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Thursday, August 26, 2010

Kapact's Sci Fi Buzz: Biometrics and New Trek games

Kapact's Sci-Fi Buzz wil take a weekly look at the latest science and science fiction on the internet. Some information will be compiled from other sources. Attribution, when known, will always be provided.


This first science fact item comes from Donna Miles of the American Forces Press Service


WASHINGTON, Aug. 20, 2010 - Considered a battlefield curiosity just a few years ago, biometrics has become recognized as a vital warfighting capability. Now, defense officials see the same technology as a key to helping the Defense Department make its business practices more efficient.


Biometrics, the science of using unique physical and behavioral characteristics to identify a person, has proven to be invaluable to the warfighter's toolbox, Myra S. Gray, director of the Army's Biometrics Identity Management Agency, told American Forces Press Service.


"Five years ago, it was something very new, and the capability wasn't fully understood. It was kind of an add-on to the mission," she said. "Now it's an integral part of the mission because people have seen the value that it brings."


Gray's office, known as the Biometrics Task Force until it was redesignated in March, is responsible for capitalizing on biometrics technology and promoting new advances to benefit the entire Defense Department.


Fingerprints and other personally identifying features such as a person's distinct iris, facial, palm and voice features have become particularly helpful in the intelligence and law enforcement arenas, she said.


They help combat troops tell friends from foes and identify potential terrorists before it's too late. They also provide a foolproof way to put names and faces to insurgent activities and to identify released detainees who have returned to terrorist activity.


"You can identify an individual and associate him with certain actions," Gray said. "You can figure out who someone associated with and what they have been involved in. You can link events such as an [improvised explosive device] at one place and a protest at another. You build a picture of what has gone on."


Meanwhile, biometrics has become a vital tool in vetting people in the combat zone before they're granted access "inside the wire," or into secure or sensitive facilities. "We want to make sure that the people we permit onto our facilities are not the same people putting IEDs down," Gray explained.


Biometrics also is widely employed beyond the combat zone to control access to military facilities worldwide. For example, every military member, family member and Defense Department civilian employee has a common access identification card that's embedded with their fingerprints.


But other biometric technologies are in wide use throughout the military. At Eglin Air Force Base, Fla., for example, the Air Force uses a device that "reads" hand prints to clear veterans receiving treatment at the Veterans Affairs clinic for access to the base hospital. At Fort Belvoir, Va., the Army uses iris scanning technology to provide keyless entry to sensitive areas. And the Navy regularly uses biometrics equipment to confirm identifies as they board foreign vessels.


Gray anticipates broader use of this capability military-wide, particularly as the technology becomes increasingly faster, higher-quality and less obtrusive.


Among the more promising technologies the Defense Department is exploring are biometric systems able to scan people "on the move" without requiring them to touch anything or even stop. Commercial airports see this as a great way to eliminate long back-up lines at security checkpoints.


But Gray also recognizes warfighting applications, particularly at border crossings and other ports of entry where there's a mass movement of people and insurgents might try to blend in undetected.


"Those same ports of entry that legitimate business people or family members are crossing are the same places that the insurgents come across," she said. "By having this technology, you will have the ability to ferret out those who are hiding amongst the populace without negatively impacting the population."


Meanwhile, Gray anticipates broader use of biometrics off the battlefield, particularly as the department acts on Defense Secretary Robert M. Gates' mandate to improve efficiency.


"The next big step forward in biometrics is definitely going to be in the business process arena," she said. "It is truly a cross-cutting capability" she said can be applied in "a whole spectrum of functions, from the medical field to personnel to financial fields."


Biometrics can go a long way in streamlining recordkeeping, improving information-sharing and cutting out fraud ? not only for the Defense Department, but for the U.S. government as a whole, she said.


"We have a lot of benefits and a lot of services in which we rely on identifying someone so we can properly provide them what they need," Gray explained.


She cited just a few ways biometrics would improve the inter-department sharing that supports those benefits and services. Biometrics could help the Defense Department share military medical records with the VA, civilian employee records with the Office of Personnel Management and employee benefit records with the Social Security Administration.


"The big question is, 'How do we pull that thread of identity to make sure we are more efficient as the U.S. government in providing services?'" Gray said. "By integrating that across the U.S. government, we can find great efficiency."


Underlying this effort, she emphasized, is "a complete and total focus on privacy" that ensures all personally identifying information is protected in accordance with the Privacy Act.


"This is one of the foundations as we build this system," Gray said. "We are building these systems with a strong focus on making sure we are within the guidelines of the law and policy in protecting that information. That is paramount. We can't compromise on that."


The Science Fiction news this week is news of new Star Trek games from "Whizkids" with a planned 2011 release schedule, previewed at Gen Con. I was surprised to find that neither are computer games.

