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=A crash course in FTL-ing=
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The <b>Prototype Defense Screen Reactor</b> or <B>PDSR</B> is an experimantal Nanotrasen reactor, which generates a defensive field of particles around a vessel, utilising electricity and nucleium. It requires a high amount of both of those resources, and a skilled operator. As such, it is only placed on a select few ships with [[Byond the impossible|especially trained engineering crews]].<br>
==Star Trekking through the Universe!==
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==Can it run the PDSR?==
Faster-than-light travel. A marvel of human ingenuity, one that is sparsly understood even today! And for you,[[Bridge Staff| Bridge Officer]], it is at an arm's reach.
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[[File:Comedy torp.png|thumb|This is a placeholder for the PDSR]]
 +
So, you are an Engineer, who has this mighty piece of machinery on their ship. But what do you need to run it? The PDSR needs two resources, namely
 +
===Power===
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To nobody's surprise, you need electricty to create a Screen. It is highly recommended that you wire the PDSR straight to another power source - usually the [[AGCNR]] - as it can eat 22MWs of power, or even more. How much more exaclty can be seen on the Screen Manipulator console.
 +
* ''Available Power'' shows how much power is in the wire under the PDSR.
 +
* ''Input Power'' is the number you can change. How much power do you want to input? Well, that depends on
 +
* ''Minimum Safe Power'' shows how much power is required to contain the reaction inside the Reactor. If you give the Reactor more than this amount, it will be able to function properly, without emissions.
 +
* ''Maximum Safe Power'' shows how much power is too much. If you pass this number, the reaction will quickly end in an emission.<br>
 +
If Minimum and Maximum power are getting close to eachother, the temperature inside the Reactor is rising. If they ever reach eachother, an emission is imminent.
 +
===Nucleium===
 +
Nucleium is used in the fisson inside the Reactor. It's particles are what surround and protect the ship. This gas is created in reactors - the [[Stormdrive]] and the [[AGCNR]] - as a byproduct gas. While being harmful to a normal reactor, it is the fuel of the PDSR.<br>
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<br>Nucleium can be created in massive quantities in reactors utilising plasma in fisson. In the case of the SD, it's amount depends on the [[Guide_to_the_Stormdrive_Engine#The_numbers.2C_what_do_they_mean.3F|Reaction Rate, the power Generated and the Fuel amount]]. For the AGCNR, it depends on the amount of [[Guide_to_the_Nuclear_Reactor#Fuel_gasses|Fuel gases]] - Plasma, C. Plasma, Tritium. After being created, it is then expelled from the reactor. This is where we can collect it, and send it over to the PDSR.<br>
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<br>The amount of Nucleium input can be modified on the Mainframe console. The Reactor needs at least 5 mols/s to run, but giving it more will increase the Screen's strength. However, giving it more Nucleium will increase the reaction rate, and increase the heat generated.
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==Statistics==
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[[File:Comedy torp.png|thumb|This is a placeholder for a screencap of the UI]]
 +
If you managed to get your Reactor running, you will need a lot of work put into it. It is quite volatile, with a multiple, quickly changing variables. The most important of these are
 +
===Reaction Rate===
 +
Reaction Rate shows how much Nucleium is consumed by the Reactor each second. Your main way of controlling it is by changing the Injection Rate, however it also increases as time goes on.
  
Indeed, today, on this guide, we will be looking at how the FTL Console works, and where can you travel with it.
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As the Reaction Rate rises, more and more Nucleium will be consumed. This means that the temperature of the Reactor will rise, and thus it will be harder to control. However, increasing it will result in the Screen becoming stronger.
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=== Reaction Temperature ===
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Inside the Reactor, while Nucleium is used up, the temperature is rising. The temperature is what dictates the amout of power required to contain the raction: the higher the temperature is, the higher the power requirement rises. This will eventually lead to a containment failure, and an emission.
  
Before going in, I should mention that this is an easy job, unlike piloting the ship. It doesn't need a seperate BO, and it can be done by your [[Captain|superiors]] most of the time.
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However, we can counteract this by cooling the Reactor. I know, a surprise. To do this, you must introduce a Coolant to the Reactor. This Coolant is a gas that is cooled outside the Reactor - usually with a pipe system in space, or with thermomachines - which then enters the Reactor, heats up and leaves In heating up, it cools down the Reactor. The PDSR requires a high amount of coolant to cool effectively, depending on the Nucleium injection.
  
