Ships: Difference between revisions

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== Movement controls ==
<div style="border: solid red; background-color: lightpink; border-width: 5px; padding: 10px; margin: 10px">
[[File:MOVE commands.png|thumb|The movement controls menu]]
This page is currently being overhauled, some details may not be accurate.
If a formation action menu is opened movement controls will be applied to the guide ship.
{| class="wikitable"
! Display
! Setting
! Effects
|-
| '''ORB'''
| Orbit Position
| Move to a designated area and orbit around it
|-
| '''POS'''
| Move To Position
| Move to a designated area and hold position
|-
| '''CHD'''
| Clear Hold Heading
| Cancels a Hold Heading command
|-
| '''HDG'''
| Hold Heading
| Face the selected direction regardless of heading
|-
| '''CRS'''
| Drive Course
| Travel in a direction indefinitely
|-
| '''CRL'''
| Clear Roll Ship
| Cancels a Roll Ship command
|-
| '''ROL'''
| Roll Ship
| Selects a new direction as the "up" direction of the ship
|-
| '''FRM'''
| Form With Ship
| Choose a ship to become a guide ship and then designate a position around it
|-
| '''CLR'''
| Clear HDG/ROL
| Cancels Hold Heading and Roll Ship commands
|-
| '''ALD'''
| Assume Lead
| Become the new guide ship of the formation
|-
| '''ALL STOP'''
| Hold Position
| Cancels all movement commands
|}


=== Tactics ===
Refer to http://nebfltcom.wikidot.com/hull:list for an up to date list of hull stats.
* '''ORB / Orbit Position''' allows most weapons to have a good angle on the target. However it also exposes the same armor side continuously, which can be whittled down with enough fire.
</div>
* '''HDG / Hold Heading''' can be used to avoid exposing the main engines, drive module and reactor to enemy fire but the ships will have less acceleration.
* '''ROL / Roll Ship''' can be used to keep certain weapons or radar panels angled at an enemy ship. Ships can roll faster than enemy ships of the same size can position around them.
* '''ALD / Assume Lead''' is useful if the guide ship becomes disabled but the rest of the fleet need to carry on with their objective.


== Posture controls ==
== Posture controls ==
[[File:Posture controls.png|thumb|400px|The posture controls]]
Posture controls determine how a ship will operate and maneuver and which sensor and defensive systems are enabled.
Posture controls determine how a ship will operate and maneuver and which sensor and defensive systems are enabled.
{| class="wikitable"
{| class="wikitable"
! Display
! Display !! Full name !! Settings
! Full name
! Settings
|-
|-
| '''THRTL'''
| '''THRTL'''
Line 71: Line 17:
* 2/3: Ship will move at 2/3 of max speed.
* 2/3: Ship will move at 2/3 of max speed.
* FULL: Ship will move at max speed.
* FULL: Ship will move at max speed.
* FLANK: Ship will move above max speed. Prolonged use will cause damage to engines.
* FLANK: Ship will move above max speed. Causes damage to engines.
|-
|-
| '''MNVR'''
| '''MNVR'''
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| '''FORM'''
| '''FORM'''
| Formation Positioning
| Formation Positioning
| Determines how all ships in the current formation take position relative to the guide. True positioning will keep the same true bearings regardless of the direction the guide is facing. Relating positioning will reposition escorts when the guide turns. Setting this applies to all ships in the same formation. In Loose mode the guide will not slow down to let lagging escorts catch up.
|  
* REL: Ships will have the same orientation of the guide ship. The guide will wait for other ships to catch up.
* TRU: Each ship will keep its own orientation. The guide will wait for other ships to catch up.
* LOOSE: The guide will not wait for other ships to catch up.
|-
|-
| '''BSHRT'''
| '''BSHRT'''
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| '''ESUPT'''
| '''ESUPT'''
| Electronic Support Modules
| Electronic Support Modules
| Controls the activity of passive electronic support modules. Does not reduce signature, but can be toggled to reduce clutter once a sensor track has been acquired on a signal.
|  
* ON: Electronic support will display.
* OFF: Electronic support will not display.
|-
|-
| '''WCON'''
| '''WCON'''
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| '''PDTRT'''
| '''PDTRT'''
| Point Defenses - Turrets
| Point Defenses - Turrets
| Controls the automatic or manual tasking of point defense turrets. When in MAN, turrets will only shoot at designated point defense priorities. When in DEDI, only dedicated point defense turrets will be used and dual-purpose weapons will be left idle.
|  
* AUTO: Dedicated point defense turrets and dual-purpose weapons will target the closest missiles.
* DEDI: Dedicated point defense turrets will target the closest missiles.
* MAN: Point defense turrets will only shoot at designated missiles.
|-
|-
| '''PDSML'''
| '''PDSML'''
| Point Defenses - Missiles
| Point Defenses - Missiles
| Controls the firing of interceptor missiles. Click to open policy settings.
|  
* Controls the firing of interceptor missiles. Click to open policy settings.
|-
|-
| '''DECOY'''
| '''DECOY'''
| Point Defenses - Decoys
| Point Defenses - Decoys
|  
|  
* LEAST: Only the lowest-capability decoy necessary to defeat a given threat will be deployed.
* LEAST: Only the lowest-capability decoy necessary to defeat a given threat will be deployed. If the missile type is unknown all decoys will be fired.
* BEST: Only the highest-capability decoy necessary to defeat a given threat will be deployed.
* BEST: Only the highest-capability decoy necessary to defeat a given threat will be deployed. If the missile type is unknown all decoys will be fired.
* AUTO: All decoys compatible with the threat will be deployed.
* AUTO: All decoys compatible with the threat will be deployed. If the missile type is unknown all decoys will be fired.
* MAN: Decoys can only be deployed manually
* MAN: Decoys can only be deployed manually via the Action Menu.
|-
|-
| '''PDZNE'''
| '''PDZNE'''
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|}
|}