Star Trek: Fleet Captains is a competitive tactical game of space combat. Each player selects a fleet of ships, then uses a deck of mission cards based on ship type. Pick a science vessel and you'll take on "scan the planet for life signs" type missions. Pick a Bird of Prey and…you know.


While the details of gameplay were not revealed, they did show off fantastically detailed scale models of several Star Trek vessels.


The ships will use the familiar Wizkids click bases, but this game isn't just HeroClix with starships. Each ship's click dial has three sections based on Star Trek alert levels - yellow, orange and red. You can move your ship's dial to any position within your current alert level to take advantage of different capabilities, much like diverting power to the shields or the sensors, as the situation demands. Damage eventually moves you to the next alert level, and the higher alert levels have fewer dial slots to choose from. So as you take damage, your options become fewer. This particular mechanic is a nice simulation of captaining your own starship, and it also shows how the new Wizkids is using their primary gaming innovation (click bases) in even more innovative ways.


Star Trek: Expeditions is a cooperative game. It follows a classic Trek episode plot: a planet has requested entrance into the Federation, so the Enterprise is sent there to guide the process. When they arrive, they find that a Klingon warship is parked in orbit, threatening to obliterate the planet. Meanwhile, civil war is breaking out on the planet itself, and their leaders are trying to withdraw their application to join the Federation. It's a tangled mess, and you get to take on the role of a crew member trying to sort things out. See the four colored tokens near the top of the photo? Those will be fully painted heads representing four Enterprise crew members (J.J. Abrams movie version).You'll have to negotiate multiple plot threads and competing priorities with the help of your fellow captains. Gameplay borrows from "choose your own adventure" books - there are decks of cards, and choices the players make (or whether they succeed or fail at an action) will lead them to different cards and different choices. Expeditions is designed to be a narrative game that leaves the players feeling like they just created their own Star Trek episode. The game was designed by gaming legend Reiner Knizia. Both games are non-collectible - you'll get the whole shebang in one box. However, they are expandable, so expect future add-ons if they sell well. Expeditions should be out early in 2011 with a $49.99 retail price. Fleet Captains is planned to come out three months later, but the price point hasn't been settled yet.

The majority of this article originally appeared on Robot Viking. The author of this post can be contacted at tips@io9.com



For myself, I'm more interested in games that can be played single-player. For my own personal solution, look at http://fantasytrek.blogspot.com Anyone reading this is encouraged to comment or submit news or articles.



Sources this week were http://www.io9.com/ and American Forces Press Service

Star Trek Enterprise Retro-Spective "Cold Front"


The episode starts with Silik having his enhanced vision removed as punishment for not stopping Klaang from returning to Qo'noS, but is told he'll get it back if he succeeds in his next mission. Cut to...
After a disappointing movie night featuring "Night of the Killer Androids", the Enterprise is changing course to investigate a stellar nursery. We meet crewman Daniels, swapping shifts with crewman Taylor to serve the Captain his breakfast. Daniels takes an apparently unnecessary interest in the course change. Archer tells him anyway, declines a refill of orange juice, and Daniels disappears.

Enterprise makes it to the stellar nursery and finds ships inside. They communicate with one, a freighter. Captain Fraddock tells Archer that he is carrying pilgrims to the Great Plume of Agosoria. He explains that every eleven years, one of the protostars gives out a neutron blast. The pilgrims believe it's a sacred event. Archer invites them all over for dinner (assuming that they can eat human food). Everyone but Fraddock comes over, and they get a tour of the ship. While there, the pilgrims explain that they believe that the stellar nursery is where the universe began, and the plume represents the continuing cycle of creation. Nice idea.

During the tour of engineering, one of the aliens breaks away from the group and opens up a panel. He uses Suliban shape-shifting tricks to sever three connections, then rejoins the group. Shortly thereafter, the Enterprise is caught by the edge of a plasma storm and gets knocked around. In engineering, they get in trouble when a plasma bolt hits the warp manifold and begins an antimatter cascade that will destroy the ship in seconds. Then, suddenly the problem is over as quick as it started. Trip tells Archer how it was stopped, and that nobody in engineering did it. After determining that none of the pilgrims took credit, Archer is confronted by Daniels who convinces Archer to meet with him by having knowledge of the Suliban and what Archer did on the helix (in Broken Bow). Daniels reveals that he's from 900 years in the future. He is part of an organization enforcing laws that regulate time travel. To that end he is hunting Silik, because Silik is working for another faction, represented by 'Future Guy'. Daniels reveals that Silik was the one who stopped the reactor breach, but won't say whether that was Silik's mission. Then he tells Archer that he needs to tie into Enterprise's internal sensors to find Silik. Archer is skeptical, but Daniels convinces him he's on the up and up. Next Archer briefs T'Pol and Trip.

A few minutes later, Trip and Daniels are in Engineering. At one point, Daniels puts a device on his hand, like a futuristic glove, to walk through a bulkhead and fix something.