==[[File:FTL computer.png|32px]]The FTL console==
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In case of the temperature getting out of hand, you can ''Cycle Coolant''. This will quickly move Coolant in and out of the Reactor, but will make any emission much, much worse. And, as a sideeffect, release hot Water Vapor.
The FTL console, located on the Bridge, is your main way of directing the ship while FTL-ing. Usage of it is quite simple, but if you feel daunted by all screens, take a look below:
 
  
{| class="mw-collapsible mw-collapsed wikitable"
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'''If you wish to shut down the Reactor, you will need to lower the temperature to 100 C.'''
! Click here for the Map part of the UI
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=== Polarity===
|-
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This number shows the polarity of the Nucleium particles being injected into the Reactor. This value will constantly change as long as the Reactor is running.
|(These pictures were hidden to reduce load times and make scrolling through the page easier)
 
|-
 
|[[File:FTLmap stationary.png]]
 
|-
 
|Every System on this map is marked by a colorful dot with a colorful ring around them. The dot's color marks it's alignement, and the ring's color marks if you can travel to it. The ring is <b>blue</b> if you are in it; it is <b>green</b> if you can travel to it, and if it is <b>red</b>, you can't travel to it.
 
|-
 
|[[File:FTLmap moving.png]]
 
|-
 
|This is how the map looks like while the ship is travelling.
 
|}
 
  
The Change Sector button let's you change the map over to see another Sector, but it doesn't move the ship itself.[[File:FTL drive.png|left|noborder|haha drive go spool]]
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It can be switched - from Positive to Negative and vice-versa - on the Screen Mainframe. If set to Positive, the value will rise, while if set to Negative... you guessed, it will go down.
===The FTL drive===
 
The FTL drive is what makes the ship move into Bluespace, and cover the unimaginable distance between stars. It is located in [[Engineering]], thus it requires the [[Engineer|Engineers]] to spool it.
 
{| class="mw-collapsible mw-collapsed wikitable"
 
! Click here for the Ship Status part of the UI
 
|-
 
|(These pictures were hidden to reduce load times and make scrolling through the page easier)
 
|-
 
|[[File:FTLstatus stationary.png]]
 
|-
 
|This is what you will see if you click the Status panel on the console while the ship is stationary. Once the green bar reaches 100%, you are ready to jump.
 
|-
 
|[[File:FTLstatus moving.png]]
 
|-
 
|This is how the Status panel looks like when the ship is moving. Notice how the bar is back to 100, meaning that the Engineers re-spooled the drive after you began the jump
 
|}
 
==Sectors==
 
The Galaxy around us consists of an innumerable amount of Star Systems. Some of these Systems are far away from eachother. But some are very close. So close in fact, that FTL traversal between them doesn't take multiple life-times. These Systems are grouped into Sectors. The part of Space that you will be travelling in consists of four sectors:
 
