|
Visitors:87075
|
Last Visitor:11/21/2008 4:18:26 AM
|
|
|
|
|
| Game Rules |
|
|
|
Gameplay Overview
The Starship Combat Simulator games are played with multiple players connected to a game server at the same time. This is required for some of the rules to be implemented correctly (such as cloaked ship rules) and allows interaction in real-time with the other players. During the game you will wait until it is your turn to be able to use your ships, however, you will be able to view the gameboard and even follow a specified player's moves. While you are waiting you may chat with other players as well. Once it is your turn, you will be able to control your ships. Game Phases The game is played in 3 phases:
Allocation Allocation is the term for taking the allocation points available to a ship and spending them on a ships various subsystems. These points are calculated using the ship's current power as the base. This means that as a ship's power is reduced, so are the available allocation points. You may allocate a ship on the turn following it becoming allocation ready. A ship becomes allocation ready when it has no weapons left to fire. Once you allocate a ship, you may not use it until your next turn. There are four ways to allocate a starship:
Starbase Information A starbase is a place where you may repair your starships (if that option has been selected by the game creator) and/or where your starships originate during game play. If used during a game, a starbase will not have weapons and cannot be destroyed. Ship Movement Ship movement is performed by selecting a ship and choosing the MOVE command. The gameboard will "light up" to show the legal moves available for the selected ship. All ships have a limited number of movement points that they may spend during each turn. Rotating a ship, or moving a ship costs 1 point for each rotation or hex. The game system will combine rotations and movement as a single movement when applicable and will use the least amount of points to complete the movement or rotation. For instance: If you move your starship one hex the system will charge you 1 point of movement. If you move your starship one hex and rotate once the system will charge you 1 point of movement. If you rotate your starship four times in the same direction, the system will charge you only 2 points. (because rotating four times in one direction is the same as rotating twice in the opposite direction) Weapons Information There are three basic types of weapons available within the game:
Beam Weapons [info here] Missile Weapons [info here] Special Weapons [info here] Scanning Ships [info here] Targetting Ships [info here] Firing Beam Weapons [info here] Firing Missile Weapons [info here] Firing Special Weapons [info here] Towing Ships Every unit is equiped with a tractor beam that can be used to tow ships. In a Capture The Flag game, playwers must use this to bring the enemies flag ship (or their own if they recover it from an enemy) back to their base. The tractor beam is used to capture ships during an assimilation game as well.
Transferring Power [info here] Cloaking Device [info here] Shields [info here] Taking Damage Every time a ship without sufficient shielding gets hit by weapon discharge, environmental elements, or collateral damage they risk taking structural damage. The damage can effect weapon systems, scanners, shield generators, superstucture, cloaking devices, and even the warp core itself. Damage is calculated by the damage factor of the weapon or event minus the remaining shielding on the unit hit. Once the shields are reduced, a system is randomly selected for damage using the a 20 sided die and the following chart:
Loss Of Power All units have a specific number of points that indicate their power level. Power is needed for all functions of a ship except self-destruction. A ship who's power level reaches zero cannot move or fire and has it's shield dropped. Other ships my tow a depowered ship using a tractor beam, or transfer power to the disable ship. Ships can only have full power restored by a starbase during a game that allows repowering of ships. Superstructure Each unit has a specific number of points that indicate the structural integity of that unit. Each time your ship takes damage to the superstructure, these points are reduced by the amount of damage. If a ship's superstructure reaches zero, that ship will explode. Ships explode into the adjacent spaces with a force multiplied by their base power level. Ships can only have their superstructure repaired in games that allow rebuilding of ships.
Scanner Each unit in an SCS game is equiped with a scanner. The scanner allows the player to see information about other player's ships. As long as you have one ship with functioning scanners, you may scan another player's ships. If you fire weapons from a ship who's scanner is not functional, you will have a reduced chance of hitting your intended target. Scanners that are destroyed can only be repaired at a starbase using games that allow repairing of ships. Tachyon Fields [info here] Self-Destruction When allowed during a game, Self-Destruction is a means to attempt to inflict damage on your enemies, and keep them from capturing your ships, by detonating the warp core of the ship. Self-Destruction is determined the following way:
Ramming Ramming is a special maneuver designed to inflict heavy damage.
