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MTrek FAQ
Multi-Trek FAQ – Version 2.0
Introduction
1. What is Mtrek?
2. What is required to play Mtrek?
3. How do I play Mtrek? How many Mtrek servers are there? What is the telnet address?
4. Where do I find documentation for Mtrek?
5. Is source code to Mtrek available?
6. I telnet to mtrek and it doesn’t recognize my terminal type. What do I do?
7. How do I learn to play Mtrek?
8. I’ve been playing for two days now. I always die right away, and i can’t damage anybody. What am I doing wrong?
9. My screen sometimes gets messed up. How do I fix it?
10. Are there robot ships in the game? How do you tell which ships are robots?
11. People keep saying rude things to me in the game. How should I respond?
12. What is gold? How do you get it? What can you buy with it?
13. What does antimatter do for me, and how fast is it used?
14. How much damage do the various weapons do?
15. Where can I get {torps, crystals, drones, mines, life support, etc.}?
16. What does a nebula do?
17. What does an asteroid field do?
18. What does a quasar do?
19. What does a pulsar do?
20. What do Cygnus X-1, X-2, etc., do?
21. How does the wormhole work?
22. It says my cloak has burned out. How do I fix it?
23. How do you fix your transmitter once it’s burned out?
24. How is ram damage computed?
25. Does turning on damage control help prevent damage, or just fix it?
26. How is torp and phaser damage affected by range?
27. What is the damage modifier? How does it work?
28. What is shield strength? How does it work?
29. What is the warp equation? How fast are the various speeds?
30. What is transwarp? How far does a transwarp hop take you at each speed?
31. What is overwarp/emergency warp?
32. What is damage warp?
33. What is a breaksave?/What is the BRK field in the statistics?
34. Where can I get a list of all of the planets and starbases with their codes and coordinates?
35. How fast is my energy used when I overwarp?
36. How far can I see other ships? How far can they see me?
37. How much damage do my photon torps do at different distances?
38. Are there any rules in mtrek?
39. Bugs
40. What if there’s something I think should be in this FAQ?
CREDITS
HISTORY
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Introduction:
Hi. This document is catered to the new mtrek player as well as the battle-hardened veterans of the game. In it you’ll find answers to many of the questions asked by new players as well as information that will help you as you gain experience. Hopefully, you’ll find this useful in your quest for universal domination. Beam me up.
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1. What is Mtrek?
Mtrek (short for Multi-Trek) is a real-time multiplayer starship combat simulation game, inspired vaguely by the Star Trek universe. Players from all over the world can connect to the Mtrek server to control various types of starships and fight the other players connected to the game in real time, with updates being sent from the server to the player several times each second.
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2. What is required to play Mtrek?
Mtrek requires at a minimum an ASCII terminal and the ability to telnet to the server. There are no graphics; all information is displayed as numbers updated on the screen by cursor movement sequences. You can play over any sort of connection that you can telnet from– a dialup account, SLIP, PPP, etc. If you can telnet to the Mtrek server, you can play. And it is totally free. Play as much as you want.
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3. How do I play Mtrek?
Use telnet to connect to the mtrek server. Currently there is one active site:
mtrek.com 1701 (please note, you must specify the port #)
And, for those inconvenient times when your name server goes down, the IP number is:
mtrek.com = 198.101.204.214
IP numbers can be used in place of the domain name in a telnet command.
I.E. ‘telnet mtrek.com’ = ‘telnet 198.101.204.214’.
At mtrek.com, you’ll find Alpha, Beta, Gamma, Omega, and Delta quadrants.
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4. Where do I find documentation for Mtrek?
A WWW site with the Docs, this FAQ, GIFS of the quadrants, and pointers to the game as well as the newsgroup is at:
Information on how to get the documentation is also shown to you when you connect to the game.
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5. Is source code to Mtrek available?
Yes. You can find the unmodified source for the JTrek engine at:
https://github.com/rumour/jtrek
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6. I telnet to a mtrek server and it doesn’t recognize my terminal type. What do I do?
Check your client options for another terminal type to emulate. If that fails, email Rick Irwin at ttype87@hotmail.com, post a message on the mtrek.com forums, or post a comment anywhere on the website.
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7. How do I learn to play Mtrek?
As the old timers say: Live and learn. Die and learn faster.
You should start by reading the documentation, and making printouts of the labeled game screen, the ship summary chart, andthe command summary. The map would be useful as well.
One of the most important things to learn is the use of keymaps. These allow you to combine multiple commands in one keystroke, so you can, for instance, scan the nearest ship, lock on weapons if they are in range, and load and fire torpedoes by pressing just one key. With keymaps, you can set up the keyboard in a way that is intuitive to you, so you can concentrate less on hitting the right key and more on the tactics you need to kill people and stay alive.
Once you’ve read the documentation and feel you have some idea what you’re doing, enter the game (see question #3.) and find out howwrong you are. Expect to die a whole lot before you ever kill anybody. You might be able to find somebody in the game who will help you and teach you some things, but much more often you will learn from being killed over and over and over again. As you are being slaughtered, watch what your opponent is doing, and then next time, try to prevent him from doing it. Eventually, you’ll learn what tactics work against which ships and which don’t.
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8. I’ve been playing for two days now. I always die right away, and i can’t damage anybody. What am I doing wrong?
If you haven’t read and understood the docs, go and do so.
Learn from your deaths. Watch how you are killed, and try to do what your killers did.
Try flying a different ship. Some ships are harder to fly than others.
Learn to use keymaps.
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9. My screen sometimes gets messed up. How do I fix it?
Hit ^R (that’s the Control or Ctrl key with the ‘r’ key at the same time) and your screen will be redrawn.
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10. Are there robot ships in the game? How do you tell which ships are robots?
Yes. The robot AI flies ships in much the same way as a human does. It can be difficult to tell the bots apart from the humans. One way to check, is to send a message. If you receive a rather generic response, much quicker than a human could type it, it is most likely a robot.
Also, at times, there is a Robot Freighter THX DY-600 delivering gold around the quadrant.
Some players have developed robots themselves which they run through a telnet process as if they were actually playing. This is tolerated as long as the robot doesn’t specifically target one person, class of ship, race, etc. and the robot’s programmer should watch its playing and shut it down should it become too obnoxious.
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11. People keep saying rude things to me in the game. How should I respond?
As rudely as possible.
When people are sending obnoxious messages, either they are trying to find someone to fight, or they are trying to get you upset so that you make mistakes. You can use the “ESC, CTRL-m” command to follow messages to their source and shut them up by killing them, or if you are too sensitive to hear such nasty things, you can use the “R [shipletter]” command to block messages from a particular ship, and “R*” to block all global messages.
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12. What is gold? How do you get it? What can you buy with it?
Gold determines your ranking on the scoreboard. Some people would like to think it gives an indication of how good a player they are, but the other fields in a ship’s score are more revealing about that. Anything you get for your ship (crystals, torps, drones, mines, antimatter) normally costs you some amount of gold, but if you have under 1000 gold, it is free. You can also lose gold by dropping it when you are losing life support, by paying to repair a cloak or
transmitter, or by buying peace with a planet or starbase after shooting it.
There are three ways to get gold (from the docs):
Dock at a starbase after giving damage to other ships. The starbase will award you gold equal to (DmgGiven+Bonus)/10.