  
===[[File:NTlogo.png|32px]]Sector 1===
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Polarity influences the Reaction Temperature: the further it is from 0, the more it will increase it. As such, it is advised to flip it often.
The home of Nanotrasen, and Humanity as a whole. Thanks to tireless efforts, the Syndies have been pushed back from here. Better not let them come back!
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== The Screen==
===[[File:Doubleagent.gif|32px]]Sector 2===
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[[File:Comedy torp.png|thumb|This is a placeholder for a screencap of the Screen Console UI]]
No-man's-land. This group of Systems are a neutral zone between the bases of NT and the Syndicate, and as such, the place of most battles you will take part in. This, however, did't stop some brave capitalists to set up shop, and sell questionably legal things.
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If you manage to control the Temperature of the Reaction, and inject sufficent Nucleium, you will be awarded with a <s>Shield</s> Defense Screen, that blocks incoming shots.
===[[File:Meteor.gif|32px]]Sector 3===
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===Screen Statistics===
The final frontier. Only lost probe torpedos know what is here. But to keep it serious, this is unkonwn, to be explored space. As most of these systems have only been spotted by scientists looking through telescopes, they only have identifying codes, such as J-03L
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These are the main numbers and values that influence your Screen.
===[[File:Hudsyndicate.png|32px]]Sector 4===
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==== Hardening and Regeneration====
The homeland of the Syndicate. This is where their "capital" resides. Only the finest of crews make it here, and even they don't come back.
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These two values are the ones you can change to adapt to a combat situation:
===Hypergates===
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*''Hardening'' is how high your Screen's Strength can go.
The Hypergates are the way of travelling between two far away Sectors. They are located in special Star Systems, which are marked on the Ui (as shown above). They are essentially giant teleporter gates for ships.
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*''Regeneration'' is how fast your Screen's Strength regenerates.
 +
These two are eachother's counterparts - if you raise one, the other will go down.
 +
====Integrity and Strength====
 +
''Integrity'' and ''Strength'' show how much damage can your Screen take. ''Strength'' shows the current amount of "health", while ''Integrity'' shows what percentage it is of the maximum amount of "health".
 +
====Screen Capacity====
 +
''Screen Capacity'' is the other factor that influences Screen Regeneration. It shows - with some inaccuracy - how much ''Strength'' the Screen regenerates each time. It depends on the ''Reaction Rate'', meaning that this is your main way of strenghtening your Screen in a pinch.
 +
====Stability====
 +
When you first activate the Reactor, ''Stability'' will start to rise. When it reaches 100%, the Screen will deploy, and start gaining Strength. It lowers when the Screen takes hits, especially if those hits are in a short amount of time. If ''Stability'' reaches 0, your Screen will fall. However, when not taking hits, ''Stability'' quickly regenrates.
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=== Screen Relays===
 +
Screen Relays are small machines spread around Engineering. They are quite costly to build - requireing 2 [[Scanning Module|scanning modules]], 20 [[Capacitor|capacitors]] and 12 [[Micro-Laser|micro lasers]] - , but if you have built them, they will increase the maximum Strength of the Screen and the Maximum Power input. Thus, to raise the Screen, you will need at least one Relay, but luckily, they are present on ships with a PDSR roundstart.  
  
This is how you can use them:
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When an emission occurs, three Relays will Overload. This causes two things:  
#Move to the Hypergate System in your Sector
 
#Find the matching Hypergate System in another sector. It can be identifyied by being in the <b>same position</b>, and having a <b>green circle</b>, marking that you can move to it.
 
#FTL to that Sector like you would usually.
 
#The ship will now do a jump
 
#Congratulations, you are in another sector!
 
  
You can also use wormholes to travel between Sectors:
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* First, a flashfire will occur. This means that the Relay will quickly release highly heated plasma and oxygen, which will burn up, overheating and overpressurizeing the room. The severety of this can be counteracted by cooling the Relays' atmosphere, but exposing them to space carries a small risk of Overlaoding in itself.  
#In a System, a wormhole can be spotted on the DRADIS, marked as an Anomaly. It can be identified visually.
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* Second, the Relays will break down, preventing them from functioning.
#Now click around the map until you spot a System that you can move to, despite it being in another sector, and <s>a bajollion</s> 300 lightyears away.
 
#FTL to that System, and get jumped by a Syndie deathfleet
 
  
==Systems==
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If all of the Relays break down, the Screen will not be able to turn on. However, they can be repaired with a welding tool and cables. [[File:Comedy torp.png|thumb|This is a placeholder for the Relays]]
A star with a few planets around it is called a Star System. Space combat is based on these Systems. In our time, an empire can consist of a handful of warships parked around a few starts and space stations. Your misson is to enter these systems, clear the enemy ships, and claim it as NT territory
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==Emission==
 +
An emission occurs when the Reactors overheats, runs out of power and the Containment falls. This is bad.
  
Jumping to a system is quite easy. You click on it on the map, then wait for the Drive to spool up (the green bar fills up) and click jump. You have a small window of time to cancel the jump, in case you messed up. The Engineers will need to respool the drive though.
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When an emission is about to occur, you will notice a few things:
  
====The UI====
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* A stream of particles will erupt from the Reactor with a blinding flash.
[[File:FTLmap stationary.png|right|noborder]]
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* A warning klaxxon will be heard across the room.
Helpfully, you needn't watch the news, or read history books to know who owns what sector. All you have to do is look at the Map on the FTL console:
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* And the Reactor will announce in big bold letters that an emission is about to occur.
  
