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6A. Ship Missions |
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Return to Ships Sub-Menu |
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6B. Primary
Enemy |
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1. Introduction to VGA Planets |
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7. Minefields
Sub-Menu |
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6C.
Fix/Recycle Ships |
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2. Race Information Sub-Menu |
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8. Combat
Sub-Menu |
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6D. Cargo |
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3. Friendly Codes Sub-Menu |
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9. Ion Storm
Sub-Menu |
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6E. Movement |
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4. Planet Information Sub-Menu |
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10. Misc.
Information Sub-Menu |
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6F. Ship
Combat |
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5. Starbase Information Sub-Menu |
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11. Strategy and Strategy Guides |
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6G. Ship Hull
List |
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6. Ship Information
Sub-Menu |
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12. Add-on
Information |
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6H. Ship
Hulls by Race |
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6I. Special
Abilities and FCs |
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6J. Ship
Hulls by Hull and Race |
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SHIP MISSIONS: |
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Ship Missions: |
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There
are a variety of Missions that a Ship can perform. By setting this Mission, a
Ship will actively |
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attempt
to perform that action as long as all conditions are met. |
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Not all Missions are
available to all Ships. |
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A ship without fuel
cannot perform any Ship Mission, except Exploration, Sensor Sweep, and
Colonize. |
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The following is a list
of all the Ship Missions available. Not all Ships are capable of doing all
Missions: |
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Exploration: |
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Ship must be in orbit of
a Planet for this to work. |
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If the Planet is
unowned, Explore Missions report on the Planet's Climate, Minerals and Native
population. |
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If the Planet is owned
by an enemy, Explore Missions give information on enemy Colonists and |
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whether there is an enemy
Starbase. |
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Lay Mines: |
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Requires a Ship with
Torpedo Tubes. |
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Lay Mines Mission
converts the Ship’s Torpedoes into Mines and creates a Minefield. |
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The number of Minefield
units = number of Mines * (tech level)^2 . |
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The radius of a
Minefield = SQR (number of Minefield units). |
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Example: (100 tech 6
Torpedoes would yield 3600 Mine units) (the Minefield would have a radius of
60 light years) |
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(the Minefield would be
120 LY across) |
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The amount of damage
done to a Ship that hits a Mine depends on the Mass of the Ship's Hull. |
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Cargo and fuel Masses
will not help to save the Ship. |
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Damage % = 10,000 / (the
Hull Mass) . |
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A Ship being towed cannot
hit a Mine. |
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Mines will destroy enemy
Mines if laid at same location in space (Hconfig). |
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Laying new Mines will
not destroy allied Mines (Host 3.22.011). |
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Mine Sweep: |
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Requires a Ship with Beam
Weapons. |
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Mine Sweep Mission
allows a Ship to see enemy Minefields. |
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Mine Sweep Mission
destroys enemy Minefields by destroying the Mine units. |
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Mine Sweep Mission
destroys your Minefields by scooping up Mine units and converting them |
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into Torpedoes (requires
a Torp Ship with Beam Weapons) |
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The number of Minefield
units that are destroyed per turn by a Ship doing a Mine Sweep Mission |
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depends on the number of
Beam Weapons and their tech level. The number of units destroyed |
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equals: (number of Beams) * (Beam tech)^2 |
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The Ship sweeps ALL Minefields that it is in
and all Minefields within 25 light years (except Web Mines). (Hconfig) |
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To sweep a Web
Minefield, a Ship must be inside the Minefield. (Hconfig) |
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Colonial (Race 11)
Fighters sweep 40 Mines for each Fighter. They have a Mine Sweep range of 100
light years. |
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Kill: |
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A Ship set to this
Mission will attack any enemy Ship it encounters. |
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Matching Friendly Codes
will override this Ship Mission. |
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Sensor Sweep: |
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Any Ship is capable of
performing this Mission. |
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The Ship will use its
sensors to scan all Ships and Planets within range. |
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A Planet will be