Meanwhile, Silik shows up in Archer's quarters, threatens him, and wants to know who is looking for him. He tells Archer that he saved Enterprise because he was ordered to. He also says that the people who are supposedly trying to enforce the Temporal Accords are just another faction. During the course of the conversation, T'Pol calls to announce that Daniels is eager to get started. Silik thanks Archer for the help and shoots him with a stun blast.

Then, as Trip and Daniels are starting their search, Silik shows up from thin air (as always) and shoots Daniels. Daniels ripples and seems to blow apart. After that, Silik has Daniels' holoprojector device (that the Temporal Cops use to track events through the timelines) and he is headed for the launch bay. Archer uses Daniels' magic glove to walk through bulkheads to get to Silik. Silik threatens Archer, who shoots the holoprojector out of Silik's hands. Silik threatens him again, and opens the bay doors. As Archer holds on, Silik dives into space where he is picked up by a cell ship. Archer finally gets the door closed.

In the aftermath, they let the Suliban ship go, and Archer goes to bed. The next morning, he puts a security seal on Daniels' quarters. End of episode.

Cold Front picked up the crucial Temporal Cold War theme that formed the real basis for the series. It introduced the wonderful character of Daniels, who is still amazingly alive and well. It was fast moving and well written. Silik was nicely menacing even while saving the ship, (though they never explained who if anyone tried to destroy it), while Daniels was mysterious and actually funny. Especially in the following passage:

TUCKER: The grid can handle it. So I take it your brother isn't really an orbital engineer at Jupiter Station.

DANIELS: Actually, I don't have a brother.

TUCKER: And you didn't grow up in Illinois.

DANIELS: Oh, I'm from a place called Illinois, sir. Just not the one you're familiar with.

TUCKER: It's good to know Earth will still be around in nine hundred years.

DANIELS: That depends on how you define Earth.

TUCKER: Beg your pardon?

"Cold Front" was an excellent example of how good Enterprise can be when it follows a good storyline. It is also a fine example of just how good the writing is on Enterprise, particularly during the first season, when Trek series typically struggle. The last series that was, in my opinion, so dependably good in its first season was TOS. Absolutely enthusiastic thumbs up.

Next Up: "Silent Enemy"

Monday, August 23, 2010

Poetry "Never and Always"

how thick is the strand that binds thee and thou?

how do you still cling to me somehow?

thick as our world now ripped apart
thin as mere words burned into my heart

as it was in the dawn of our days
as it is today
as it shall be for all tomorrows

unbreakable
tenuous
invisible
obvious

this is human heart
and its hold over the vulcan soul
your body lost to me
but our bond-
still whole

chaos took what destiny started
no time to grieve last hand never clutched
parted from me but never parted
never and always touching and touched.

Friday, August 20, 2010

Headlines From the Edge: "Obama Issues Primary Challenge to Self"

Finally winding up the last few stops of the campaign that landed him in office almost two years ago, President Obama has already started setting his sights on the 2012 election.


He didn't let his vacation, (now in its sixth week), stop him from making carefully choreographed surprise stops. In one, the President took time out to address the nation. "If the previous administration thinks they're going to get away with pulling the wool over the eyes of the American people, they've got another thing coming," Obama said. "Are you better off than you were when I walked in here? Heck no! What you really need is for me to come in and fix this mess we've inherited. And how many times are we going to hear 'hope and change' before it becomes 'hope things change'? You can go back to the failed policies of the past, or you can stick with me." The unscripted tirade which capped off the rare Obama press conference lasted more than ten minutes before the broadcast was cut and replaced with a rerun of "I Love Lucy". TOTUS, the official Presidential Teleprompter Of The United States could not be reached for comment.

Thursday, August 19, 2010

Kapact's Rant: A Letter to the President


Sir:
I would like to speak to you as a fellow American citizen. As a conservative. As someone who didn't vote for you, and as someone gravely distressed with the job you have done as President of the United States. I would like to speak to you, at the same time, as someone who respects the office of the president.

I wonder, sir, if you truly understand why it is that so many people disapprove of what you have done since taking office. I cannot speak for the people who once supported you but don't anymore, but I can speak for myself. I think it likely that what troubles me about your job performance also troubles many others.

Firstly, sir, I don't care about your race. That doesn't come into it, but people who call me a racist because i disagree with you are in fact racist themselves. I'm not a racist, and I greatly resent being called one. As a white male, I have been subject to both racism and gender discrimination. They are both evil practices, and none of us are immune from them. Don't allow yourself the luxury of thinking that people who disagree with you must be racist.