So, as mentioned before, the color of the dots shows their alignement
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If you notice these happening, it is already too late, and you should leave the room to avoid damage.
{| class="wikitable"
 
|-
 
! Color || Alignement
 
|-
 
| Blue || Allied
 
|-
 
|Orange || Neutral
 
|-
 
|Red || Enemy
 
|-
 
|Black || Anomalous
 
|}
 
  
Three more things:
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When an emission does occur, it's effects will be noticeable accross the whole ship. Depending on how long the Reactor has been active, it could be as light as the crew suffering minor radiation poisoning, to as severe as the ship's armor taking a massive hit.
*If there is OCCUPIED next to the System's name, there is a noteably strong fleet there
 
*If there is HYPERGATE next to the System's name, there is a Hypergate there
 
*If there is a company name next to System's name - like "Minsky Heavy Engineering" here - there is a Trader Station here
 
===Friendly===
 
Nanotrasen space. You are safe here. Unless the Syndies invade.
 
===Neutral===
 
Empty Systems, ready to be claimed.
 
===Enemy===
 
Syndicate space. You are not welcome here.
 
===Anomalous===
 
Strange and unknown systems. Most likely empty of enemy presence, but full of something worse...
 
===Trader Stations===
 
The one place not corrupted by capitalism has been corrupted by capitalism. Some brave traders set up shop in the final frontier, ready to make some cash.
 
  
They can be traded with by hailing them on a DRADIS console. Once hailed, you can spend the cargo budget to buy new weaponry, fighter and even more. They can also give you tasks, completeing which will give you a reward.
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===How to prevent them===
===Important sectors===
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===How to prevent other from preventing them===
These sectors are important for one reasone or another
 
*Sol - The homesystem of Nanotrasen, and Humanity too. Losing this means losing the war, ending the current shift.
 
*Lalande 21185 - The Hypergate leading into Sol. Syndicate invader forces are usually met here by the best of NT's fleets.
 
*Dolos - Rumored to be the Syndies' capital. The goal of many brave crews
 
*Rubicon - The last line of defense before Dolos. Fierce figting awaits anyone coming here
 

Latest revision as of 11:39, 15 June 2021

The Prototype Defense Screen Reactor or PDSR is an experimantal Nanotrasen reactor, which generates a defensive field of particles around a vessel, utilising electricity and nucleium. It requires a high amount of both of those resources, and a skilled operator. As such, it is only placed on a select few ships with especially trained engineering crews.

Can it run the PDSR?[edit | edit source]

This is a placeholder for the PDSR

So, you are an Engineer, who has this mighty piece of machinery on their ship. But what do you need to run it? The PDSR needs two resources, namely

Power[edit | edit source]

To nobody's surprise, you need electricty to create a Screen. It is highly recommended that you wire the PDSR straight to another power source - usually the AGCNR - as it can eat 22MWs of power, or even more. How much more exaclty can be seen on the Screen Manipulator console.

  • Available Power shows how much power is in the wire under the PDSR.
  • Input Power is the number you can change. How much power do you want to input? Well, that depends on
  • Minimum Safe Power shows how much power is required to contain the reaction inside the Reactor. If you give the Reactor more than this amount, it will be able to function properly, without emissions.
  • Maximum Safe Power shows how much power is too much. If you pass this number, the reaction will quickly end in an emission.

If Minimum and Maximum power are getting close to eachother, the temperature inside the Reactor is rising. If they ever reach eachother, an emission is imminent.

Nucleium[edit | edit source]

Nucleium is used in the fisson inside the Reactor. It's particles are what surround and protect the ship. This gas is created in reactors - the Stormdrive and the AGCNR - as a byproduct gas. While being harmful to a normal reactor, it is the fuel of the PDSR.

Nucleium can be created in massive quantities in reactors utilising plasma in fisson. In the case of the SD, it's amount depends on the Reaction Rate, the power Generated and the Fuel amount. For the AGCNR, it depends on the amount of Fuel gases - Plasma, C. Plasma, Tritium. After being created, it is then expelled from the reactor. This is where we can collect it, and send it over to the PDSR.

The amount of Nucleium input can be modified on the Mainframe console. The Reactor needs at least 5 mols/s to run, but giving it more will increase the Screen's strength. However, giving it more Nucleium will increase the reaction rate, and increase the heat generated.

Statistics[edit | edit source]

This is a placeholder for a screencap of the UI

If you managed to get your Reactor running, you will need a lot of work put into it. It is quite volatile, with a multiple, quickly changing variables. The most important of these are

Reaction Rate[edit | edit source]

Reaction Rate shows how much Nucleium is consumed by the Reactor each second. Your main way of controlling it is by changing the Injection Rate, however it also increases as time goes on.

As the Reaction Rate rises, more and more Nucleium will be consumed. This means that the temperature of the Reactor will rise, and thus it will be harder to control. However, increasing it will result in the Screen becoming stronger.