The starbases in alpha and beta follow the above equation. This gives you 10% of your DmgGvn+Bonus; however in gamma, docking at a starbase will give a ship 11% of it’s DmgGvn+Bonus.
Destroy another ship with gold onboard. When a ship explodes, loses life support, or just quits, all of its gold up to
1000 plus 10% thereafter is left behind for you to pick up.
Also, ships with greater than 100 damage accidentally drop chunks of gold bars you can pick up. [Usually gold is dropped in 10% chunks.]
Another way to get gold is to destroy a starbase. When a base reaches 200 damage it will detonate and send gold chunks flying. Good luck with this strategy though, as starbases get angry when fired upon, and deal damage exponentially higher as the starbase’s own damage increases.
Additionally, ships which break save (connection closed without dying, quitting, or saving at a starbase) lose 1/3 of their gold, and 10% of their total gold (before the break penalty) remains behind to be picked up.
To pick up gold, you scan and lock weapons on the ship debris or chunk of gold and them beam it aboard using the transporter. However, the transporter only works within 200 units. You can also pick up gold by running over it, but if you are going too fast, you might miss it.
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13. What does antimatter do for me, and how fast is it used?
Antimatter is your ship’s fuel. Your rate of antimatter consumption depends on how much energy you are using. The more energy being used, the faster your antimatter burns.
You can not have more Warp Energy than you have antimatter. As your antimatter drops below your warp energy, your warp energy maximum drops to match how much antimatter you have remaining. Once you have no antimatter left, you only have impulse power to take you (very slowly) to a planet where you can get antimatter, and you are easy prey for anybody who happens upon you.
Antimatter also determines how powerful the explosion is when you self-destruct or are destroyed by another player. The more antimatter you have, the more damage you will inflict on ships within 3000 units of your detonation.
>From therat@netcom.com:
Each tick, your warpen expended is added to an accumulator. When this accumulator passes the mystical value of 400, 400 is subtracted from it and 1 is subtracted from your antimatter.
Antimatter is a fuel which converts directly to energy. 1 antimatter unit will yield you 400 ticks (or 100 seconds) of using 1 warpen, or one tick of using 400 warpen (not that you really can).
A more solid example:
An orion br-5 sits on orion. It has 5000 units of antimatter fuel. It raises shields. This alone uses only impulse energy, 20 units of it per tick, but drains nothing, since in mtrek, impulse energy is free. The br5 then leaps to warp 16.0, and is now using 20 for shields and 80 for movement, totalling 100 energy units per tick. 40 of those are impulse, and therefore free, but the ship is burning 60 units of warp energy per tick. n seconds, (4n ticks) later, it stops. It used (4n)*60 units of warp energy, costing the ship’s fuel supply 240n/400 units of antimatter.
(warpen used) * (number of ticks) --------------------------------- = (antimatter used) 400 1 antimatter = 400 (warpen) (ticks)
14. How much damage do the various weapons do?
>From therat@netcom.com:
Weapon strengths:
Torpedo
———
Standard Photon Torpedo: 0 at minimum range, 175 at maximum range. Instant. (see Question 37 for chart) Obliterator Torpedo: 100 always. Instant. Lame (Freighter) Torpedo: 100 always. Instant if locked, flies through space at a warp between 20 and 21 if it misses. Plasma Torpedo: 1500 initially, after a while it decays and then dissipates completely (minimum energy 571). [According to docs, it loses 10% per second during the last 5 seconds it lasts.] Moves between warp 9 and 10. Plasma Bolt: 750 always. Instant. Must be locked. Variable-Speed Plasma: Works like Plasma, with a fixed energy initially, and eventual decay. Initial energy based on speed it travels: 700 at warp 5, 1200 for warp 10, linear distribution in between. Speed set by pilot.
Phaser
———
Normal Phasers:
All phaser-type weapons are instant in effect. Phasers may be fired in a narrow beam, or fired in a spread pattern (“wide”). When normal phasers are fired wide, they hit every object and ship within phaser range with a reduced-
power attack. (1/2 the power of narrow phasers). Normal phasers load or unload by five energy units at a time. When fired, all phaser energy currently loaded goes into the burst. After firing, it takes a little time for the phasers to cool, and for the engines to output the normal level of power again.
Expanding Sphere Inducer:
ESI is similar to the standard phasers, in that they load and unload five energy units at a time, and take a while to cool after firing. They differ
in a few ways:
1> They cannot be fired in a narrow beam, because their weapon fires as an expanding sphere (hence, the name). 2> They do no damage at all to targets at range 0. Maximum damage is at range 1. 3> They are slightly stronger than locked phasers. 4> Their damage is reduced dramatically when they hit more than one target.
Agonizer Phasers:
This weapon is available only on the Warbird or RWAR class. To use it, one of your variable-speed plasma torps is loaded into a launching channel and then forced out the end. It always takes 40 energy units to load, and its damage
is not affected by range, in that if you are close enough to hit, it will apply maximum damage. This is the phaser equivalent of the Obliterator
Torpedo.
Damage: Standard Phasers (Locked) : 25 per point at minimum range, 0 at maximum range. Standard Phasers (Wide) : 12 per point at minimum range, 0 at maximum range. Agonizer Phasers (Warbird): 200 at all phaser ranges Expanding Sphere Inducer : 30 per point at minimum range, 0 at maximum range.
Mines
———
Detonation radius: 100 Teleport radius: 110 Drop distance: 150 Duration: 10 seconds (verify) Strength: Most classes with mines: 900 Orion BR-1000: 1000
Drone
———
Detonation radius: 100 Strength: Most classes with drones: 400 Larson and BR-1000: 500 KEV-12: 600
Cardassians: Depends on speed of the drone.
Warp Speed Strength 4 856 5 799 6 742 7 685 8 628 9 571 10 514 11 457 12 400
Miscellaneous Devices***
———
Corbomite: unknown
Iridium: has the ‘ship debris’ effect; similar to asteroids and ship debris, if you move at speeds > warp 8, your shields will be reduced by 10 points per second. Radius 300 units. Duration is 1 minute. Drop distance is 0.
Magnabuoy: must have weapons locked on a ship to deploy this device; it will attach itself to that ship for a duration of 10 seconds unless it is destroyed. The device will follow a ship’s movement even if it is cloaked.
Neutron: keeps shields from regenerating on any ships between 100 and 200 units from the device; gives 3 internal damage to any ship at < 100 units regardless of their shields. Duration 30 seconds. Drop distance is 150.
Warheads
———
Borg: the borg homes in on ship messages, and will send you a message: ‘Subspace Radiation Must Be Neutralized’ when it is attacking you. The borg employs warheads and iridium mines in its attack on blatant spammers. Currently borg is not enabled on mtrek.com
Brachistochrone/Tautochrone: these two planets fire warheads at each other, if you happen to be in the way they’ll hit you. The warheads travel at warp 5, detonate with strength 1000 at a radius of 100 units.
Megadon: if you get too close to this planet, the ‘Megadon Defense Force’ will be activated. It becomes activated at 1000 units. These warheads can travel at speeds up to warp 12. Megadon fires an additional warhead every 10 seconds that you remain in the activation zone. These warheads last for a long time, and repeatedly hit for between 100 and 150.
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15. Where can I get {torps, crystals, drones, mines, life support, etc.}?