Before I talk about your work, I'd like to briefly talk about the previous administration. As president, you certainly inherited big problems. That is obvious. But I'd like to simply point out that you have been president for almost two years. Whether you've had sufficient time to fix those problems or not, there does come a time when you should stop blaming others. Whether or not you have a valid point, I feel that you should stop telling us why we still have a crisis and start telling us exactly what's being done to solve it. And to be fair, sir, the democratic Congress that we have now was in power for the last two of the eight years of the Bush administration. Indeed, sir, you were part of that Congress. So it begs the question, sir. What were you doing then, as a member of the majority in the branch of government that held the nation's purse strings?

One of the major focuses of your term has been the stimulus. Granted, there was a previous stimulus package that didn't seem to do much. But that was another president. The same Congress, but a different president. Now we have another president and another stimulus. The same Congress, incidentally. But, sir, despite everything we hear about so many millions of jobs 'saved or created', there doesn't seem to have been any improvement. By the way, that expression 'saved or created' sounds disingenous. 'Saved or created' honestly sounds like a hypothetical accomplishment that someone might use to pad a resume. It is too non-specific to be impressive. 'Jobs created' is unverifiable, and therefore meaningless. We hear that things would have been so much worse. But after nearly two years and a stimulus of some 800 billion dollars, we should be hearing that things are better. Not that they could be worse. For all of the jobs 'saved or created', the jobless numbers are not improving. To sum it up, the results have matched neither the cost nor the promise.

Health Care reform has been a major initiative of your administration. I admire bold initiatives, and I don't think that anyone disputes the need to reform our health care system, and while the specifics (and indeed, the legality of it within the constraints of the Constitution) are obviously a subject of great dispute, people generally believe and fear that the Federal Government will control their health care. Is that true? Unfortunately, the law is so long and so shrouded in secrecy that most people don't know. And when information is kept from people, they fear the worst. You might say that the details were available online, but not everyone has time to read a two thousand page legal document, or has, for that matter, internet access. People felt like they were sold a very expensive mystery package, and they resented the backroom deals that were necessary to pass it. And speaking just for myself, while I need the health coverage, I honestly resent paying to care for someone who is unwilling to work or support themselves. And there are too many of them. Heatlh Care coverage should be no more than, say, ten dollars taken out my paycheck weekly to cover my family. What we have is a law that I fear will cost more than we can afford and not substantially change anything.

The biggesr thing, with these issues is their expense, and what seems a casual throwing around of billions of dollars. Speaking for myself, sir, I simply cannot see any result from the massive expense incurred so far, nor does it seem like anyone responsible for spending all of this money has any real appreciation for just how much has gone into accomplishing so little. Almost a trillion dollars and no change to the jobless rate. When you're talking that much money, 'saved or created' just doesn't impress. What we need is a program to create permanent jobs.

Some in conservative talk radio have said that they hoped that your programs fail. I don't think anyone truly wants our economy to get any worse, or for our country to be less secure than it is now. We can't afford to put partisan politics above the interests of our country, sir. So as a conservative, do I hope to see a democratic president succeed? As long as I believe you are helping the country, yes. But I can honestly say (and I don't think I'm alone), that based on your performance so far, I don't always believe that.

Saturday, August 14, 2010

Fantasy Trek Summary of Events Stardate 0810.14

It has been a good long time since I published a Summary of Events. Not retired, not out of ideas. Mrs Kapact and I have spent the peak of the summer in the desert southwest in an apartment without adequate air conditioning. So things sometimes get delayed. But the heat seems to be on the wane, the air conditioner is doing a bit better, and this August is in fact the fourth anniversary of Fantasy Trek. So we're back at work. There has been a number of developments in gameplay and formulas, etc, so rather than the standard summary, this is going to be, more than anything else, a big developer's diary. Expect the normal features, including Command College to return next week.




The normal ongoing games, like DusaQ VeS and Fifty Points and Medium Assault have not been played. I've been concentrating on an involved Mixed Mission. This involves standard Simple Combat games that start out in a medium asteroid field, continue with an assault on a weapons platform, and conclude with a repair rendezvous scenario. The idea is that you are ordered to investigate the disappearance of a friendly heavy cruiser. You must first penetrate an asteroid field, then fight off three enemy heavy cruisers. After destroying them, you discover an armored outpost that has information about the missing ship. Overcome the outpost's formidable defenses, download the info, then destroy the outpost. The data leads you to the damaged ship. Repair it quickly, and deal with the enemies who show up to destroy you.



