Engineering Console

Power Allocation

  • On all ships, power is divided between three major systems: phasers, engines, and shields
    • Phaser power increases phaser range (7.5km-20km), and (at least on the Aegis) phaser damage; it does not affect phaser recharge time
    • Engine power increases engine speed (1,000kph to 5,000kph) and turn rate; a minimum of 3,000 is needed for impulse engines and 5,000 for warp engines (except on the TOS ship)
    • Shield power multiplies shield strength (1x to 5x) but does not affect shield recharge time
  • Each system has five circuits (commonly called "pips"), stacked and powered sequentially (e.g., activating the 4th circuit will also activate the first three)
  • The 1st circuit is at the bottom; the 5th at the top
  • The 1st circuit on each system cannot be deactivated (except on the TOS ship), all other circuits can be turned on or off
  • A maximum of 10 circuits can be on at one time across all systems
  • If the warp core is damaged below 80%, the total amount of available circuits will decrease
Ryan's demonstration of the relationship between phaser power and phaser damage

Power Reroutes

  • On the Aegis, in addition to allocating power between phasers, engines, and shields, the engineering console can also reroute power between these three systems
  • Each system circuit ("pip") has two slots for power nodes (commonly called "dots" by default, one node is used and one is empty; phaser nodes are blue, engine nodes are red, and shield nodes are green
  • Each system can hold up to ten power nodes (5 circuits x 2 per circuit there are 15 power nodes total (3 systems x 5 per system)
  • Power nodes can be rerouted to other systems on the same level; adjacent power nodes can also be cross-routed
 

Overloads

  • System circuits will begin to overload when there are six or more power nodes in the system, regardless of their distribution; circuit overload is indicated by a yellow or red bar next to the circuit
  • The ship computer will automatically reduce power to an overloaded circuit to prevent damage; thus, the "boost" caused by overloading a system is temporary; once the overloaded circuit cools, power (and the "boost") is restored
   

Avoiding Overloads

  • On the Aegis, power systems will not overload if they have 5 or fewer power nodes (regardless of how many circuits are activated)
  • Power can be distributed more efficiently by rerouting power nodes from unused circuits (at the top) to used circuits (at the bottom), resulting in a net boost to overall power of up to +2 -- that is, power effects that add up to 12 (like 5/3/4 or 5/2/5) instead of 10 (like 5/1/4)
  • By balancing power to ensure each system holds 5 power nodes, system overheating can be avoided, resulting in stable boosts that do not drop
  • Additional reroutes can provide further boosts as needed (at the cost of system overheating)

Recommended Reading

   

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