large Scale Encounters
6.7 Hints and Tips
7. Ground Combat
7.2 Squad Commands
7.3 Expose and Exploit
7.4 Hints and Tips.
8.1 SCANNING: located on your minimap is a Scanner button, if you are looking for an item of interest, say a computer terminal, for a quest, hitting this button will point to the nearest quesst object or the nearest Anomily. As you will like to collect every anomily you can, this is a great way to quickly and efficiently progress through quests.
8.2 MAP SYSTEM: the map system is split into 3 parts. The over all Star Map that shows the layout of sectors, the Systems List that lists all systems that are close by, and the Local Area map which shows a detailed area of the system you are currently in.
8.3 AUTO PILOTING: between area's is best achieved by glancing at the Star Map to get a general travel path, then selecting the Local Area Map and clicking on the boarder to set a course to it, and when you arrive in the location you desire, selecting the Systems List and clicking th system you wish to autopilot to. Utilising all three parts of the map like this will ensure you travel between quests and areas with minimal confusion, and minimal time expenditure.
9. ANOMILIES: whilst you play the missions you can press the scanner button on your mini map to have your ship scan for Space Anomilies. It will point out the closest anomily as well as state how many are located in the current area. I would strongly suggest to all players that they approach each and every annomaly they find during quests as it works similar to "faction" points with an item vending location. The Location is called Memery Alpha, and over time can provide your character with improved gear as you hand in the hundreds upon hundreds of items you gather from the scanned anomalies. I would also recommend that a player should not feel it neccisary to use memory alpha for all items whislt leveling, only that it would be prudent for end game to have collected and built faction with memory alpha as they level.
If you are able to assist in filling out the rest of this guide, please post. just add the number to the post so that I know euqickly where to put the information. Also, if theres more topics you'd like ot add, jsut number them so I have an indicator of where you think its appropriate to place the info anything marked with a (~?~) needs specifics answered too, so if you can help with that, then awesome
Thanks again, I'll continually update this as I play and discover more, but it's best if it gets finished fast.
Obviously its designed for new players to digest before they get stuck into complex discussions like character builds. It's about giving a great foundation of knowledge rather then giving specific specialist knowledge. thanks again