Hey all, just got Bridge Commander after finishing 7 seasons worth of Star Trek: TNG (and a bit of DS9). Now I'm stuck on mission 2: I get tasked with disabling a ferengi marauder that's about to jump out of the system, so I plot an intercept course, declare Red Alert, park myself about 50km behind his rear end and start firing. Now I have gotten as far as to destroy _one_ of his warp engines, but getting the second one is apparently impossible for me, and he can still warp out with one engine (which contradicts the way things are in the ST universe, but oh well). This is with almost constant phaser fire and photons, nearly all of which hit. Now, firstly, according to everything I've "learned" from ST:TNG, it should not take "a few minutes" of constant fire from a Galaxy class ship against a Marauder just to disable its engines. That would usually take _one_ shot on the show. So clearly the game doesn't quite mimic that aspect of the Star Trek universe all too well. Fair enough. But when I can't even disable the _engines_ of an enemy ship with _minutes_ of torpedo and phaser fire, something must be very wrong. (I also tried turning of manual firing and letting the ensign at tactical handle it. He did an even worse job of it than I. Increasing weapons power to 125% didn't help, either. I also tried attacking different subsystems.) Can anyone provide any insights as to what I might be doing wrong, and/or ways to more quickly disable the Marauder's engines? Would be much appreciated. Sincerely, Wilhelm Svenselius
well keep in mind, on the show that was the enterprise. and on thw show the enterprise took on a cube... because... well its the enterprise. you can't have ships that powerful, what fun would it be? it would be. second.. i don't remember how i did it. target the eng sub system??
u only need to disable, not destroy. target one of the warp engines and fire untill it turns gray, indicating that it is disabled, then target the other.
btw, when u said manual, did u mean pressig h and firing or just manualy targeting systems? and never let the ensign fight. just press space and fly the ship urself.
well, actully theres several things you gotta do that mission. i did it no problem but to noob players it can be tough, Tho this will spoil it, so im gonna say, watch out on how much you let your shields get drained. Your gonna need them in alil bit. Disable to warp engines (like it was said above). then immediately stop your ship useing the 0 botton or else you will over shoot the marauder. But be ready cuz after the cinimatic you need to get the heck outta dodge and at full impulse cuz the marauder will be in a vulnerable postion.
I did that in seconds, moved on to cardys, got my a*se kicked the hell out of! Galor, BOOM!! Keldon, OH SH*T I'M DEAD!!!!!!! I gave up and now i have mods on my game that mess up the missions. oh well!
good luck with the mission i was just wondering if they realy needed both warp engins in the show to go to warp i thought that the whole point of there being 2 warp engins was that if one was dameged or destroyed the other could compensate, not extreamly well but compensate non the less thus allowing the ship to go to a low warp speed.
bout the warp engines. Unfourtunately no....Gene Roddenberry said that a ship had to have a even number of warp engines. They are like a North and a south on a magnet if you look at it. A mono nacell ship is so small that both north and south poles on it, can use one nacell. but at a very low speed. Now, if you take a bigger ship, you need a wider warp feild, so you need a more powerful magnet. YOu have two nacells, oppisite polarities, they will attract one another, combineing there warpfeilds. giveing you an Extreamly high warp speed. If you take one of the Nacells away, you have an extreamly small warp feild, and with the ship being in the way, it is broken and the feild collaspes. Not to mention, the geometry of the feild would be like a magnet only surrounding the nacells and can't be forced ******ds. Hence the two poles. You can't have a north without a south, and vice versa. so it must stay within its own force. Now a 4 nacelled ship is different, as it needs a totaly different type of warp feild geometry, but uses the same princeipal only on a much different scale. A problem of keeping the feilds stable usually forces a 4 nacelled ship to use only two, and the others for back up. But, a stable feilds can be accomplished by createing a large subspace void between the oppisite parraell of the feild. This will cut off the repelling force between the two Nacells on the same end, makeing a highly unstable warpfeild as that part of the nacell is susceptiabl to Reltivity. unless it can form a perfect feild balance between two nacells on one pole, and the other like a circle. However the best warpfeild comes from variable set ups. The intrepid class has this capability, and can create high stablility warp feilds and change them to be more efficent depending on the subspace area they are occupieing. The nacells can change there attraction forces off the Z and X axis, enhanceing speed, and mass of the ship in emergencies. The Galaxy X tho with its three nacells has been widely disputed. SOme say that the Third Nacell is the powerhouse that gives the feild the subspace attration needed to hit Warp 13. Others say if the ship has been damaged the Third Nacell takes over and allows them to still warp. But if we keep to roddenberrys words, then this can't be possible because the warp feild imbalance would create a incongruency between the ship when in any kind of opperation and create an unstable warp feild. Then the problem with the Position would be an issue. A Nacell must have a 180 degree area with its sister nacell in order to create a stable feild, or else incongruenceys would form in the feild, not allowing the ship into warp and letting relativity take its course on areas of the ship thus destroying it. if there was a nacell on the bottom a perfect feild would have been formed, but damageing to the space time fabric due to the non-elongated z axis that newer nacells form
Hope you like my lil text. I am an over achiver and like to make up things like that. but it can be proven by math everything i just said except for the space time damage. Or you can ask your science teachers about magnetic forces which is the same thing Warpfeilds use only subspaceic feilds instead of mag. if you wanna argue it i welcome it.
Nice post, shame its way off topic, I wan't no arguing about it here, use the Rants and Raves forum. - elminster
1 tip is to get closer. The closer you are, the more damage your phasers do.
try firing your torps at the same time that keeps a steady damage.
And do what the guy up there said... only damage it until it's gray. Actually, damage it a TINY bit more otherwise it'll repair itself.