detected if it has less than 15 Defense Posts and has either more than 15
Factories or more than 20 Mineral Mines. |
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Every Defense Post
reduces the odds of a Ship detecting a Planet by 6.666%. |
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Any Planet with no
Defense Posts and more than 15 Factories or more than 20 Mineral Mines will
be detected. |
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The percentage odds that
an enemy Planet will show up on a scan are: SQR (Mineral Mines + Factories) *
0.2 – SQR (Planetary Defense) |
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Any Planet with 100
Defense Posts cannot be picked up on Sensor Sweeps. |
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This means that the
Planet will appear to you to be unowned. |
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Colonize: |
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Any Ship set to this
Mission will be Recycled, as the Colonists on board will use the Ship for
parts in forming a colony. |
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A percentage of the Ship
will be converted into Minerals and stored on the Planet's surface. (Hconfig) |
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Megacredits on board are
not recovered, but any Fighters on board are Recycled. |
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Tow: |
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This Mission allows
Ships with two or more Engines to tow another Ship. |
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Ships with one Engine
cannot tow (hconfig) |
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A Ship with one Engine
can always be towed by a Ship with two or more Engines |
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A Ship trying to break
tow will do so if its warp factor is higher and it’s waypoint is set to more
than one turns movement rate. |
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Two
Ships trying to tow each other will cancel each other out unless one has a
higher warp setting, in which case that |
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Ship will win and
successfully tow the other. |
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A 'losing' Ship will be
towed and its Mission gets reset from 'Tow X Ship' to 'Tow' . |
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If a Ship trys to tow
and fails, its warp speed is reset to 0. |
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If a Ship has less than
25 KT of fuel, it will not be able to break tow. |
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Intercept: |
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This Mission allows the
Ship to head towards another Ship, no matter what the heading is set to. |
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You must be within 200
light years of the target in order to set an Intercept course (Host
3.22.015). |
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Cloaking
Intercept: Cloaking Ships that are set to Intercept will attack the target
Ship first, before other |
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other Ships that move to
the same location. |
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In other words, Cloaked
Intercepting Ships always do battle before all other attacking Ships. |
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Intercepting ships can
be sucked in by warp wells (Host 3.22.028). |
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You can Intercept your
own Cloaked Ships (Host 3.22.028). |
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Cloak: |
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This Mission requires a
Ship with a Cloaking Device. |
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Ship Hulls equipped with
a Cloaking Device: |
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HULL SLOT 21 (REPTILE
CLASS DESTROYER) |
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HULL SLOT 22 (LIZARD
CLASS CRUISER) |
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HULL SLOT 25 (SAURIAN
CLASS LIGHT CRUISER) |
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HULL SLOT 26 (WHITE
FALCON CLASS CRUISER) |
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HULL SLOT 27 (SWIFT
HEART CLASS SCOUT) |
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HULL SLOT 28 (FEARLESS
WING CRUISER) |
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HULL SLOT 29 (DARK WING
CLASS BATTLESHIP) |
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HULL SLOT 31 (RESOLUTE
CLASS BATTLESHIP) |
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HULL SLOT 32 (BRIGHT
HEART CLASS DESTROYER) |
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HULL SLOT 33 (DETH
SPECULA CLASS FRIGATE) |
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HULL SLOT 36 (D7
COLDPAIN CLASS CRUISER) |
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HULL SLOT 38 (D3 THORN
CLASS DESTROYER) |
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HULL SLOT 43 (DWARFSTAR
CLASS TRANSPORT) |
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HULL SLOT 44 (BR4 CLASS
GUNSHIP) |
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HULL SLOT 45 (BR5 KAYE
CLASS TORPEDO BOAT) |
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HULL SLOT 46 (METEOR
CLASS BLOCKADE RUNNER) |
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HULL SLOT 47 (REDWIND
CLASS CARRIER) |
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This Mission allows a
Ship to not show up on enemy Scanners. |
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There is a % chance the
Cloak will fail. (Hconfig) |
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A Ship without fuel
cannot Cloak. |
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Cloaking burns fuel. The
amount is set by the (Hconfig) and is also determined by the Ship's Mass. |
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A Ship cannot Cloak
inside an Ion Storm. |
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Beam Up Fuel: |
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This Mission allows a
Ship to beam up Neutronium automatically when orbiting a friendly Planet |
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or an unowned Planet. |
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The Ship using this
Mission does not need to have any fuel on board. |
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Before (Host 3.22.010)
Ships could not beam up Cargo from Planets with same ID#. |
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Beam Up Duranium: |
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This Mission allows a
Ship to beam up Duranium automatically when orbiting a friendly Planet |