Torps: Even-numbered starbase, or planet with the code T. Mines: Odd-numbered starbase, or planet with the code M. Drones: Odd-numbered starbase, or planet with the code D. Life Support: Odd-numbered starbase, or planet with the code L. Crystals: Planet with the code C. Antimatter: Your home planet, or any unalligned planet with the code A. Neutron: Brachistochrone, in Beta quad; code N. Iridium: Brachistochrone, in Beta quad; code I. Magnabuoy: Brachistochrone, in Beta quad; code MB. Corbomite: Ferrigulum, in Gamma quad; code CM.
16. What does a nebula do?
>From therat@netcom.com:
When in a nebula, the following conditions apply to your ship:
– Your ability to sense things is dramatically reduced.
– Your visibility (how easy it is for other ships to see you) is only a third of the normal value.
– Your shields will not protect you at all from incoming damage, and all attacks are applied directly to your hull.
– Incoming transmissions are garbled a little with ‘#’ characters.
– Outgoing transmissions are garbled a little with ‘@’ characters.
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17. What does an asteroid field do?
>From ttk@cats.ucsc.edu:
It does damage to you (10 points taken from your shield each second**) if you travel in it at greater than warp 8.0 .. If you travel at warp 8.0 or less it has no effect.
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18. What does a quasar do?
>From therat@netcom.com
Makes cloaking devices ineffective in a radius. At present, there are three quasars in the game, with radii of 1000 or 1500 units each. This only makes the cloak ineffective, it does not turn it off. If you leave your cloaking device engaged while in the area of effect, you will still be using up your cloak time, and your cloak will still burn out if you fail to turn it off in time. Also, there is transmission interference as in the nebula.
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19. What does a pulsar do?
>From therat@netcom.com:
In this game, a pulsar is a quasar which is inactive for a period, then active, then inactive again. Currently, there exist pulsars with radii of 1000 and 2000 units. The transmission interference exists here as well, and does not vary with time as the cloak-damping effect does.
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20. What do Cygnus X-1, X-2, etc., do?
>From therat@netcom.com:
These are black holes. If you get within 10,000 units of one, it will begin altering your course in its direction. The closer you get, the stronger the pull, and the further you will be dragged each time tick. If you are drawn to within a radius of 500 from the black hole, you will be moved somewhere in a dramatic manner, either somewhere distant within the quadrant where you started, or even into another quadrant. The black holes are Emergency Escape Devices. Love them. Remember them when you are being pursued by superior forces, or when you are damaged and cannot stop to heal because someone is chasing you relentlessly. If your pursuers follow you in, they will be displaced just like you will, but it is unlikely that they will end up in the same place as you. Given that your location after such a trip is in such doubt, however, this course should not be decided upon lightly, as you could easily end up in the midst of an ongoing battle.
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21. How does the wormhole work?
>From ttk@cats.ucsc.edu:
The wormhole pulses every 30 seconds. It will disappear and then reappear. If you are within 500 spatials when it reappears, it will send you to a different quadrant. If your warp factor is zero or positive, you will go to the next-higher quadrant (ie, from alpha to beta, or from beta to gamma, or from gamma to alpha) while if your warp factor is negative, you will go to the next-lower quadrant.
Also, as it says in the docs, once you go through the wormhole, you cannot pass through again for 60 seconds.
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22. It says my cloak has burned out. How do I fix it?
>From therat@netcom.com:
Go to a planet capable of fixing it (code FC), and orbit. Cost: 10, or free if you’re poor. In the current implementation, there exist only three such planets, one per quadrant: Romulus in Alpha, Ion in Beta, and Vidicon Beta in the Gamma quadrant. When going to get your cloak fixed, be wary, because most ships with cloaking capability lean on that capability for survival. If you are silly enough to inform others that your cloak has burned out, they will often take advantage of your weakness to snuff you out as you attempt to get it repaired.
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23. How do you fix your transmitter once it’s burned out?
Go to a planet with the FR code. The only known planet with this code is Ferrigulum in the Gamma Quadrant. It costs 500 to get your transmitter repaired, and unlike everything else, if you don’t have the money, you don’t get the service. Ferengi don’t take credit.
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24. How is ram damage computed?
>From clp@flange.com:
The ram command tells your ship to ram every ship at the same coordinates. The ramming ship and the rammed ship both get a random amount of damage between 20 to 25, regardless of shield strength.
Also, ram damage does not affect your warp energy.
If you are at range 0 from more than one ship, each of them takes damage from your ram, and you take damage from ramming each one of them (e.g. you ram a pair of ships sitting on a starbase, they will each have 20-25 damage, and you will have 40-50 damage).
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25. Does turning on damage control help prevent damage, or just fix it?
Damage control is used to repair damage done to your hull (internal damage). It does not prevent damage, nor can it fix life support which has bled away into space. Damage control does, however, heal your warp energy and impulse energy up to your ship’s normal starting levels.
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26. How is torp and phaser damage affected by range?
Photon torpedos vary in energy linearly between their minimum range and their maximum range. Maximum damage at maximum range, no damage at minimum range. (** See Question 37 for detailed chart **)
Obliterator torpedos do maximum damage whenever they hit.
Phasers vary in energy from maximum at 0 range to minimum damage at maximum range.
Expanding sphere inducers do no damage at range 0, maximum damage at range 1, and between 1 and maximum range, the damage diminishes linearly.
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27. What is the damage modifier? How does it work?
>From clp@flange.com:
Each ship type is assigned a damage modifier which is multiplied by incoming weapon energy. More fragile ships are given a higher damage modifier.
_ROUGHLY_ (there seems to be a random tweak, but this is what it orbits)…
((energy of attack) * (damage percent)) / 3000 = (internals inflicted)
In other words, the higher your damage modifier is, the more your ship will be damaged by a hit. This only seems to affect structural damage; shield damage is determined by your shield strength (see next question).
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28. What is shield strength? How does it work?
>From therat@netcom.com:
Shield strength represents the number of points of incoming raw damage that are necessary to lower a ship’s shields by one percent. This represents how protective the shields are by design, therefore each ship class has a given rating of shields.
Examples:
A KEV-12 can drop 800 points of raw damage in a single salvo of obliterator torpedos. When this damage is applied to the full shields of an Orion BR-5, which has a shield strength of 15, the shields drop by about 54%. When this same amount of damage is applied to the raised shields of a Federation Freighter DY-600 ship, which are protected by shields with a strength of 25, the Freighter’s shields only drop by 32%.
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29. What is the warp equation? How fast are the various speeds?