'''TODO: ADD PIC'''
== Integrity rating ==
A ship's integrity directly affects how said its components are from damage. Lots of empty space means less structural members to absorb damage and protect components. A ship with the majority of its component slots filled will have full protection of the hull's Damage Reduction value, while a mostly empty hull will not.


== Missiles ==
== Ship hulls ==
Missiles are the most powerful weapons but they have limited ammunition, can be shot down and fire slower than other weapons. The number of missiles that can be prepared to fire at the same time depends on the ship's maximum salvo size. There are three types of missile guidance:
Ship hulls determine a ship's base stats as well as how many components it can have.
* '''Command guided''' missiles are guided by the launching ship. They fly in a straight line and if they miss the target they will turn around and try again until they runs out of fuel, are shot down, or finally hit the target. They are very difficult to avoid but can be rendered harmless by destroying the launching ship or jamming its sensors or communications. Command guided missiles must be shot at a sensor track.
 
* '''Active radar guided''' missiles guide themselves. They can be ordered to fly along indirect paths. When they reach the end of their path they will seek a target in a cone in front of them. If fired at long range they can be avoided with evasive maneuvers. They are also vulnerable to jamming or sufficiently advanced decoys.
=== Shelter Alliance hulls ===
* '''Semi-active guided''' missiles guide themselves but require an illuminator to home in on a target. The illuminating signal can be provided by any ship with an illuminator but can be blocked by asteroids. They are less vulnerable to jamming and decoys.
Shelter Alliance ships scale linearly. Larger ships are more resilient and carry more components but are slower and more expensive.
{| class="wikitable" style="text-align: center;
! Name
! Mass (tonnes)
! Armor Thickness (cm)
! Component DR (%)
! Crew
! Crew Vulnerability (%)
! Structural Integrity
! Radar Signature (m2)
! Slots
! Modifiers
! Point Cost
|-
| '''Sprinter Corvette Class'''<br>[[File:Sprinter Screenshot.png|160px]] || 3000 || 8 || 0 || 40 || 60 || 1000 || 2890 || 4 Mounts<br>4 Compartments<br>4 Modules || -20% Flak Damage Probability || 100
|-
| '''Raines Frigate Class'''<br>[[File:Raines Screenshot.png|160px]] || 5000 || 15 || 5 || 50 || 60 || 3000 || 3783 || 4 Mounts<br>5 Compartments<br>5 Modules || -15% Flak Damage Probability<br>+1 Missile Programming Channels || 125
|-
| '''Keystone Destroyer Class'''<br>[[File:Keystone Screenshot.png|160px]] || 8000 || 22 || 10 || 50 || 45 || 4000 || 6281 || 7 Mounts<br>7 Compartments<br>7 Modules || +1 Missile Programming Channels<br>-75% Overheat Damage Chance (Beam)<br>+25% Powerplant Efficiency || 200
|-
| '''Vauxhall Light Cruiser Class'''<br>[[File:Vauxhall Screenshot.png|160px]] || 10000 || 30 || 20 || 75 || 25 || 5500 || 11727 || 10 Mounts<br>9 Compartments<br>9 Modules || +2 Missile Programming Channels || 350
|-
| '''Axford Heavy Cruiser Class'''<br>[[File:Axford Screenshot.png|160px]] || 13000 || 40 || 40 || 90 || 25 || 6500 || 14332 || 11 Mounts<br>11 Compartments<br>12 Modules || +2 Missile Programming Channels || 600
|-
| '''Solomon Battleship Class'''<br>[[File:Solomon Screenshot.png|160px]] || 21000 || 52 || 40 || 150 || 30 || 8000 || 27876 || 14 Mounts<br>16 Compartments<br>15 Modules || || 1000
|}
 
