Star Trek Online Inertia: Missing units?
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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Inertia: Missing units?
01-31-2010, 04:15 PM
So... just what does the inertia stat mean in-game? I've searched for this and all I find are the various stats. For example, the Miranda class has an Inertia of "50"... 50 what? thousand metric tons? Kiloparsecs per fortnight? How many hundred pounds of beans I have to feed the crew before they can get the ship to warp when the warp engines are offline? (Let me tell you, nobody wants to talk to you after you use that method to dock a badly-damaged ship.)

Does a high Inertia mean the ship speeds up slower? If so, how much slower? Has anyone figured out the math behind this, if any?

Does it play into maneuverability? Overall velocity? The power setting on my engines?

100 tribbles to whoever writes up a good wiki page, too. (Remember, the Federation Aviation Administration has recently ruled that tribbles are not allowed as carry on luggage, even if you plan on stowing them in an overhead compartment.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-31-2010, 04:26 PM
Quote:
 Originally Posted by ChiaoFeng Does a high Inertia mean the ship speeds up slower? If so, how much slower? Has anyone figured out the math behind this, if any?
Inertia is a body's resistance to an outside physical force, some thing with a low inertia will accelerate faster when applied the same force, for example. In other words: A ship with high inertia will speed up slower than one with a lower inertia.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-31-2010, 04:43 PM

Just testing my tag
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-31-2010, 05:34 PM
Quote:
 Originally Posted by Mephane Inertia is a body's resistance to an outside physical force, some thing with a low inertia will accelerate faster when applied the same force, for example. In other words: A ship with high inertia will speed up slower than one with a lower inertia.
Well, yes, I understand textbook physics. But Star Trek only follows textbook physics when it feels like it, and I doubt the game is any different.

What I'm looking for is equations or something really close. If inertia is doubled, what does that mean in exact terms? Does it take twice as long to get up to speed? Or is there a logarithm in there?

Thought of another question: when a ship tractors another, does Inertia play into what happens next?

I just want to know if anyone has something concrete and not just hand waving.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-01-2010, 09:11 AM
Quote:
 Originally Posted by Mephane Inertia is a body's resistance to an outside physical force, some thing with a low inertia will accelerate faster when applied the same force, for example. In other words: A ship with high inertia will speed up slower than one with a lower inertia.
There is a flaw in your slaw there, son. You see, in STO, the larger a ship is, the LOWER the inertia stat.

The question the OP has put out, and which I would like the answer to as well, is what this number does IN GAME.

It seems very strange to me that the tiniest escort ships have more than four times the inertia of the largest cruisers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-01-2010, 10:51 AM
Has the inertia mystery been unlocked yet?

I saw that people say it's time to speed up and such, but that makes no sense. A Runabout has 100 Inertia while a top level cruiser has 15?! So the big cruiser accelerates way faster than the runabout?

I don't understand the inertia at all...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-01-2010, 10:56 AM
I think it has an inverse relationship, just like turn rate (higher turn rate, less time it takes to turn). The higher the inertia value, the less energy it takes to change what you're doing (turn, accelerate, decelerate, etc etc).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-01-2010, 11:08 AM
It seems to me it's what modifies the stats to the engine when you equip it on a ship.

When I reviewed a rare engine before equipping it, it had a speed stat, when I equipped it in my escort, that speed stat was reduced... when I equipped it in my cruiser it was more substantially reduced.

Now there could be any number of unknowns in the calculation with all the x = ((1 - y)/z) +3 that they can put in the balance of such things, but inertia seems to be the trait reducing speed on equipped engines.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-01-2010, 09:06 PM
Quote:
 Originally Posted by corbaer When I reviewed a rare engine before equipping it, it had a speed stat, when I equipped it in my escort, that speed stat was reduced... when I equipped it in my cruiser it was more substantially reduced. Now there could be any number of unknowns in the calculation with all the x = ((1 - y)/z) +3 that they can put in the balance of such things, but inertia seems to be the trait reducing speed on equipped engines.
Ooh, good catch. I'm going to make a point of recording these numbers before and after. Anyone else who wants to help, post what you see in this thread.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-01-2010, 10:50 PM
Quote:
 Originally Posted by corbaer It seems to me it's what modifies the stats to the engine when you equip it on a ship. When I reviewed a rare engine before equipping it, it had a speed stat, when I equipped it in my escort, that speed stat was reduced... when I equipped it in my cruiser it was more substantially reduced. Now there could be any number of unknowns in the calculation with all the x = ((1 - y)/z) +3 that they can put in the balance of such things, but inertia seems to be the trait reducing speed on equipped engines.
There is an impulse modifier on ships, which acts like a multiplier on how much speed you get from an engine.

For instance:

Tier 2 Fed:
Escort: 0.2
Cruiser: 0.15
Science: 0.15

I think inertia in this game has to do with how fast you can change your speed, and how long it takes to drop out of full impulse speeds. Lower the number, the longer it takes.

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