>From clp@flange.com:
When warp is non-zero: units_per_second = ((warp+1)*10)^3/9050
>From therat@netcom.com:
Warp speed chart ==================== Warp u/sec u/tick Warp u/sec u/tick ===== ====== ====== ===== ====== ====== 0.2 0.0 0.0 9.2 117.2 29.3 0.4 0.0 0.0 9.4 124.0 31.0 0.6 0.4 0.1 9.6 131.6 32.9 0.8 0.4 0.1 9.8 138.8 34.7 1.0 0.8 0.2 10.0 146.8 36.7 1.2 0.8 0.2 10.2 155.2 38.8 1.4 1.2 0.3 10.4 163.6 40.9 1.6 1.6 0.4 10.6 172.4 43.1 1.8 2.4 0.6 10.8 181.2 45.3 2.0 2.8 0.7 11.0 190.8 47.7 2.2 3.6 0.9 11.2 200.4 50.1 2.4 4.0 1.0 11.4 210.4 52.6 2.6 4.8 1.2 11.6 220.8 55.2 2.8 6.0 1.5 11.8 231.6 57.9 3.0 6.8 1.7 12.0 242.4 60.6 3.2 8.0 2.0 12.2 254.0 63.5 3.4 9.2 2.3 12.4 265.6 66.4 3.6 10.4 2.6 12.6 277.6 69.4 3.8 12.0 3.0 12.8 290.0 72.5 4.0 13.6 3.4 13.0 303.2 75.8 4.2 15.2 3.8 13.2 316.0 79.0 4.4 17.2 4.3 13.4 329.6 82.4 4.6 19.2 4.8 13.6 343.6 85.9 4.8 21.2 5.3 13.8 358.0 89.5 5.0 23.6 5.9 14.0 372.8 93.2 5.2 26.0 6.5 14.2 388.0 97.0 5.4 28.8 7.2 14.4 403.2 100.8 5.6 31.6 7.9 14.6 419.2 104.8 5.8 34.4 8.6 14.8 435.6 108.9 6.0 37.6 9.4 15.0 452.4 113.1 6.2 41.2 10.3 15.2 469.6 117.4 6.4 44.4 11.1 15.4 487.2 121.8 6.6 48.4 12.1 15.6 505.2 126.3 6.8 52.4 13.1 15.8 523.6 130.9 7.0 56.4 14.1 16.0 542.8 135.7 7.2 60.8 15.2 16.2 562.0 140.5 7.4 65.2 16.3 16.4 582.0 145.5 7.6 70.0 17.5 16.6 602.4 150.6 7.8 75.2 18.8 16.8 622.8 155.7 8.0 80.4 20.1 17.0 644.4 161.1 8.2 86.0 21.5 17.2 666.0 166.5 8.4 91.6 22.9 17.4 688.0 172.0 8.6 97.6 24.4 17.6 710.8 177.7 8.8 103.6 25.9 17.8 734.0 183.5 9.0 110.4 27.6 18.0 757.6 189.4
Notes:
If the warp equation is applied as defined elsewhere (in terms of whole seconds), incorrect values will be obtained. Mtrek works on quarter-seconds, and uses integer (ahem, ah, “fixed-point”) arithmetic. In order to obtain correct results, the equation given must be cast into that form, and the units/second value derived by multiplying the result by 4.
When one takes into account that mtrek works in quarter-seconds, the warp eq becomes v=((w+1)^3)/362 units/tick this eq gives results which match observation precisely.
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30. What is transwarp? How far does a transwarp hop take you at each speed?
Transwarp drives are installed on the Excelsior and DY-600 ship classes. The Excel has to go to Earth to get a transwarp drive installed, while the DY-600 starts with one.
Jumping to transwarp raises your warp by 30. Transwarp therefore starts at 33.0 and goes… as high as you can, I guess. I included speeds up to transwarp @17.0, because anything above 12 and you’re burning warp in an Excelsior, so the number doesn’t matter a whole lot.
Transwarp lasts for 10 seconds, during which you can’t turn or change directions. In the Excel, if you are intercepting an object, you will drop out of transwarp next to that object. If you are not intercepting, or if you are in the DY-600, you simply continue in a straight line until the transwarp ends.
You can change speeds during transwarp using the ‘{‘, ‘}’, ‘[‘, and ‘]’ keys.
You must be going at least warp 3.0 and have 30 available warp energy to engage your transwarp drive. When engaged, transwarp reduces your available warp energy by 30. It takes three seconds between when you send the command to engage and when the transwarp actually turns on; if either your current energy or your warp energy goes below 30 in that time,
it does not engage, usually leaving you to be pounded to your death.
Here is a chart of how far a transwarp hop will take you at each speed. (Chart compiled by therat@netcom.com, and edited by the FAQ Creator):
Speed Distance Speed Distance Speed Distance ===== ======== ===== ======== ===== ======== 3.0 43428 8.0 65544 13.0 94124*** 3.2 44200 8.2 66556 13.2 95412 3.4 44980 8.4 67580 13.4 96716 3.6 45768 8.6 68616 13.6 98028 3.8 46568 8.8 69660 13.8 99352 4.0 47372 9.0 70716 14.0 100688 4.2 48192 9.2 71784 14.2 102036 4.4 49016 9.4 72860 14.4 103396 4.6 49852 9.6 73948 14.6 104772 4.8 50696 9.8 75044 14.8 106156 5.0 51552 10.0 76152 15.0 107552 5.2 52416 10.2 77272 15.2 108960 5.4 53288 10.4 78404 15.4 110380 5.6 54172 10.6 79548 15.6 111816 5.8 55064 10.8 80700 15.8 113260 6.0 55968 11.0 81864 * 16.0 114720 6.2 56880 11.2 83040 16.2 116192 6.4 57804 11.4 84224 16.4 117672 6.6 58736 11.6 85424 16.6 119168 6.8 59676 11.8 86632 16.8 120676 7.0 60632 12.0 87852 ** 17.0 122200 7.2 61592 12.2 89084 7.4 62564 12.4 90324 7.6 63548 12.6 91580 7.8 64540 12.8 92848 * Fastest non-overwarp transwarp in DY-600. ** Fastest non-overwarp transwarp in Excelsior. *** Fastest non-overwarp transwarp in Sphere
31. What is overwarp/emergency warp?
Most ship classes have the ability to travel faster than their maximum cruising warp. However, when you go faster than your ship’s normal maximum speed, you begin burning warp energy, until eventually you no longer have enough extra energy to go faster than your normal maximum speed. Some ships, notably the Larson and CDA-180, have enough extra
energy that they can afford to use overwarp to get in range or run away from faster ships. For these ships, effective use of overwarp is essential to kill certain ship types and survive. Even some ships which don’t have enough energy to overwarp for very long can use this to their advantage. (See Question 35 for crystal consumption rates)
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32. What is damage warp?
If you exceed your ship’s emergency warp (see previous question), you not only burn warp energy, but you also start taking structural damage, as the speed starts to tear your ship apart. While this is not a good idea in general, it is sometimes necessary in ships which do not have a very high emergency warp (for example the BR-1000, which has no overwarp ability).
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33. What is a breaksave?/What is the BRK field in the statistics?
>From clp@flange.com:
When a player’s telnet connection has been severed, the ship is automatically saved. There is no way to determine whether the connection was dropped due to a flaky network, a system crash, or from the user killing telnet to avoid an unwanted conflict. The “BRK” field is the number of breaksaves a ship has done. A severe gold penalty is given when a ship breaksaves. Ships with greater than 50 damage are breaksaved only when docked. Ships with less than 1000 are never breaksaved. A breaksave on any ship with less than 1K gold results in the ship being destroyed, leaving the usual amount of gold.
The gold penalty for breaksaving is about 1/3 of the gold they are carrying when the connection is broken. 10% of their current gold (before the 1/3 is deducted) is left behind for others to pick up.
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34. Where can I get a list of all of the planets and starbases with their codes and coordinates?