It's a fun minigame, something to play on the bus, or during commercials. One of the things I wanted when I created Fantasy Trek. Here is some of the rpg written around that game:



Captain Sompek recovers warship Lancer



In Command of IKS Etlh, leading warships DuranQo and Lursor. We destroyed the three Tholian Kelva Class Heavy Cruisers, then downloaded the location of the Lancer from a heavily defended Tholian Weapon Platform. Then we warped to the Lancer and aided in its repair before destroying three Tholian frigates. Then we warped back to base. The mission was an overwhelming success.



volley 1 roll o 6 roll for damage

KCA1 evade?6 damage?4 /35 y

KCA2 evade? damage? /35 n

KCA3 evade?4 damage?3 /35 y



volley 2 roll of 5-6 roll for damage

KCA1 evade? damage? /35 n

KCA2 evade? damage? /35 n

KCA3 evade?5 damage?2 /35 y



volley 3 roll of 4-6 roll for damage

KCA1 evade?2 damage?3 1/35 y

KCA2 evade?5 damage?5 /35 y

KCA3 evade? damage? /35 n



volley 4 roll of 3-6 roll for damage

KCA1 evade? damage? 1/35 n

KCA2 evade?6 damage?4 /35 y

KCA3 evade?4 damage?5 1/35 y



volley 5 roll of 2-6 roll for damage

KCA1 evade? damage? 1/35 n

KCA2 evade?1 damage?4 3/35 y

KCA3 evade? damage? 1/35 n

*lost toss



KCA1 rolls:60 40(1)o/20d

KCA2 rolls:60 40(2)o/20d

KCA3 rolls:10 o/10d

CA1 rolls:10 o/10d/w

CA2 rolls:40 o/40d/w

CA3 rolls:30 30(3)o/d/w

results

KCA1 damage: 1/35

KCA2 damage: 3/35

KCA3 damage: 21/35

CA1 destroyed

CA2 destroyed

CA3 damage: /15



KCA1 rolls:30 30o/d

KCA2 rolls:50 50o/d

KCA3 rolls:20 20o/d

CA3 rolls:40 o/40d/w

results

KCA1 damage: 1/35

KCA2 damage: 3/35

KCA3 damage: 21/35

CA1 destroyed

CA2 destroyed

CA3 destroyed



KCA1 rolls:60 60o/d

KCA2 rolls:50 50o/d

KCA3 rolls:40 40o/d

X7WepPlat rolls:42 o/42d

results

KCA1 damage: /35

KCA2 damage: 2/35

KCA3 damage: 20/35

WepPlatdamage:destroyed



KCA1 rolls:1

KCA2 rolls: 6

KCA3 rolls: 5

X10Heavy Cruiser damage: 22/35



KCA1 rolls:2

KCA2 rolls:6

KCA3 rolls:1

X10Heavy Cruiser damage: 13/35



KCA1 rolls:1

KCA2 rolls:3

KCA3 rolls:3

X10Heavy Cruiser damage: 6/35



KCA1 rolls:40 31(1)o/9d

KCA2 rolls:30 15(1)15(2)o/d

KCA3 rolls:60 15(1)45(3)o/d

X10Heavy Cruiser rolls: o/d

X4Frigate rolls:24 o/16d/8(4)w

X4Frigate rolls:8 o/5(1)d/3(4)w

X4Frigate rolls:12 o/8(1)d/4(4)w

results

KCA1 damage: /35

KCA2 damage: 2/35

KCA3 damage: 20/35

X10Heavy Cruiser damage: 6/35

X4Frigate destroyed

X4Frigate destroyed

X4Frigate destroyed



Success



First Tutorial:

Now that Fantasy Trek has been keeping me away from worthier endeavours for four years now, I thought it might be good to actually make a tutorial. This first tutorial takes the player through the very basics of Simple Combat. You may or may not enjoy it, but you'll know how it's done.



You have completed every academic exercise that the Starfleet Academy Command College has to offer. You are among the best and the brightest. Now it's time to take the center seat as Captain.



While your missions will not be restricted to combat, it would be extremely unwise to turn you loose on the galaxy without the training required to defend your ship and crew. To that end, you have been assigned to the training vessel USS Yorktown, a Constitution II Class Heavy Cruiser. Once on board, you will report to the bridge and take command. Stand by for transport.



::Transport successful, Starfleet Command::



::Acknowledged. Escort the Captain to the bridge. Starfleet out.::



The Constitution Phase Two Class, also known as the Constitution II Class, is designed to be an all-around workhorse, capable of operating independently for extended periods, with minimal need for starbase support. It is based on the the original Constitution Class, a design still unparalleled in overall success in deep space. It is more than capable of undertaking a wide range of missions, from science to defense. It features science and medical labs that rival those of a starbase. Like the Galaxy Class, it is capable of Saucer Separation and Reintegration. Unlike the Galaxy Class, however, the Constitution II's saucer is capable of independent warp flight. You will find it a most capable ship.



::Captain on the bridge!::



Welcome to the bridge, and your first command. Open the sealed orders labeled "Command Training Mission One" and proceed accordingly.



Command Training Mission One



The Vulcans have asked us to help them out with a small problem. A solar probe of theirs in the Rigel system has begun to malfunction, and may fall into that system's sun. Normally that wouldn't be a problem, but this probe contains equipment that could cause solar flares that would wipe out the memory core of a nearby science station. The Vulcans have downloaded the data from the probe, and have asked us to destroy it before it falls into the sun. The Yorktown is the closest starship to Rigel, Captain, and this is the perfect opportunity to familiarize you with the Yorktown's offensive capabilities. Order your helm officer to set course for the Rigel sun.



