24 March, 2008

Starfleet Ranks

Fleet Admira

FAdm

Admiral

Adm

Vice Admiral

VAdm

Rear Admiral

RAdm.
Commodore

Comm.
Fleet Captain
FCapt.
Captain
Capt.
Commander
Cdr.
Lt. Commander
Lt. Cdr.
Lieutenant
Lt.
Lieutenant (Junior Grade)
Lt. (JG)
Ensign
Ens.
4th Year Cadet
Cdt.1st
3rd Year Cadet
Cdt.2nd
2nd Year Cadet
Cdt.3rd
1st Year Cadet
Cdt.4th
Crewman
CM
Crewman Apprentice
CMA
Crewman Recruit
CMR


adapted from http://games.pbem-portal.com/startrek/ussterranova/rank_descriptions.html

Defenses

Command Centers (CC)

Each Command Center boosts your overall defensive power by ten percent. Veterans will build ten to fifteen CCs on a base to improve the power of the defensive fleet up to 75 percent. Building ten is considered reasonable for a free player. A Heavy Cruiser with 10 CCs and medium plasma research (10-15 levels) will dish out 125 points of damage.

Turrets

These are grouped together, because anything smaller than a Disrupter Turret is useless against Dreadnoughts or higher. Most defenders will keep two of their best turrets until they get to Disrupter Turrets, then they will build 4 or more of the D-Turrets.

The major selling point of the Ion Turrets is the shielding they have, which helps them against unshielded units. Ion is also a cheaper technology to research.

P-Rings

This is not a unit, but a defense. P-rings are the first deterrant to capital ships. Most players get P-Shield tech way before P-Ring tech. While the P-Shield won't protect you from capital ships, they will protect you from the currently rampaging Cruiser and in lesser degree HC fleets.

adapred from http://espacesociety.org/AstroEmpires/SmallFleetDoctrine