***ALPHA QUADRANT*** 1 Starbase 1 Code: L M D X: -6150 Y: -13432 Z: -300 2 Starbase 2 Code: T X: 7803 Y: -10300 Z: -6540 3 Starbase 3 Code: L M D X: -6000 Y: 10020 Z: 900 4 Starbase 4 Code: T X: -11400 Y: 17000 Z: -800 5 Babylon 5 Code: L M D X: -18400 Y: 20730 Z: 5020 6 Starbase 6 Code: T X: -29600 Y: 17000 Z: -400 7 Space Station K-7 Code: L M D X: 21800 Y: 16000 Z: -3000 8 Starbase 8 Code: T X: 28000 Y: 5000 Z: 400 9 Starbase 9 Code: L M D X: 33900 Y: -10500 Z: 8030 0 Starbase 10 Code: T X: 24000 Y: -24000 Z: 800 a Asteroid Field Code: None X: -18000 Y: -12500 Z: -3000 b Betelgeuse Star Code: None X: 2000 Y: -3000 Z: 20500 c Cygnus X-1 Code: None X: -34052 Y: -17084 Z: 2112 d Delta Vega Code: C M D X: -20320 Y: -21344 Z: -1200 e Earth Code: A X: 2000 Y: 2025 Z: 220 f Organia Code: None X: -18000 Y: 4000 Z: 6000 g Gorn Code: A X: -10000 Y: -36020 Z: 4060 h Hyperion Code: C A X: 139519 Y:-115152 Z: 111346 i Comet Icarus 4 Code: None j Deneva Code: T X: -21200 Y: -23040 Z: -4020 k Klinzhai Code: A X: 36030 Y: -18080 Z: 3000 l Lusus Minor Code: L T X: 139988 Y:-114758 Z: 111123 m Magrathea Code: M D X: 136030 Y:-118080 Z: 113000 n Mutara Nebula Code: None X: -6003 Y: -10300 Z: -6540 o Orion Code: A X: -39700 Y: 16341 Z: 7000 p Wrigley Code: C X: 8100 Y: -20341 Z: 40 q Rigel XII Code: C X: -17700 Y: -9341 Z: 3400 r Romulus Code: A FC X: 20100 Y: 29200 Z: -3230 s Sargasso Nebula Code: None X: 136500 Y:-119962 Z: 123574 t Tholean Space Code: None X: -40003 Y: 6032 Z: -2030 u Ursus Outpost Code: None X: 134820 Y:-117517 Z: 109320 v Vulcan Code: C X: 6053 Y: 20747 Z: 2980 w Worm Hole Code: None X: 3 Y: -7 Z: 2 ***BETA QUADRANT*** 1 Starbase 11 Code: L M D X: 4016 Y: 13407 Z: -8936 2 Starbase 12 Code: T X: 26200 Y: 9680 Z: 6470 3 Starbase 13 Code: L M D X: 8150 Y: -10940 Z: -29460 4 Starbase 14 Code: T X: 1340 Y: -24700 Z: 28970 5 Starbase 15 Code: L M D X: -5900 Y: -12870 Z: -27910 6 Starbase 16 Code: T X: -19792 Y: -15170 Z: -2900 7 Starbase 17 Code: L M D X: -25935 Y: 2440 Z: 2135 8 Starbase 18 Code: T X: -18913 Y: 11802 Z: -16036 9 Starbase 19 Code: L M D X: -16402 Y: 22795 Z: 9968 0 Starbase 20 Code: T X: 207 Y: 26501 Z: 7573 a Arrakis Code: C X: -15350 Y: 2440 Z: 6080 b Brachistochrone Code: T N I MB X: -8970 Y: 25670 Z: -23180 c Cygnus X-2 Code: None X: -22600 Y: -27410 Z: -6530 d Dana Planet Code: A X: 1280 Y: 24120 Z: 21070 e Encinitas Code: None X: -2050 Y: -5460 Z: -17900 f Fomalhaut Code: None X: 18810 Y: -1990 Z: 5720 g Gauss Code: T X: -602 Y: 8647 Z: -1772 h Hawserion Code: C X: -19340 Y: -18190 Z: -20150 i Ion Code: FC X: 20850 Y: 7120 Z: -1080 j Jovia Code: None X: -4290 Y: -7570 Z: 9020 k Kali Asteroid Zone Code: None X: 29700 Y: 22220 Z: -10670 l Lethargy Code: None X: -7800 Y: -6240 Z: -21610 m Malibu Beta 6 Code: A X: -23450 Y: 27700 Z: 26460 n Newtonium Code: M X: 2512 Y: 5004 Z: -3198 o Orion Outpost Code: None X: -16420 Y: -1630 Z: 12290 p Pleasure Planet Code: C X: 28620 Y: -15180 Z: 10970 q Quasar Epsilon Code: None X: 6330 Y: 21880 Z: -14960 r Rama Pulsar Code: None X: 1743 Y: -26267 Z: -16435 s Shiva Nebula Code: None X: 12460 Y: 27570 Z: -8110 t Tautochrone Code: C M D X: -10000 Y: 21670 Z: -10250 u Uhura Code: None X: 17230 Y: -6660 Z: 8420 v Vishnu Code: C D X: 4459 Y: 9388 Z: -362 w Worm Hole Code: None X: 12 Y: -19 Z: 5 x Planet X-Beta Code: None X: -20940 Y: 7900 Z: -28990 y Yaxci Code: None X: -24160 Y: -7080 Z: 19630 z Planet Z-Beta Code: None X: 20750 Y: -12450 Z: 7020 ***GAMMA QUADRANT*** 1 Starbase 21 Code: L M D X: -10860 Y: 9250 Z: -5420 2 Starbase 22 Code: T X: 26850 Y: 29350 Z: 4140 3 Starbase 23 Code: L M D X: 31150 Y: 37900 Z: 3890 4 Starbase 24 Code: T X: -20590 Y: 1960 Z: -17960 5 Starbase 25 Code: L M D X: 9860 Y: 12250 Z: 6840 6 Starbase 26 Code: T X: 27410 Y: 20000 Z: -15710 7 Starbase 27 Code: L M D X: 26040 Y: 1450 Z: -1600 8 Starbase 28 Code: T X: 4650 Y: -19120 Z: -28250 9 Starbase 29 Code: L M D X: 3600 Y: -11770 Z: -21750 0 Starbase 30 Code: T X: 34050 Y: -10640 Z: 900 a Alpha Centauri Code: M D X: 7841 Y: 27048 Z: 17639 b Bajor Code: T X: 10974 Y: 30019 Z: 21137 c Cardassia Code: A X: 13710 Y: 10000 Z: -7950 d Deneb Nebula Code: None X: -22840 Y: 11790 Z: -6390 e Encaladus Quasar Code: None X: -18930 Y: 11290 Z: -9010 f Ferrigulum Code: C FR CM X: 35450 Y: 33250 Z: 2420 g Galileo Asteroids Code: None X: 23600 Y: 24140 Z: -16930 h Halley's Comet Code: None X: 17542 Y: 5798 Z: 17348 i Irata Carinae Code: None X: 20030 Y: 2320 Z: -21220 j Juno Asteroid Zone Code: None X: -21250 Y: 5950 Z: -12210 k Kahoutek Comet Code: None X: 31064 Y: -10048 Z: 2841 l Lagoon Nebula Code: None X: 32950 Y: 35750 Z: 2190 m Megadon Code: C M D T A X: 30040 Y: -4600 Z: -350 n Nebulon Code: C X: -23950 Y: 12560 Z: -4790 o Orion Nebula Code: None X: 7050 Y: -13570 Z: -25250 p Praxis Code: C A X: 4450 Y: -7720 Z: -17970 q Quasar 3C 273 Code: None X: 33050 Y: -11640 Z: 1130 r Rosette Nebula Code: None X: 8410 Y: 11860 Z: 9890 s Sagittarius Code: M X: -14310 Y: -8550 Z: 10290 t Triangulum Code: C X: 11795 Y: 25850 Z: 15998 u Uranus Cygni Code: X: 24970 Y: -21080 Z: -35270 v Vidicon Beta Code: FC X: -6060 Y: 19150 Z: 5540 w Worm Hole Code: None X: 0 Y: 0 Z: 1 x Xakaar Pulsar Code: None X: 29200 Y: 31050 Z: 4740 y Yxk Asteroid Zone Code: None X: 1900 Y: -15820 Z: -24800 z Zwicky Code: None X: -15810 Y: 35290 Z: -16740 C Cygnus X-3 Code: None X: -34052 Y: -17084 Z: 2112 ***OMEGA QUADRANT*** 1 Starbase 31 Code: L M D X: 2399 Y: -5793 Z: 15137 2 Starbase 32 Code: T X: 0 Y: -11585 Z: 11585 3 