::Course set for Rigel. Ahead, warp factor six.::



When you arrive, your helm officer will bring you into range of the solar probe and await your orders.



::We've arrived in the Rigel System, Captain. We have the probe in range. What are your orders?::



The Simple combat system is a quick and easy way of engaging in and resolving combat between starships and/or installations like shipyards and outposts in minutes. Here is a quick tutorial, pitting your Heavy Cruiser against the Vulcan solar probe:



In the single-player simple combat game, you roll for both sides. To start, you'll roll for your target first, then yourself. Later in the game you'll see how to change that and add more of a challenge to the simple combat game.



Roll a single 6-sided die (known as 1d6). That first roll will show the defensive capacity of the probe. Then roll the 6-sided die again, and multiply that number by 10 (the Heavy Cruiser Class has a multiplier of X10). That is the amount of energy you have to work with. Since the probe has no offensive capability, you can use all of your energy for weapons. Here is a sample roll:



X1Probe rolls: 6

X10(CA)Heavy Cruiser rolls:30



That is the allocation phase of simple combat. The results phase computes the results. For cadet missions, your ship is capable of sustaining 30 points of damage before it is destroyed. Your targets can sustain 15 points damage. In this example, the cadet ship did 24 points of damage to the probe, easily destroying it.



X1Probe damage: 24/15= destroyed.

X10(CA)Heavy Cruiser damage: /30



Now it's your turn. Roll for the probe, then for yourself:



X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d



Now compute the damage:



X1Probe damage: /15

X10(CA)Heavy Cruiser damage: /30



Repeat, if necessary, until the probe has been destroyed. When you are finished, scroll down to your next orders.



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage: /30



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage: /30



Allocation-

X1Probe rolls:

X10(CA)Heavy Cruiser rolls: o/d

Results-

X1Probe damage: /15

X10(CA)Heavy Cruiser damage: /30



Congratultions on the success of your first mission. While you were busy, there was a report from the tenth planet in this system that requires your immediate response. Order your helm officer to perform an in-system warp to get you there.



::course already plotted, Captain. Awaiting your orders::



While you're in transit, I'll tell you what we know. A Feren ifreighter has left orbit with a shipment of Tylium ore that was stolenfrom an independent contractor. Tylium is extremely valuable, but also extremely volatile. Tylium fires have been known to burn away the atmospheres of entire planets when mishandled. Intercept the Ferengi and try to talk them into releasing their cargo. You are authorized to grant them amnesty if necessary. If that doesn't work, knock down the Ferengi's shields and beam the Tylium directly from their cargo bay. Despite its volatility, it is completely transporter safe. Do not destroy the Ferengi freighter.



::coming out of warp, Captain. The freighter is in communications and weapons range::



To order the Ferengi to surrender, roll a 1d6. A result of 1 or 2 means that they agree.



1d6=1,2: agree - 3-6 refuse



If they do not immediately agree, roll the 1d6 again. A result of 1,2 or 3 means that they agree. Anything else means they refuse, and are attempting to escape:



1d6=1,2,3: agree - 4-6 refuse



If they refuse, you'll have to engage them and bring down their shields. Here's how you do that.



We'll start with a template similar to the one you used earlier.



Allocation-

X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



You can see that the freighter has a multiplier of X2. It also has offensive capabilities. You won't really have to worry about that, bu tit requires a bit of attention to bring down the Freighter's shields without destroying it. Shield strength is always one-fifth of a ship's damage potential. So if a ship has 15 points damage potential, you have to do 3 points damage to bring down the shields. Here is an example of how to do that:



Allocation-

--roll a 1d6 for the Ferengi, and multiply by X2--

X2Freighter rolls:4 o/4d

(with only 4 points available, you decide to allocate those points to defense)



-roll a 1d6 for your ship and multiply by X10--

X10(CA)Heavy Cruiser rolls:20 7o/13d

(in order to do only 3 points of damage, you must only allocate 7 points to offense. Put the rest on defense)



Results-

X2Freighter damage: 3/15

X10(CA)Heavy Cruiser damage: /30



With the Ferengi shields down, you are free to beam the cargo to your ship and release the Ferengi. Now it's your turn:



(Remember, whatever defense the Ferengi offers, put no more than 3 points more into your offense)



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



repeat as necessary until the Ferengi sustains 3/15 points damage, then scroll down to the next session.



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



X2Freighter rolls: o/d

X10(CA)Heavy Cruiser rolls: o/d

Results-

X2Freighter damage: /15

X10(CA)Heavy Cruiser damage: /30



Congratulations. You've just completed your first training mission. Return to Starbase One for debriefing.