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or an unowned Planet. |
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Before (Host 3.22.010)
Ships could not beam up Cargo from Planets with same ID#. |
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Beam Up Tritanium: |
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This Mission allows a
Ship to beam up Tritanium automatically when orbiting a friendly Planet |
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or an unowned Planet. |
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Before (Host 3.22.010)
Ships could not beam up Cargo from Planets with same ID#. |
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Beam Up Molybdenum: |
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This Mission allows a
Ship to beam up Molybdenum automatically when orbiting a friendly Planet |
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or an unowned Planet. |
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Before (Host 3.22.010)
Ships could not beam up Cargo from Planets with same ID#. |
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Beam Up Supplies: |
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This Mission allows a
Ship to beam up Supplies automatically when orbiting a friendly Planet |
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or an unowned Planet. |
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Before (Host 3.22.010)
Ships could not beam up Cargo from Planets with same ID#. |
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Super Refit: |
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This Mission allows The
Federation (Race 1) to replace lower tech Ship Components |
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with higher tech
Components that are in storage at a Starbase. |
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Hiss: |
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This Mission allows The
Lizareds (Race 2) to raise the happiness of a Planet's Colonists |
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and Natives by Hissing. |
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Requires a Ship with Beam
Weapons |
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Super Spy: |
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This
Mission allows The Birdmen (Race 3) to see an enemy Planet's Friendly
Code. |
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Each Ship performing
this Mission has a 20% (cumulative) chance of resetting the Friendly Code. |
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Pillage: |
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This Mission allows The
Fascists (Race 4) to plunder a Planet for Minerals and Megacredits. |
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It will, however, lower
the Happiness of the population. But who cares if it's an enemy Planet! |
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This Mission will also
report Native and Colonist populations. |
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Rob Ship: |
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This Mission allows The
Privateers (Race 5) to steal fuel and Minerals from enemy Ships. |
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Caveat: If a target Ship
is in orbit of a Planet and is beaming down Cargo, the Privateers can still
Rob because |
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the Rob Mission comes
first in the Order of Host Operations. |
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However, if the target
Ship beams down 1 KT of fuel, the entire Cargo transfer is allowed by Host. |
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This Mission require a
Ship with Beam Weapons |
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Repair Self: |
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This Mission allows The
Cyborg (Race 6) Ships to repair themselves in space at a rate of 10% per
turn. |
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However, the Ship may
not move while repairing. |
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Lay Web Mines: |
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This Mission allows The
Crystals (Race 7) to lay Web Mines, instead of regular Mines. |
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This Mission does
require a Ship with Torpedo Tubes. |
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A Web Mine does 10% of
the damage of a normal Mine but causes enemy Ships to become stuck in the Web |
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and the Ship will be
forced to stop. |
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Web Mines Damage% =
1,000 / (the Hull Mass) |
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Web Minefields drain
fuel from all enemy Ships within the Minefield at a rate of 25 KT per turn
per Web Minefield |
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Web Minefields drain an
additional 50 KT of fuel (or about 1/6 of the Ship's fuel, whichever is
greater) when |
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a Ship hits a Web Mine. |
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Non Crystal (Non Race 7)
Web Mines (created with miN Friendly Code) do not drain fuel from Ships
inside the Minefield. Those Ships |
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must hit a Mine before
fuel is drained. |
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The Crystals (Race 7)
are immune to Non Crystal (Race 7) Web Mines . |
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Dark Sense: |
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This Mission allows all
The Evil Empire (Race 8) Ship captains to see Planets and Ships while in
range. Similar to Sensor |
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Sweep, but cannot be
fooled by Defense Posts. The Rebels (Race 10) are immune to the Dark Sense. |
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Build Fighters In Space: |
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This Mission requires a
Ship with Figher Bays. |
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This Mission allows The
Robots (Race 9), and The Colonials (Race 11) to build Fighters on Carriers in |
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space. Minerals and
Supplies to build the Fighers are required to be on board the Ship. |
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The Rebels (Race 10) can
build Fightes in space, but do not need to set the Ship's Mission to do so. |
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Rebel Ground Attack: |
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Allows The Rebels (Race
10) to Sabotage a Planet with devastating effects. |
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