Guide:Quick Start Guide/Ship Overview

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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.
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.
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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 convert deuterium to energy at a rate of 1 fuel to 1 energy. A Colony ship's reactor can generate up to 10 energy per tick, and its solar cells can generate up to 4 energy more if in orbit of a planet. Always make sure your ships and colonies have enough food and deuterium 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 replicators (or no energy to run them) then the crew will abandon ship!
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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!
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==Set up your Roleplay Character==
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==Ship Interface==
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==Explore Your Environment==
 
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==Refuel Your Ships==
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==Types of Civilian Ships==
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==Subspace Communication Network==
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==Collecting Deuterium==
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==Finding an Alliance==
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==Trading at SUPs==
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You're now almost ready to advance to level 6 and leave the beginners zone, while we wait for a few ticks to build up a small stockpile of resources its time to look at alliances.
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The majority of active players in STNE are members of an alliance, however it is not a requirement and it is possible (although generally more difficult) to be a successful independent player. Even if you wish to become an independent player it is still worth looking at the [[Political Map of the Galaxy]] so see where different alliances are located. This is because some alliances will not take kindly to new players moving into space they have claimed, so if you want to be independent its best to find a set of coordinates in neutral space to move to.
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[[File:JHQg4AA.png|link=|600px]]
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If you are interested in joining an alliance check out the guide on [[Guide:Finding the Right Alliance|finding the right alliance for me]], which goes lists all of the major alliances and alliance blocks and what kind their focus is - be it trading, military, raiding, training new players etc.
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If you've found an alliance you want to join, go ahead and send an IGM to their leader (or recruitment player if one is listed on the alliance page) asking if you'd be able to join. Once you've joined an alliance they should be able to give you coordinates in their space to move to. This will avoid any costly relocations at a later date.
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==Upgrading to Level 6==
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Before you upgrade to level 6 make sure you've done all these things
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*Built up a small stockpile of [[Plasteel]] and [[Duranium]] - This will come in very useful for building up your next colonies
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*Joined an alliance or found some coordinates in neutral space to move to
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*Used up all your extra ticks - you will not get extra ticks after you upgrade and any remaining extra ticks will be lost
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*Gained at least 800 experience - it is not possible to upgrade to level  without this
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Now you've met all the requirements its time to upgrade to level 6 and move out of the beginners zone. There are three ways to do this:
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*Click https://game.en.stne.net/i/b/up.gif <font color="#FFCC00">[</font><u><font color="#33FF33">Upgrade level</font></u><font color="#FFCC00">]</font> at the top of the page
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*Go to the main screen and click <font color="#FFCC00">[</font><u><font color="#33FF33">Request higher level</font></u><font color="#FFCC00">]</font>
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*Go to <font color=#777777>"Help" --> "Apply for a higher level"</font>
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All of these options will take you to a screen where you can input the coordinates to move to, you should input the coordinates for your alliance space or neutral space and then click <font color=#777777>"Move to desired coordinates"</font>. It is also possible to move to a random position, however this is not recommended.
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Revision as of 13:37, 12 May 2020

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

Contents | STNE | Colonies | Buildings | Goods | Items | NPC | Ships | Stellar Cartography | Research | Trade | Combat | Settler | Alliances | Index

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