Starbase 33 Code: L M D X: 11585 Y: 0 Z: 11585 4 Starbase 34 Code: T X: 13985 Y: -5793 Z: 6270 5 Starbase 35 Code: L M D X: 5793 Y: 13985 Z: 6270 6 Starbase 36 Code: T X: -5793 Y: 13985 Z: -6270 7 Starbase 37 Code: L M D X: -13985 Y: -5793 Z: -6270 8 Starbase 38 Code: T X: -11585 Y: 0 Z: -11585 9 Starbase 39 Code: L M D X: 0 Y: -11585 Z: -11585 0 Starbase 40 Code: T X: -2399 Y: -5793 Z: -15137 a Aay'diemm III-A Code: None X: 5793 Y: -2399 Z: -15137 b Beta Carotene Code: FC X: -5793 Y: -2399 Z: 15137 c Cygnus X-4 Code: None X: -15137 Y: 4356 Z: 6270 d Dandelion Outpost Code: A X: -9448 Y: -9448 Z: 8928 e Elysian Asteroids Code: None X: 10703 Y: 4433 Z: 2450 f Frogstar Outpost Code: None X: 0 Y: -15760 Z: 3135 g Gagaran Outpost Code: A X: 11144 Y: -11144 Z: -3135 h Helix Nebula Code: None X: 285 Y: -7379 Z: 6270 i Ididium Code: C X: 768 Y: 5206 Z: -1320 j Jalapeno Nebula Code: None X: 2399 Y: 4836 Z: 15137 k Khittomer Outpost Code: A X: 11144 Y: 11144 Z: 3135 l Lucifer Code: None X: 6313 Y: -9448 Z: 11585 m Markarian 205 Code: None X: 13329 Y: -7605 Z: -9980 n Nimbus Outpost Code: A X: 0 Y: 15760 Z: -3135 o Omega Nebula Code: None X: 13985 Y: -8564 Z: -6270 p Polaris Code: C A X: 0 Y: 0 Z: 16384 q Quetzalcoatl Code: C X: 13682 Y: -6523 Z: -10174 r Rura Penthe Code: None X: 11585 Y: 11585 Z: 0 s Ssyz Planetoid Code: M X: -6313 Y: 9448 Z: -11585 t Tantalus V Code: FR X: -11585 Y: -11585 Z: 0 u Ursa Minor Beta Code: C X: -7641 Y: -3416 Z: 8039 v Veil Nebula Code: FC X: -3524 Y: 3623 Z: -4000 w Worm Hole Code: None X: 1 Y: 4 Z: 9 x Xelor Asteroids Code: None X: -16243 Y: 4175 Z: 4922 y Yonada Outpost Code: A X: -9448 Y: 9448 Z: -8928 z Vela Pulsar Code: None X: -776 Y: 2647 Z: 513
35. How fast is my energy used when I overwarp?
For every 1 warp over maximum cruising warp, a ship loses 1 crystal per 1/4 second. For example, a larson, with max cruising warp of 13 going warp 17 for 1 full second would lose 16 crystals. The crystal loss is given by the equation:
crystal actual max quarter loss = ( speed - cruise ) * seconds speed elapsed
36. How far can I see other ships? How far can they see me?
The range equation:
actual your energy maximum = ( nominal + 10 * used by ) * target / 100 viewing range target visibility range
How to read this chart: The ships on the left hand side indicate the scanning ship, the ships along top are the scanned ship. The top number is the range visible if the scanned ship is using shields only (20 energy); the middle number is maximum uncrystalled energy (varies from ship to ship); and the bottom number is fully crystalled ship using all energy (again varies from ship to ship). For instance, in normal space, a BR-5 could scan a CDA-120 at ranges 6930, 8100, or 8460 depending on if the CDA-120 was using 20 energy (shields only), 150 energy (maximum ship energy without getting crystals), or 190 energy (fully crystalled ship).
Following chart formatted by James Kwong.
Normal ranges
————-
Scanning Ships, BR-5 and CL-13, with scan range 7500:
+--Visibility--------------------------------------------------------------+ | 90 95 96 97 98 100 | +--Scanned Ships-----------------------------------------------------------+ |C120 CL13 LARS RBOP BR-5 WARB BR1K C180 II-A CV97 DYSN EXCEL KEV12 KPB13| +--------------------------------------------------------------------------+ |6930 7315 7315 7315 7392 7392 7469 7546 7700 7700 7700 7700 7700 7700| |8100 8550 8550 8360 8640 8544 8633 9310 8400 9600 9300 9300 9300 9300| |8460 8930 8930 8645 9024 8832 9021 9702 8800 9900 9300 9600 9600 9600| +--------------------------------------------------------------------------+
Scanning Ships, BR-1000, CDA120, DY-600, KPB-13, RBOP, and Warbird,
with scan range 8000:
+--Visibility---------------------------------------------------------------+ | 90 95 96 97 98 100 | +--Scanned Ships------------------------------------------------------------+ |C120 CL13 LARS RBOP BR-5 WARB BR1K C180 II-A CV97 DY600 EXCEL KEV12 KPB13| +---------------------------------------------------------------------------+ |7380 7790 7790 7790 7872 7872 7954 8036 8200 8200 8200 8200 8200 8200| |8550 9025 9025 8835 9120 9024 9118 9800 8900 10100 9800 9800 9800 9800| |8910 9405 9405 9120 9504 9312 9506 10192 9300 10400 9800 10100 10100 10100| +---------------------------------------------------------------------------+
Scanning ships, CV-97 and EXCEL, with scan range 10000:
+--Visibility------------------------------------ | 90 95 96 97 |CDA120 CL-13 LARSON RBOP BR-5 WARBD BR1K +------------------------------------------------ | 9180 9690 9690 9690 9792 9792 9894 | 10350 10925 10925 10735 11040 10944 11058 | 10710 11305 11305 11020 11424 11232 11446 +------------------------------------------------ -------------------------------------------------+ 98 100 | CDA180 II-A CV-97 DY600 EXCEL KEV12 KPB13 | -------------------------------------------------+ 9996 10200 10200 10200 10200 10200 10200 | 11760 10900 12100 11800 11800 11800 11800 | 12152 11300 12400 11800 12100 12100 12100 | -------------------------------------------------+
Scanning ships, CDA180 and LARSON, with scan range 11000:
+----------------------------------------------- |CDA120 CL-13 LARSON RBOP BR-5 WARBD BR1K +----------------------------------------------- |10080 10640 10640 10640 10752 10752 10864 |11250 11875 11875 11685 12000 11904 12028 |11610 12255 12255 11970 12384 12192 12416 +----------------------------------------------- -------------------------------------------------+ CDA180 II-A CV-97 DY600 EXCEL KEV12 KPB13 | -------------------------------------------------+ 10976 11200 11200 11200 11200 11200 11200 | 12740 11900 13100 12800 12800 12800 12800 | 13132 12300 13400 12800 13100 13100 13100 | -------------------------------------------------+
Scanning ships, CON-IIA and KEV-12, with scan range 13000:
+----------------------------------------------- |CDA120 CL-13 LARSON RBOP BR-5 WARBD BR1K +----------------------------------------------- |11880 12540 12540 12540 12672 12672 12804 |13050 13775 13775 13585 13920 13824 13968 |13410 14155 14155 13870 14304 14112 14356 +----------------------------------------------- -------------------------------------------------+ CDA180 II-A CV-97 DY600 EXCEL KEV12 KPB13 | -------------------------------------------------+ 12936 13200 13200 13200 13200 13200 13200 | 14700 13900 15100 14800 14800 14800 14800 | 15092 14300 15400 14800 15100 15100 15100 | -------------------------------------------------+
Nebula ranges
————-
All ships only have scan range 1000 in Nebula:
+--Visibility--------------------------------------------------------------+ | 30 31 32 33 | +--Scanned Ships-----------------------------------------------------------+ |C120 CL13 LARS RBOP BR-5 WARB BR1K C180 II-A CV97 DYSN EXCEL KEV12 KPB13| +--------------------------------------------------------------------------+ | 360 372 372 372 384 384 384 384 396 396 396 396 396 396| | 750 775 775 713 800 768 768 960 627 1023 924 924 924 924| | 870 899 899 806 928 864 896 1088 759 1122 924 1023 1023 1023| +--------------------------------------------------------------------------+
Target in Nebula, your ship outside
———————————–
Scanning ships, BR-5 and CL-13, with scan range 7500:
+--Visibility--------------------------------------------------------------+ | 30 31 32 33 | +--Scanned Ships-----------------------------------------------------------+ |C120 CL13 LARS RBOP BR-5 WARB BR1K C180 II-A CV97 DYSN EXCEL KEV12 KPB13| +--------------------------------------------------------------------------+ |2310 2387 2387 2387 2464 2464 2464 2464 2541 2541 2541 2541 2541 2541| |2700 2790 2790 2728 2880 2848 2848 3040 2772 3168 3069 3069 3069 3069| |2820 2914 2914 2821 3008 2944 2976 3168 2904 3267 3069 3168 3168 3168| +--------------------------------------------------------------------------+
Scanning ships, BR1K, CDA120, DY-600, KPB-13, RBOP and WARBIRD,
with scan range 8000:
+--Visibility--------------------------------------------------------------+ | 30 31 32 33 | +--Scanned Ships-----------------------------------------------------------+ |C120 CL13 LARS RBOP BR-5 WARB BR1K C180 II-A CV97 DYSN EXCEL KEV12 KPB13| +--------------------------------------------------------------------------+ |2460 2542 2542 2542 2624 2624 2624 2624 2706 2706 2706 2706 2706 2706| |2850 2945 2945 2883 3040 3008 3008 3200 2937 3333 3234 3234 3234 3234| |2970 3069 3069 2976 3168 3104 3136 3328 3069 3432 3234 3333 3333 3333| +--------------------------------------------------------------------------+
Scanning ships, CV-97 and EXCEL, with scan range 10000:
+--Visibility--------------------------------------------------------------+ | 30 31 32 33 | +--Scanned Ships-----------------------------------------------------------+ |C120 CL13 LARS RBOP BR-5 WARB BR1K C180 II-A CV97 DYSN EXCEL KEV12 KPB13| +--------------------------------------------------------------------------+ |3060 3162 3162 3162 3264 3264 3264 3264 3366 3366 3366 3366 3366 3366| |3450 3565 3565 3503 3680 3648 3648 3840 3597 3993 3894 3894 3894 3894| |3570 3689 3689 3596 3808 3744 3776 3968 3729 4092 3894 3993 3993 3993| +--------------------------------------------------------------------------+
Scanning ships, CDA180 and LARSON, with scan range 11000:
+--Visibility--------------------------------------------------------------+ | 30 31 32 33 | +--Scanned Ships-----------------------------------------------------------+ |C120 CL13 LARS RBOP BR-5 WARB BR1K C180 II-A CV97 DYSN EXCEL KEV12 KPB13| +--------------------------------------------------------------------------+ |3360 3472 3472 3472 3584 3584 3584 3584 3696 3696 3696 3696 3696 3696| |3750 3875 3875 3813 4000 3968 3968 4160 3927 4323 4224 4224 4224 4224| |3870 3999 3999 3906 4128 4064 4096 4288 4059 4422 4224 4323 4323 4323| +--------------------------------------------------------------------------+
Scanning ships, CON-IIA and KEV-12, with scan range 13000:
+--Visibility--------------------------------------------------------------+ | 30 31 32 33 | +--Scanned Ships-----------------------------------------------------------+ |C120 CL13 LARS RBOP BR-5 WARB BR1K C180 II-A CV97 DYSN EXCEL KEV12 KPB13| +--------------------------------------------------------------------------+ |3960 4092 4092 4092 4224 4224 4224 4224 4356 4356 4356 4356 4356 4356| |4350 4495 4495 4433 4640 4608 4608 4800 4587 4983 4884 4884 4884 4884| |4470 4619 4619 4526 4768 4704 4736 4928 4719 5082 4884 4983 4983 4983| +--------------------------------------------------------------------------+
37. How much damage do my photon torps do at different distances?
from Jim Throne, jthrone@venus.vrx.vhi.com,
w/ minor chart modifications by yours truly:
This chart shows the strength of photon torpedos at variable weapons ranges and in the various ships. Ex. The con, has a minimum torp range of 500 and a maximum range of 1800. It has 4 torpedo tubes. At range 700, one torpedo hits with strength ’27’ while 4 would hit with a strength of ‘108’.