Debriefing:

You are now familiar with the basic simple combat game. While there are

advanced variations, the premise remains the same. Every class ship has a multiplier. Roll a 1d6 for your opponent, and the same for you. The idea of rolling for your opponent may seem unusual, but it makes this simple text-based game a single player game. In developing this game, I've had more than two hundred single-player simple combat engagements, with which I have tweaked and adjusted the formula to what seems like a good balance. The single-player method works for me. It should work for you. There is, however, PvP (Player vs Player) which is a great challenge. During the Advanced Command Training Mission, you'll learn some interesting and challenging variations, as well as Boarding Party/Landing Party missions and Fleet engagements. In the Command Training Graduate Mission, you'll put it all together, and be given the chance to save the legendary Kobayashi Maru. One hint: Just like James T Kirk, in Fantasy Trek, we don't believe in the no-win scenario.



So how are we supposed to save the Kobayashi Maru? Beats me. Throw apples at the Klingons maybe?



Casual Gaming:



Based on feedback from a valuable source (my sister) regarding the Simple Combat Tutorial, and as a result, I've started work on a casual game. Similar to Simple Combat, but without multipliers or an allocation phase. Each ship class has a defense rating representing the amount of damage it can sustain, and once that it passed, the ship is out of the game. Depending on your preference, it is either destroyed or taken out of combat, towed to a friendly base for repair and debrief.



Using that idea, I did an initial run of the "Repair Rendezvous" Scenario from the "Starfleet Command" games that I have adapted for Fantasy Trek, giving the heavy cruiser a defensive rating of 20. The results were encouraging.



We start off with a Fed CA encountering another Fed CA that has sustained 19/20 damage. It has three rolls to repair the damaged ship. In these three rolls, it repaired 8 points of damage:



FCA1 rolls:2

FCA2 damage: 17/20



FCA1 rolls:3

FCA2 damage: 14/20



FCA1 rolls:3

FCA2 damage: 11/20



After that, the enemy (Klingon CA) appears. It automatically divides its fire between the two ships. If there is an odd number, the majority of fire goes to the damaged ship. I suppose, though, if I was the Klingon (hard as that is to imagine), I might try to finish off the damaged ship first. So obviously this is still a work in progress. But the casual format seems to work. Here are the rest of the logs:



FCA1 rolls:2

FCA2 rolls:1

KCA1 rolls:6

results

FCA1 damage: 3/20

FCA2 damage: 14/20

KCA1 damage: 3/20



FCA1 rolls:3

FCA2 rolls:2

KCA1 rolls:4

results

FCA1 damage: 5/20

FCA2 damage: 16/20

KCA1 damage: 8/20



FCA1 rolls:3

FCA2 rolls:4

KCA1 rolls:3

results

FCA1 damage: 6/20

FCA2 damage: 18/20

KCA1 damage: 15/20



FCA1 rolls:4

FCA2 rolls:5

KCA1 rolls:4

results

FCA1 damage: 8/20

FCA2 damage: 20/20 destroyed

KCA1 damage: 24/20 destroyed



I also created and worked through rules for the Klingon Mauler Cruiser. The Mauler Cruiser is a huge gun with a ship frame essentially built around it. The weapon itself has a capacitor which stores allocated energy that is fired after (no less than) three turns. It is heavily armored, taking 50 points damage (compared to the normal maximum 35). While it is building up its energy, it must allocate a minimum of one-third (1d6 roll, with a X10 multiplier) of its points to the weapon. Here is the Simple Combat Template (power allocation phase):



KCAM rolls: o{offense}/d{defense}/m{mauler}(/3){mauler allocation, turn

_of 3}



1st Turn:

-if a 6 is rolled, the allocation could be this:

KCAM rolls:60 o/40d/20(FCA1)m(1/3)



2nd Turn:

-if a 3 is rolled, the allocation could be this:

KCAM rolls:30 o/20d/10(FCA1)m(2/3)



3rd Turn:

-if a 2 is rolled, the allocation could be this:

KCAM rolls:20 o/13d/7(FCA1)m(3/3)



So on the third turn, the Mauler Cruiser would have a total of 37 points offensive capability. Note that on the 3rd turn, I rounded that 1/3rd up to a 7. Also, depending on the rolls of the other ships, the Mauler can put more than 1/3rd into its capacitor. So on that third turn, the Mauler could have potentially had a total of 110 points directed at its target.



In the combat logs below, I've noted whether the toss was won or not.

Interesting to note that the Klingons didn't lose on the first two turns, when it actually lost the toss. The third time, when the Klingons lost the toss. And of course, that is determined by rolling a 1-3 on a 1d6, and allows the player to roll first or second, just like the coin toss in a football game. Also of interest in the third round, the Mauler chooses to stop the build up of energy to go all defense. In that case, the energy is lost, and the Mauler, if it survives, starts over on the next round.