=== Outlying Systems Protectorate hulls ===
Outlying Systems Protectorate are more specialized, with each ship hull being made for different roles.
{| class="wikitable" style="text-align: center;
! Name
! Mass (tonnes)
! Armor Thickness (cm)
! Component DR (%)
! Crew
! Crew Vulnerability (%)
! Structural Integrity
! Radar Signature (m2)
! Slots
! Modifiers
! Point Cost
|-
| '''Ferryman Clipper Class'''<br>[[File:Shuttle Screenshot.png|170px]] || 1500 || 5 || 0 || 55 || 60 || 1000 || 2890 || 3 Mounts<br>3 Compartments<br>4 Modules || -20% Flank Damage Probability || 50
|-
| '''Draugr Clipper Class'''<br>[[File:Tugboat Screenshot.png|170px]] || 3500 || 5 || 0 || 40 || 60 || 1000 || 4685 || 5 Mounts<br>5 Compartments<br>4 Modules ||  || 75
|-
| '''Flathead Monitor Class'''<br>[[File:Cargo Feeder Screenshot.png|170px]] || 5000 || 40 || 20 || 40 || 60 || 1000 || 9869 || 5 Mounts<br>6 Compartments<br>5 Modules || || 175
|-
| '''Ocello Command Cruiser Class'''<br>[[File:Ocello Screenshot.png|170px]] || 12000 || 30 || 40 || 80 || 25 || 6500 || 15745 || 11 Mounts<br>9 Compartments<br>10 Modules || +2 Missile Programming Channels<br>+5% Max Repair<br>+10% Powerplant Efficiency || 575
|-
| '''Marauder Line Ship Class'''<br>[[File:Bulk Freighter Screenshot.png|170px]] || 15000 || 20 || 35 || 100 || 75 || 3000 || 15745 || 15 Mounts<br>9 Compartments<br>8 Modules || +20% Team Move Speed<br>+1 Missile Programming Channel || 350
|-
| '''Moorline Line Ship Class'''<br>[[File:Container Liner Screenshot.png|170px]] || 15000 || 20 || 20 || 100 || 75 || 3000 || 15745 || 11 Mounts<br>9 Compartments<br>6 Modules || +2 Missile Programming Channels || 600
|}

Latest revision as of 15:20, 25 September 2024

This page is currently being overhauled, some details may not be accurate.

Refer to http://nebfltcom.wikidot.com/hull:list for an up to date list of hull stats.

Posture controls

The posture controls

Posture controls determine how a ship will operate and maneuver and which sensor and defensive systems are enabled.

Display Full name Settings
THRTL Throttle Control
  • 1/3: Ship will move at 1/3 of max speed.
  • 2/3: Ship will move at 2/3 of max speed.
  • FULL: Ship will move at max speed.
  • FLANK: Ship will move above max speed. Causes damage to engines.
MNVR Maneuvering Posture
  • DIRECT: Ship will move in a straight line.
  • EVADE: Ship will make random course changes to attempt to avoid incoming fire.
FORM Formation Positioning
  • REL: Ships will have the same orientation of the guide ship. The guide will wait for other ships to catch up.
  • TRU: Each ship will keep its own orientation. The guide will wait for other ships to catch up.
  • LOOSE: The guide will not wait for other ships to catch up.
BSHRT Battle-Short
  • OFF: Specialized equipment will shut down after 90 seconds of use.
  • ON: Specialized equipment will periodically receive damage after 90 seconds of use.
RADAR Radar Emissions Control
  • ON: Ship sensors are active.
  • OFF: Ship sensors are inactive. -25% signature.
COMM Communications Emissions Control
  • XMIT: Ship comms are active.
  • RECV: Ship sensors are inactive. -10% signature.
ESUPT Electronic Support Modules
  • ON: Electronic support will display.
  • OFF: Electronic support will not display.
WCON Weapons Control
  • FREE: Ship will automatically return fire with non-missile weapons on targets that are firing at them.
  • TIGHT: Ship will not attack except when given a target.
  • HOLD: Ship will not attack. Turrets will still bear on any current target.
PDTRT Point Defenses - Turrets
  • AUTO: Dedicated point defense turrets and dual-purpose weapons will target the closest missiles.
  • DEDI: Dedicated point defense turrets will target the closest missiles.
  • MAN: Point defense turrets will only shoot at designated missiles.
PDSML Point Defenses - Missiles
  • Controls the firing of interceptor missiles. Click to open policy settings.
DECOY Point Defenses - Decoys
  • LEAST: Only the lowest-capability decoy necessary to defeat a given threat will be deployed. If the missile type is unknown all decoys will be fired.
  • BEST: Only the highest-capability decoy necessary to defeat a given threat will be deployed. If the missile type is unknown all decoys will be fired.
  • AUTO: All decoys compatible with the threat will be deployed. If the missile type is unknown all decoys will be fired.
  • MAN: Decoys can only be deployed manually via the Action Menu.
PDZNE Point Defense Zone
  • AREA: Point defenses will target all missiles, prioritizing the ones threatening the ship.
  • POINT: Point defenses will target only missiles threatening the ship.