---- --------------------------- R A N G E ------------------------ SHIP 500 550 600 650 700 750 800 850 900 950 1000 1050 1100 1150 1200 ---- ---------------------------------------------------------------- CON 0 7 13 20 27 34 40 47 54 61 67 74 81 88 94 4 torps 0 27 54 81 108 135 162 188 215 242 269 296 323 350 377 - - - - - - - - - - - - - - - ------------------------------------------------------------ 1250 1300 1350 1400 1500 1600 1700 1800 1900 2000 2100 2200 ------------------------------------------------------------ 101 108 114 121 135 148 162 175 404 431 458 485 538 592 646 700 - - - - - - - - 6 8 10 12 ---- ---------------------------------------------------------------- EXCEL 0 13 25 38 50 63 75 88 100 113 125 138 150 163 175 6 torps 0 75 150 225 300 375 450 525 600 675 750 825 900 975 1050 - - - - - - - - - - - - - - - 7 9 11 ---- -------------------------------------------------------- LARSON 0 11 22 33 44 55 66 77 88 98 109 120 131 4 torps 0 44 88 131 175 219 263 306 350 394 438 481 525 - - - - - - - - - - - - - 1250 14 ------------------- 142 153 164 175 569 613 656 700 - - - - 6 8 10 ---- -------------------------------------------- BR-5 0 18 35 53 70 88 105 123 140 158 175 2 torps 0 35 70 105 140 175 210 245 280 315 350 - - - - - - - - - - - 5 7 9 11 ---- --------------------------------------------------------------- BR-1000 0 5 10 15 21 26 31 36 41 46 51 57 62 67 72 1 torp 0 5 10 15 21 26 31 36 41 46 51 57 62 67 72 - - - - - - - - - - - - - - - 1250 14 16 18 20 22 ----------------------------------------------------------- 77 82 88 93 103 113 124 134 144 154 165 175 77 82 88 93 103 113 124 134 144 154 165 175 - - - - - - - - - - - - 6 8 10 ---- -------------------------------------------- CL-13 0 18 35 53 70 88 105 123 140 158 175 2 torps 0 35 70 105 140 175 210 245 280 315 350 ---- - - - - - - - - - - - 5 7 9 11 ---- ---------------------------------------------------------------- CDA-120 0 11 22 33 44 55 66 77 88 98 109 120 131 142 153 4 torps 0 44 88 131 175 219 263 306 350 394 438 481 525 569 613 - - - - - - - - - - - - - - - 1250 1300 --------- 164 175 656 700 - - 6 8 10 12 ---- ---------------------------------------------------------------- CDA-180 0 11 22 33 44 55 66 77 88 98 109 120 131 142 153 5 torps 0 55 109 164 219 273 328 383 438 492 547 602 656 711 766 - - - - - - - - - - - - - - - 1250 1300 --------- 164 175 820 875 - -
38. Are there any rules in mtrek?
Not really, but there are no-no’s that can get you site-banned and/or cause others to lose any respect for you.
In theory, name-stealing, and multishipping are offenses that can get you ‘site-banned’. Basically, this causes mtrek to reject any connection originating from the offending site. There are obvious ways around a site-ban, so it is not done often. Name-stealing is taking a ship name generally played by (and recognized as) someone else. Multishipping is
having more than one active ship in the game at a time. There are many forms of multishipping, two of the more common are: ‘multiplexing’, controlling more than one ship through one terminal, each command is sent to all ships… in essence, multiple ships acting as one; ‘pointshipping’, shooting one of your ships with another of your ships, typically for the sake of gold and status.
Other unsavory mtrek tactics: ‘banking’, taking a perfectly healthy ship that has gold, quitting the ship (thus leaving the gold behind), then logging in another ship to pick the gold up; ‘suiciding’, fairly common in mtrek, (the favorite ship to use seems to be a larson, although i favor the excel myself) using a ship to attack someone, expressly to kill or cripple, with no care about your own ship’s health; ‘teaming’, ganging up with a bunch of your buds and blowing everyone else up (or trying to); ‘peace-breaking’, saying “peace” to an opponent ship expressly to get in weapons range and THEN attacking.
David Paris once posted to the mtrek newsgroup (alt.games.mtrek) that both ‘banking’ and ‘pointshipping’ could be offences warranting ship removal.
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39. Bugs
Like any program, mtrek has had it’s fair share of bugs. For the most part, they tend to be fixed rapidly after discovery. Following is a list of some of the bugs that mtrek has had over the years.
Torp-dump: I have no personal experience with this one, but apparantly in pre keymap days, someone locally assigned a function key to transmit the following macro: “TTTTTTTTtTTTTTTTTtTTTTTTTTtTTTTTTTTtTTTTTTTTt” at the time there was no firing delay so the enemy ship would be instantly screwed up.
Mine: At one point in time, you got points for hitting your own mines.
Extra Torp: A warbird utilizes its plasma torpedoes for the Agonizer Phaser weapon which it’s equipped with. By loading a torpedo into the phaser banks, docking at an even starbase, filling up on torps, and then unloading the phaser charge, the warbird could be fitted with 1 extra torp.
Ursus: By docking at Ursus Outpost, a ship could gain the ability to save nearly anywhere. The ability lasted until the ship got < = 1 unit away from a planet or < = 500 units from a starbase. This was an especially effective ploy for the ships with regenerating torps.
ESC-L: Typically, the ESC-L-command will show the last coordinates where was seen, and if it hasn’t been seen, will show 0, 0, 0. But, before it was fixed, that key sequence would change your heading to point towards wherever was even if had never showed up within your scanning range.
Keymap: You could copy any existing ships keymaps into a new ship. At the Ship Name: prompt, you’d type the existing ship name and then purposely mess up the password. Then you’d type the new ship name and choose its class. The new ship would then have the existing ships keymaps.
Jumpwarp: A method existed for going damage warp speeds with minimal crystal loss and optimally no damage. This was done by going .2 over the maximum cruising warp, (resulting in a loss of 2 crystals), and then hitting a keymap consisting of many “w”‘s. This jumped the ship to speeds up to warp 39 (depending on ship class). The high speed could
only be held < 1 second or else damage and crystal loss would result.
Xwarp bug: By starting a DY class ship, and its transwarp countdown, then quickly quitting the DY, and starting another class ship, you could force that class to xwarp.
Phaser bug: By using alternating charge & fire commands in keymaps, it was possible to do approximately 25 ints w/ a CL-13 at its maximum weapons range, IF an opponent had no shields.
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40. What if there’s something I think should be in this FAQ?
Send me e-mail: mtrek@live.com or leave a comment on the mtrek.com website
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CREDITS:
Without these people, this FAQ would not be here. If you would like
to be mentioned here, contribute something.
(Jay Ashworth) – FAQ Maintainer for many years
(Anthony Vervoort) – FAQ Creator
(Chuck L. Peterson) – Multi-Trek Author
(Wade P. Evans) – Extensive Mtrek Research
(James Kwong) – HTML conversion for WWW site
(Rick Irwin) – Current FAQ maintainer
Contributors:
(Gopal Santhanam)
(J. V. Needham)
(Charles J Savoie)
(Jim Throne)
(Sean Breazeal)
(William Moyer)
(Kendall Gelner)
(Paul Scheidt)
(John L. Gossage)
(David Blondell)
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HISTORY:
Version 0.1 ( 5 Oct. 1994): Preliminary version sent to contributors for feedback. Version 1.0 (10 Oct. 1994): First general public release. Version 1.1 (15 Oct. 1994): Second release, fixed some typos, added info on new site, added warp chart, and made several corrections. Version 1.2 (10 Dec. 1994): info on new sites, addition of rough internal damage equation, and now only one 28. Version 1.3 (25 Jan. 1995): updated site info; added antimatter consumption rate. Version 1.5 (Feb. 17, 1996): visibility ranges, overwarp costs, info on misc. devices Version 1.6 (Mar. 29, 1996): misc. modifications to data, updated site info Version 1.7 (Aug. 8, 1996): overwarp crystal loss corrected, put in new visibility chart, added section on bugs Version 1.8 (Sep. 12, 1996): updated site info, added photon torp range chart, updated email addresses Version 1.9 (Jan. 14, 1997): update site info, added omega quad coords for all objects, updated email addresses and put in a few known URL's, corrected damage equation, [thanks to jim throne for pointing out the flaw in the equation], added more bug info Version 1.9b(Feb. 4, 1997): again updated sites (mtrek.com is back!), and email addresses
Version 2.0 (01 Aug 2013): Created a new mtrek.com, hosted an instance of the
JTrek engine and began updating the FAQ