Frequently Asked Questions

Introduction | Using TELNET | Player’s Guide | Strategy Guide | Maps | The Ships | FAQ | Rules | History | Links


MTrek FAQ

Last updated: November 2015

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
back to top

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.
back to top

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.
back to top

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.
back to top

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.
back to top

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:

http://www.mtrek.com/

Information on how to get the documentation is also shown to you when you connect to the game.
back to top

5. Is source code to Mtrek available?

Yes. You can find the unmodified source for the JTrek engine at:
https://github.com/rumour/jtrek
back to top

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.
back to top

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.
back to top

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.
back to top

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.
back to top

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.
back to top

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.
back to top

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.
back to top

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)

back to top

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.
back to top

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.

back to top

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.
back to top

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.
back to top

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.
back to top

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.
back to top

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.
back to top

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.
back to top

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.
back to top

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.
back to top

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).
back to top

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.
back to top

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.
back to top

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).
back to top

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%.
back to top

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.
back to top

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

back to top

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)
back to top

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).
back to top

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.
back to top

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

back to top

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

back to top

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|
 +--------------------------------------------------------------------------+

back to top

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
		-    -

back to top

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.
back to top

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.
back to top

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
back to top

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)
back to top

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