Integrity rating

A ship's integrity directly affects how said its components are from damage. Lots of empty space means less structural members to absorb damage and protect components. A ship with the majority of its component slots filled will have full protection of the hull's Damage Reduction value, while a mostly empty hull will not.

Ship hulls

Ship hulls determine a ship's base stats as well as how many components it can have.

Shelter Alliance hulls

Shelter Alliance ships scale linearly. Larger ships are more resilient and carry more components but are slower and more expensive.

Name Mass (tonnes) Armor Thickness (cm) Component DR (%) Crew Crew Vulnerability (%) Structural Integrity Radar Signature (m2) Slots Modifiers Point Cost
Sprinter Corvette Class
Sprinter Screenshot.png
3000 8 0 40 60 1000 2890 4 Mounts
4 Compartments
4 Modules
-20% Flak Damage Probability 100
Raines Frigate Class
Raines Screenshot.png
5000 15 5 50 60 3000 3783 4 Mounts
5 Compartments
5 Modules
-15% Flak Damage Probability
+1 Missile Programming Channels
125
Keystone Destroyer Class
Keystone Screenshot.png
8000 22 10 50 45 4000 6281 7 Mounts
7 Compartments
7 Modules
+1 Missile Programming Channels
-75% Overheat Damage Chance (Beam)
+25% Powerplant Efficiency
200
Vauxhall Light Cruiser Class
Vauxhall Screenshot.png
10000 30 20 75 25 5500 11727 10 Mounts
9 Compartments
9 Modules
+2 Missile Programming Channels 350
Axford Heavy Cruiser Class
Axford Screenshot.png
13000 40 40 90 25 6500 14332 11 Mounts
11 Compartments
12 Modules
+2 Missile Programming Channels 600
Solomon Battleship Class
Solomon Screenshot.png
21000 52 40 150 30 8000 27876 14 Mounts
16 Compartments
15 Modules
1000

Outlying Systems Protectorate hulls

Outlying Systems Protectorate are more specialized, with each ship hull being made for different roles.

Name Mass (tonnes) Armor Thickness (cm) Component DR (%) Crew Crew Vulnerability (%) Structural Integrity Radar Signature (m2) Slots Modifiers Point Cost
Ferryman Clipper Class
Shuttle Screenshot.png
1500 5 0 55 60 1000 2890 3 Mounts
3 Compartments
4 Modules
-20% Flank Damage Probability 50
Draugr Clipper Class
Tugboat Screenshot.png
3500 5 0 40 60 1000 4685 5 Mounts
5 Compartments
4 Modules
75
Flathead Monitor Class
Cargo Feeder Screenshot.png
5000 40 20 40 60 1000 9869 5 Mounts
6 Compartments
5 Modules
175
Ocello Command Cruiser Class
Ocello Screenshot.png
12000 30 40 80 25 6500 15745 11 Mounts
9 Compartments
10 Modules
+2 Missile Programming Channels
+5% Max Repair
+10% Powerplant Efficiency
575
Marauder Line Ship Class
Bulk Freighter Screenshot.png
15000 20 35 100 75 3000 15745 15 Mounts
9 Compartments
8 Modules
+20% Team Move Speed
+1 Missile Programming Channel
350
Moorline Line Ship Class
Container Liner Screenshot.png
15000 20 20 100 75 3000 15745 11 Mounts
9 Compartments
6 Modules
+2 Missile Programming Channels 600