Game Guides Archive
Thread: Iekasan Space Acadamy; Deans Personal Note (In progess; this is an RP style writing of a guide)
:Notes are dated 1 week from last entry:
'It would seem my guess that I am being observed is correct, I turned in a report of a student who had been working on a project for an Incom Starfighter... they had planeted a student to test my loyality. These liason's are a little to... distressed over the recent rebel activities on the planet Kashyyyk... something about commandos at a half-way station for wookies enlisting in the service of the empire... to me that seems a little odd that wookies are pledging themselves to the empire... but it is not my place to question...'
'I had a student the other day come to me in a panic about how thier weapons systems were not working prorperly. Turns out they had set up a system that drew to much power and so they were losing power to systems... The Reactor for starships need to be as powerful as possible but at the lightest load, even thou heavy reactors do mean more power there is that cost of mass and energy for other systems. Some of my less savory students have a knack for getting more out of thier systems at the cost of system stress and will load thier ship with the items even if they do draw more power than needed. A good average reactor I recommend to my students is something that runs close to 13 kilowatts, this is about the average standard setup for alot of people. I myself run a 15 kilowatt reactor to allow more juice if I need it for systems.... but to each thier own'
'Weapons are a big issue and sometimes a good debate for my students, they all have thier personal favorites or setups they feel are effective for things they may or have encountered. A good weapons system is something that has a lite mass but can deliever damage to the target in a single pass. The EPS or Energy Per Shot of a weapon and is ROF (Rate of Fire) are very critical in regards to capacitors of the ship... Some weapons are more effective against certain things like armor or shields and thus if a ship can handle a weapon good for armor and a weapon good for shields one can switch to the later to handle the problem...'
'Capacitors are very critical in regards to weapons and for some students shields and systems. A good capacitor is one that can recharge at a rate equal to or greater than the weapons EPS and ROF for that weapon. A regenration of 40 for a weapon that uses 23 EPS at a ROF of .233 will still consume alot of capacitor power in sustained fire but under controlled burst patterns one could maintain that energy should they need to unload on a difficult target when the oppurtunity presents itself for its demise. A capacitor with 30+ regenration and a lite mass can be effective as a weapon with a heavier higher regenrating capacitor running a gun that consumes EPS at a fast rate...'
'I mentioned shields earlier so I will write my thoughts before the next session of class starts. Shields are the first line of defense from blaster fire and when thats gone armor will protect to a degree the damage before the systems are toasted. Lite and Powerful, the more advanced systems may generate shields fast but if the shields for the generator do not store alot of energy then you will not have sufficent energy to be effective from attachs since the regenrated shields will be lost in the next volley. Some of the RSF pilots use a driod command that if they need shields to keep bandits from blowing them out of the sky they will dump thier capacitors power into the shield capacitors for an instance boost to the store shield power...'
'Well my class is here but I will have to cover the last couple of topics tomorrow, the Imperial Navy has a mission for me to accomplish with other members of my squadron.
:Entry ends: