## Warp Fleet Manual

## Contents

1 Overview
2 Interface
2.1 Commands
2.1.1 Set ship
2.1.2 Set speed
2.1.3 Power to shields
2.1.4 Target mode
2.1.5 Navigate
2.1.6 Target
2.1.7 Fire
2.1.8 Pause simulation
2.1.9 Main Menu
2.2 Keys
2.3 Widgets
3 Power Management
4 Resources
4.1 Torpedos
4.2 Repair units
5 Weapons
5.1 Status
6 Systems
6.1 lifesupport
6.2 computer
6.3 power core
6.4 sub-light drive
6.5 warp drive
6.6 deflector
6.7 shields
6.8 sensors
6.9 helm
7 Strategic gameplay
7.1 Setup
7.1.1 Fleet size
7.1.2 Waves
7.2 Sector map
7.2.1 Interface
7.3 Ranking
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## 1 Overview

Warp Fleet is a simple starship combat simulator. The player deploys multiple vessels to star systems in a sector of space being invaded by an enemy fleet. When the player's ships and the enemy ships reside in the same system, the player manuevers the ships in combat.

During combat the player must maintain speed and maneuver to keep the enemy away from weak shields.

NOTE: Only combat engagement mode is working. Sector map and fleet deployment are not finished.

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## 2 Interface

There are two target selection modes - Navigational reference (Nav) and Weapon target.

### 2.1 Commands

#### 2.1.1 Set ship

Activity button cycles ships or click on vessel list.

#### 2.1.2 Set speed

Up/Down buttons or click on speed bar.

#### 2.1.3 Power to shields

Click on power bar.

#### 2.1.4 Target mode

Click on the target mode button to toggle Nav/Weapon mode.

#### 2.1.5 Navigate

To adjust the bearing of the navigational reference use the Left/Right Buttons or click on the Shield Rose. To set the navigational reference enter Nav. Target mode and then click on a ship in the view or click on target list.

#### 2.1.6 Target

When in Weapon Target mode, click on a ship in the view or click on target list.

#### 2.1.7 Fire

Press Select button, click on target range indicator or weapon status panel.Click on top half of weapon status to fire one beam.Click on lower half of weapon status to fire one torpedo.

#### 2.1.8 Pause simulation

Press Home button or click on time readout.

#### 2.1.9 Main Menu

Click on exit button.Goes to title screen and shows menu with continue/new game/exit options.

### 2.2 Keys

Here are the current key functions:

- Cancel - Exit game.
- Activity - Cycle vessel.
- Home - Pause simulation.
- Select - Fire all weapons.
- Left/Right - Change relative bearing.
- Up/Down - Change speed.

### 2.3 Widgets

- Vessel - combo of friendly ships.
- Target - combo of all ships.
- Target range - button showing range in 10,000 km units.
- Weapon status - array of lights showing offline/charging/armed.
- Simulation time - button showing elapsed time.
- Power bar - shows total/used/shield level.
- Speed bar - shows maximum/current/goal speeds.
- Shields - shows condition of shields and relative bearing of target/nav point.

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## 3 Power Management

NOTE: Shield power is not implemented yet.

The shield power level and goal speed can be set. Power is first used to maintain speed. Then it is used to maintain the specified sheild level. Any remaining power is used to charge weapons.

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## 4 Resources

### 4.1 Torpedos

### 4.2 Repair units

NOTE: Repair is not yet implemented.

When a shield is down, it does not regenerate. A repair unit will bring the shield back up

One repair unit can fix:

- One weapon
- One destroyed shield
- 25% power

A typical cruiser will have 10 repair units.

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## 5 Weapons

- L-Beam Laser beam
- P-Beam Particle beam
- W-Torp Warp-speed torpedo with explosive warhead
- E-Torp Seeking energy bubble

        Weapon  Power Time  Damage  Range
        L-Beam   1    10      2       5
        P-Beam   2    10      1      10
        W-Torp   -    20      4       8
        E-Torp   2    30     3 all   30

### 5.1 Status

Weapons status indicator colors:

        Blue   - Charging
        Yellow - Armed
        White  - Armed and target in firing arc.
        Red    - damaged
        Grey   - destroyed

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## 6 Systems

NOTE: Critical hits are not yet implemented.

### 6.1 lifesupport

        critical - Cannot control ship until crew puts on environmental suits

### 6.2 computer

        critical - Execution of commands is delayed a random period.

### 6.3 power core

        critical - Lose most power/ship explodes after brief time.

### 6.4 sub-light drive

### 6.5 warp drive

### 6.6 deflector

protects against torps and P-Beams but not L-Beams

        offline - cannot go to warp

### 6.7 shields

Shields are represented by 8 segments surrounding a ship. All shields absorb the same amount of damage.

Power routed to shields is effective for all shields which still have strength.

### 6.8 sensors

        critical - degraded targeting/cannot aquire target.

### 6.9 helm

        critical - does not orient as commanded.

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## 7 Strategic gameplay

NOTE: This is not yet implemented!

### 7.1 Setup

#### 7.1.1 Fleet size

The player can select the number of credits to spend on his fleet.A lower cost will earn a higher rank when the game ends.

        Cruiser - 7
        Frigate - 4

#### 7.1.2 Waves

The player can select to repel 1-3 waves of enemy ships.When all enemies have been destroyed or have fled the game is over.

### 7.2 Sector map

This shows the star systems in the sector of space which the player must defend.

Systems are color coded to indicate the following:

      blue  - Inhabited; contains cities or bases which must be defended.
      red   - Taken by enemy.
      white - Empty system.

A blue number next to a system indicates the number of ships the player has there.

There will be 10 systems which are randomly places and names.One inhabited system will contain a starbase where ships can be repaired and resupplied.

#### 7.2.1 Interface

Clicking on a system shows the name of the system. If there are ships there then a list of vessels is shown. Ships may be selected/deselected by clicking on the list.

The player moves ships by selecting vessel(s) in the list, pressing the Warp Button, then selecting the destination on the map.

### 7.3 Ranking

The player is ranked based upon the following.

- Fleet cost (lower earns more points).
- Number of friendly systems over-run (lower earns more points).
- Damage to fleet (less earns more points).

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