Asteroids Asteroids are small to medium sized objects comprised of frozen liquids and gases as well as dust and debris. They move around the gameboard and can damage a ship if they slam into one. Ships can target and destroy asteroids for the collateral damage effect they have on their surroundings. Black Holes Black Holes are extreme gravity wells that exist on the gameboard. They can change the course of a moving object such as an asteroid and require stationary ships to expend movement points to stay out of the center of the hole. Objects that are sucked into the center of the Black Hole are pulverized. Black Holes cannot be destroyed. Nebulas Nebulas as areas of gas and radiation that exist on the gameboard. When a ship enters into a nebula, that ship is shielded from the scans of the enemy. This can be used as a natural cloaking device. While a ship is inside the Nebula cloud their shields are reduced to zero until they exit the cloud. Firing photons, or other missle-based weapons, into the Nebula have a 20% chance of igniting the gas that makes up the Nebula. Ignited Nebula Gas is explosive and can cause damage to ships hidden within the Nebula. Ignited Nebula Gas has a 25% chance of igniting adjacent Nebula Gas, effectively starting a chain reaction that has the potential of travelling the breadth and width of the Nebula cloud. Planets Planets are large bodies on the gameboard. They can be used to shield your units from enemy weapons and collateral damage. Planets can be destroyed, although it take a heck of a lot of damage to do so. Planets that are destroyed explode into the gameboard doing massive amounts of damage to vessels caught in the wake. Wormholes Wormholes are unstable areas of the gameboard that can be used for travelling quickly from one location to another. All wormholes are connected to another wormhole. You can travel in either direction through the wormhole. Each turn the wormhole stability is recalculated. A wormhole's stability determines how likely it is to move. You can help stabilize a wormhole by placing science vessels equiped with stabilizing arrays next to wormhole openings. Wormholes cannot be destroyed. Surrendering You may surrender at any time during the game. Surrendering removes you from the game and forfeits your remaining turns. If a team member surrenders, that entire team if forced to surrender. Surrendering costs rank points. Team Play All four types of games can be played as teams. Teams should work together to achieve the specified goal for the type of game they are playing. Team member's units can be destroyed by other team member's units either directly or due to collateral damage from friendly fire. Rank points are awarded to all winning team members. Winning Victory is specific to type of game played. Domination (aka Deathmatch) games end when a single player (or team of players) are the dominant force on the board. This can be achieved by destroying all the opposing units or rendering all opposing units powerless. Capture The Flag games end when a single player (or team of players) capture the opposing flag the specified number of times. Elimination games end when a single player (or team of players) are the only ones with usable ships left. Assimilation games end when a single player (or team of players) have either destroyed all the opposing forces or captured all of their ships. [info here] Gaining Rank When you play a Starship Combat Game to completion (even if you are eliminated during the course of the game), you gain points based on certain criteria. As you accumulate points, your Ranking Display will change accordingly.
Using Rank Points The higher your ranking, the more things you are allowed to do within the game system. As you gain rank you will increase the amount of game points you may choose as well as the type of ships available to you when creating a game. No one below the rank of Lieutenant Junior Grade can create games. Once you have obtained the rank of Vice Admiral, you will be able to start a clan. At the highest rank of Fleet Admiral, you will be able to create chat rooms, host tournaments, and start earning credits that can be used to purchase items from the gift shop. Obtaining Credits Once you have obtained the rank of Fleet Admiral, you will begin earning credits based on your rank score. Credits are earned at a rate of 25 credits per every 100,000 rank points. Credits are compounded each month you log into the system. Using Credits The credits you obtan can be used to pay for tournament entries. Rating Players After every game that is completed, the participating players are allowed to rate the other players of that game. This allows you to get feedback and lets other would-be players to know who plays fair, who is friendly, and who is a really good player. The rating system is in place to keep everyone honest, and to encourage players to stick to a game, not to quit if they are losing, and have fun. The Top 10 The system keeps track of the highest ranking players and displays them on the website. Featured Player Players that show outstanding performance or participation will be feature on the SCS website. If you are selected to be featured, you will be sent a small questionaire so that we can post that information on the site. Every year we will select one player who has been the featured player for that year and award them the Player Of The Year award. The Player Of The Year Award is the highest honor that can we can bestow upon our avid players. Tournaments SCS staff and Fleet Admirals will host several tournaments each year complete with prizes to the top players. Most tournaments are by invitation only as they are very cut-throat and/or fast paced. Invitations to tournaments are based on a player's participation, rating, and rank. Tournaments typically have a small entry fee that helps to cover the cost of the prizes. Clans Clans are special groups of players who share a common interest or skill-level. Most clans strive to be the best they can be and keep the game fair and fun. Once you have obtained the rank of Vice Admiral, you will be able to start a clan. You can join an existing clan at any skill level, as long as you meet the criteria set forth by the specific clan you wish to join. Most clan's hold tryouts (these can be open or private by invitation only) to recuit new members. Back To Top Of Page |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Last Update: 2/19/2008 7:39:38 AM EST |
|
|
|
|
|
|
|
|
|
|
|
2004,2005 S&M Games, Site Hosted By WebFirst Services.
|