Star Trek: Bridge Crew

Star Trek: Bridge Crew

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EvilCanadian's Tips and Tricks
By MzEvilCanadian
This is a short guide for new players to some of the feature not included in the tutrorials
   
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Point form notes
Here I have listed some things in point form. Please feel free to comment and add to the list or correct something that is here.

Contributors: EvilCanadian, Zenathar

This was primarily done for the Aegis. There is some crossover for the other ships and I will be adding in ship specifics with time.

- Rereouting power is a good way to maximize a subsystem.
- Rerouting power to engines can cause them to blow out and take damage. This is the same for other systems aswell.

- Some hazardous anomalies can be used for stealth without damaging the ship subsystems.
- When your shields are up you should not receive the damaging effects of some hazardous anomalies. Things like shield drain, sensor reduction will stil ltake effect but subsystem damage should be resisted.

- Tatical can scan one item at a time. PLEASE USE THIS FEATURE! If we only care about friendly life signs and we are at max range dont scan their shields, engines, or weapons... we don't care and you're wasting time and may cause us to miss the window of oppertuinity to rescue/capture the target.

- A system intrusion on the shields does not let you use the transporter to get a target out.
- Torpedoes do more damage to the hull than to the shields, it can be worth your while to not launch them until the targets shields are down or you've done a system intrusion.

- Asteroids and other objects floating in space do not show up on the helm's display, please use the viewscreen. Crashing into them may cause damage.
- Asteroids sometimes have a larger hitbox than their skin, leave enough space to maneuver
- The size of the ship is best viewed from 3rd person. The exterior view that can be put on the viewscreen is inaccurate and you may still run into objects.

- Being in red alert makes you take less damage and repair faster.
- When helm has 4000 power assigned to them by the engineer they can fly at full speed without increasing the detection range any more than 4000 will increase your detection range.

- You can shoot things without scanning them, this is useful for targeting mines
- Using your phasers does not increase the detection range
- Phaser damage is effected by the power setting torpedo damage is not

- Increased enging power assists in turning radius
- Shield power mitigates damge, more power does not make them recharge faster (~115 seconds)

-Discharging the warp coils by taking too long to warp causes significant damage to the engines (around 25% damage)
-Increasing power to engines increase, top speed, turning, and acceleration rate.

-Increasing power to phasers increases damage but does not improve recharge speed, plan your slavos to take the most power and target status. A planned phaser barage is more effective than simply firing the second a target they are recharged.

-Beam weapons can be effective for disabling subsystems but lack the killing power of Burst phasers. Choose what your end goal is and use the best weapon for the job.

-Torpedos continue to damage shields after isolating a target's shield frequency throug hsystem intrusion.
-Overheating a power node with rerouting simply deactivates the overheating node until it completes cooling off completely.

- More phaser power does NOT give more range to your intrusions (tested) Max range is 30k unless hindered by an anomoly.


TNG

- Tatical can switch between proxy and homing torpedoes. This can be used to hit a cloaked ship which can be seen by blips on the local map screen (captain) and helm. Communicate with tatical to ensure you hit your target.

-Ops can move people. These people are repair crews but thye also increase the functionality of the station they are at. Ensure you preemptively position them to be most effective.
3 Comments
peterbyrnes1 Sep 21, 2022 @ 4:33pm 
But how do I move the crew? It always wants me to send them to phasers no matter how many times I click on torpedoes
#OneMoment ARG Nov 11, 2018 @ 6:15am 
Now, this will take some time after you issue the red alert for the crew to arrive at their stations because they literally have to turbolift and run to their station when a red alert is called, and since a ship is pretty big, it might take them a minute or so to get there and be on standby. So, when you issue the red alert, and can be quick to reduce your signature, you'll find that giving the crew a minute to get to their stations on standby will greatly improve certain combat defensive and offensive features.
#OneMoment ARG Nov 11, 2018 @ 6:15am 
Red alert does improve things like repairs and torpedo loading speeds and stuff like that because what it does is alert the crew to be on stand by, which means literally, stand by your station so you can respond immediately to an order from any of the officers in the ship responding to the requests of the bridge crew through the terminals. It's "All hands on deck!" It helps to be aware of the crew inside the ship, and recognize how, particularly with the engineering station, every little pip you're using issues a command to an officer in that section of the ship who passes it along to his crew verbally. When the ship is not in red alert, you may have many combat vital personnel in the lounge or sleeping or doing whatever, so when you call red alert they drop what they're doing and assume their stations. (continued in next comment)