Guide:Quick Start Guide/Ship Overview

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STNE is a Strategy and Role Play Game. You can play here.

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Quick Start Guide
Advancing to Level 8

Getting Started
Colony Construction
Ship Overview
Preparing to Advance
Level 6 - Expansion
Level 8 - What Now?


Other Useful Guides

Understanding the Game Interface
Changing Your Player Name
Finding the Right Alliance
Starting Research
Diplomacy
Combat Basics
Fueling Ships
Protecting your Assets
Trading on the GTN
Basic Fleet Management
Deuterium Collection
Ore Collection
Station/Gate Construction
Wreck Extraction/Repair

This chapter of the Quick Start Guide will introduce ships, deuterium collection and trading at Federation Supply Stations (SUPs).

Contents

Ship overview

First things first. Let's take a look at your ships. Go to the main menu, and click on "Ships" to go to the Ship Overview screen:

ShipOverview.png

You start the game with two ships, a DY-500 class "Colonisation ship" and a Pegasus class "Probe Hunting Ship". As you level up you receive more ships and after following the previous chapters of this tutorial you should now be at level 5. Your ship list should now contain a Colony Ship, a Pegasus, an Exploration Ship and a Deuterium Tanker, you should also be able to request a second deuterium tanker from the federation.

Your ship overview shows you where your ships are: in this example, the colony ship is in Sector @971|985. Your ships start in orbit of your home colony - the @ symbol in front of the coordinates signifies when the ship is in orbit. After the location, you can also see other key pieces of information about your ship. From left to right, these are:

  • LRS View

An LRS view showing you the sector the ship is in - in this case it shows your home colony

  • EPS

This is the amount of energy that can be used each tick - in this case 200

  • Energy

This is the total amount of energy the ship currently has

  • Warp core

How much fuel the ship has, some of this is used each tick to recharge the energy

  • Flight Range

The amount of sectors the ship can travel each tick

  • Main Computer

This shows whether the main computer of the ship is online, if the computer is offline the ship cannot be used. If the computer is online * is shown, if it is offline - is shown

  • Shields

Shows whether the shields are online or not using the same symbols as the main computer

  • Crew

Displays the amount of crew currently on board the ship

  • Goods

Shows the quantity of goods currently stored on the ship

  • Storage

Shows the quantity of free storage space on board the ship

A colony ship can carry up to 20 people, and it allows you create new colonies elsewhere, and 'beam' down goods and people to get them started. "Beaming" down is a well-known mode of transport used in the science-fiction series Star Trek, and it uses energy. Your colony ship can beam 20 goods or 4 crew per unit of energy, to and from the colony.

Remember that on every 'tick' ship crews and colony inhabitants consume food, and ships burn fuel. (Ticks occur at 12, 15, 18, 21 and 23:30 UK time). Every 5 crew on a ship, or inhabitants on a colony will eat 1 unit of food (rounded up - in this case, 12 crew will eat 3 food per tick). And the reactor on your Colony ship will use the fuel in the warp core at a rate of 1 fuel to 1 energy. A Colony ship's reactor can generate up to 60 energy per tick, and its solar cells can generate a small amount more if in orbit of a planet. Always make sure your ships and colonies have enough food and fuel aboard. If there is no fuel, the reactor will not generate energy. If there is no food, energy will be used to run the replicators (1 energy per food needed). But if the ship has no energy then the crew will abandon ship!

Ship Interface

Types of Civilian Ships

Collecting Deuterium

Trading at SUPs

Personal tools