Reaction Temperature[edit | edit source]

Inside the Reactor, while Nucleium is used up, the temperature is rising. The temperature is what dictates the amout of power required to contain the raction: the higher the temperature is, the higher the power requirement rises. This will eventually lead to a containment failure, and an emission.

However, we can counteract this by cooling the Reactor. I know, a surprise. To do this, you must introduce a Coolant to the Reactor. This Coolant is a gas that is cooled outside the Reactor - usually with a pipe system in space, or with thermomachines - which then enters the Reactor, heats up and leaves In heating up, it cools down the Reactor. The PDSR requires a high amount of coolant to cool effectively, depending on the Nucleium injection.

In case of the temperature getting out of hand, you can Cycle Coolant. This will quickly move Coolant in and out of the Reactor, but will make any emission much, much worse. And, as a sideeffect, release hot Water Vapor.

If you wish to shut down the Reactor, you will need to lower the temperature to 100 C.

Polarity[edit | edit source]

This number shows the polarity of the Nucleium particles being injected into the Reactor. This value will constantly change as long as the Reactor is running.

It can be switched - from Positive to Negative and vice-versa - on the Screen Mainframe. If set to Positive, the value will rise, while if set to Negative... you guessed, it will go down.

Polarity influences the Reaction Temperature: the further it is from 0, the more it will increase it. As such, it is advised to flip it often.

The Screen[edit | edit source]

This is a placeholder for a screencap of the Screen Console UI

If you manage to control the Temperature of the Reaction, and inject sufficent Nucleium, you will be awarded with a Shield Defense Screen, that blocks incoming shots.

Screen Statistics[edit | edit source]

These are the main numbers and values that influence your Screen.

Hardening and Regeneration[edit | edit source]

These two values are the ones you can change to adapt to a combat situation:

  • Hardening is how high your Screen's Strength can go.
  • Regeneration is how fast your Screen's Strength regenerates.

These two are eachother's counterparts - if you raise one, the other will go down.

Integrity and Strength[edit | edit source]

Integrity and Strength show how much damage can your Screen take. Strength shows the current amount of "health", while Integrity shows what percentage it is of the maximum amount of "health".

Screen Capacity[edit | edit source]

Screen Capacity is the other factor that influences Screen Regeneration. It shows - with some inaccuracy - how much Strength the Screen regenerates each time. It depends on the Reaction Rate, meaning that this is your main way of strenghtening your Screen in a pinch.

Stability[edit | edit source]

When you first activate the Reactor, Stability will start to rise. When it reaches 100%, the Screen will deploy, and start gaining Strength. It lowers when the Screen takes hits, especially if those hits are in a short amount of time. If Stability reaches 0, your Screen will fall. However, when not taking hits, Stability quickly regenrates.

Screen Relays[edit | edit source]

Screen Relays are small machines spread around Engineering. They are quite costly to build - requireing 2 scanning modules, 20 capacitors and 12 micro lasers - , but if you have built them, they will increase the maximum Strength of the Screen and the Maximum Power input. Thus, to raise the Screen, you will need at least one Relay, but luckily, they are present on ships with a PDSR roundstart.

When an emission occurs, three Relays will Overload. This causes two things:

  • First, a flashfire will occur. This means that the Relay will quickly release highly heated plasma and oxygen, which will burn up, overheating and overpressurizeing the room. The severety of this can be counteracted by cooling the Relays' atmosphere, but exposing them to space carries a small risk of Overlaoding in itself.
  • Second, the Relays will break down, preventing them from functioning.

If all of the Relays break down, the Screen will not be able to turn on. However, they can be repaired with a welding tool and cables.

This is a placeholder for the Relays

Emission[edit | edit source]

An emission occurs when the Reactors overheats, runs out of power and the Containment falls. This is bad.

When an emission is about to occur, you will notice a few things:

  • A stream of particles will erupt from the Reactor with a blinding flash.
  • A warning klaxxon will be heard across the room.
  • And the Reactor will announce in big bold letters that an emission is about to occur.

If you notice these happening, it is already too late, and you should leave the room to avoid damage.

When an emission does occur, it's effects will be noticeable accross the whole ship. Depending on how long the Reactor has been active, it could be as light as the crew suffering minor radiation poisoning, to as severe as the ship's armor taking a massive hit.

How to prevent them[edit | edit source]

How to prevent other from preventing them[edit | edit source]