The combat logs show the importance of drawing first blood, of upsetting the balance of power in your favor.



Round One *lose toss



KCA1 rolls:30 o/30d

KCA2 rolls:60 o/30(3)30d

KCAM rolls:20 o/20d/m(/3)

FCA rolls:10 o/10d

FCA rolls:30 30(3)o/d

FCA rolls:30 30(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



KCA1 rolls:30 o/15(3)15d

KCA2 rolls:20 o/10(3)10d

KCAM rolls: o/23d/17(1)m(1/3)

FCA rolls:50 25(3)o/25d

FCA rolls:20 o/20d

FCA rolls:10 10(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



KCA1 rolls:30 o/15(3)15d

KCA2 rolls:60 20(2)o/20(3)20d

KCAM rolls:30 o/20d/10(1)m(2/3)

FCA rolls:30 15(3)o/15d

FCA rolls:30 10(3)o/20d

FCA rolls:10 o/10d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



KCA1 rolls:30 o/15(3)15d

KCA2 rolls:50 15(1)o/20(3)15d

KCAM rolls:40 o/d/40(1)m(3/3) 67

FCA rolls:20 o/20d

FCA rolls:50 25(3)o/25d

FCA rolls:20 10(3)o/10(1)d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA destroyed

FCA damage: /35

FCA damage: /35



KCA1 rolls:50 25(2)o/25d

KCA2 rolls:40 40(2)o/d

KCAM rolls:30 o/d/30(3)m(1/3)

FCA destroyed

FCA rolls:40 o/40d

FCA rolls:60 o/60d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA destroyed

FCA damage: 25/35

FCA damage: /35



KCA1 rolls:60 30(2)o/30d

KCA2 rolls:20 20(2)o/d

KCAM rolls:30 o/d/30(3)m(2/3)

FCA destroyed

FCA rolls:40 o/40d

FCA rolls:20 o/20(2)d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA destroyed

FCA destroyed

FCA damage: /35



KCA1 rolls:20 20o/d

KCA2 rolls:60 60o/d

KCAM rolls:10 o/d/10m(3/3) 60

FCA destroyed

FCA destroyed

FCA rolls:60 o/60d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA destroyed

FCA destroyed

FCA destroyed



Round Two *lose toss



KCA1 rolls:30 o/15(3)15d

KCA2 rolls:10 o/10d

KCAM rolls:40 o/30d/m(/3)

FCA rolls:30 15(3)o/15d

FCA rolls:30 30(3)o/d

FCA rolls:10 10(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



KCA1 rolls:20 o/10(3)10d

KCA2 rolls:60 60(1)o/d

KCAM rolls:50 o/25d/25(3)m(1/3)

FCA rolls:30 15(3)o/15d

FCA rolls:40 20(3)o/20d

FCA rolls:20 o/20(1)d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 10/50

FCA damage: 25/35

FCA damage: /35

FCA damage: /35



KCA1 rolls:60 20(1)o/20(3)20d

KCA2 rolls:60 60(2)o/d

KCAM rolls:40 o/26d/m14(3)(2/3) 25+

FCA rolls:50 o/50d

FCA rolls:20 o/20d

FCA rolls:50 20(2)o/40(2)d

results

KCA1 damage: /35

KCA2 damage: 20/35

KCAM damage: 10/50

FCA damage: 25/35

FCA damage: /35

FCA damage: /35



KCA1 rolls:40 o/20(3)20d

KCA2 rolls:10 o/10d

KCAM rolls:50 o/d/50m14(3)(3/3) 39+

FCA rolls:60 o/30(2)30d

FCA rolls:50 o/25(3)25d

FCA rolls:10 o/10d

results

KCA1 damage: /35

KCA2 damage: 20/35

KCAM damage: 10/50

FCA damage: 25/35

FCA damage: /35

FCA destroyed



KCA1 rolls:40 40(1)o/d

KCA2 rolls:40 40(1)o/d

KCAM rolls:60 o/d/60(2)m(1/3)

FCA rolls:60 o/60d

FCA rolls:40 15(2)25(1)o/d

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: /35

FCA destroyed



KCA1 rolls:30 o/30d

KCA2 destroyed

KCAM rolls:10 o/d/m10(2)m(2/3) +60

FCA destroyed

FCA rolls:30 o/30d

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: /35

FCA destroyed



KCA1 rolls:30 o/30d

KCA2 destroyed

KCAM rolls: o/d/10 m(3/3) +70

FCA destroyed

FCA rolls:60 o/60d

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: 20/35

FCA destroyed



KCA1 rolls:20 20o/d

KCA2 destroyed

KCAM rolls: o/d/60m(1/3)

FCA destroyed

FCA rolls:10 o/10d

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: 30/35

FCA destroyed



KCA1 rolls:10 o/10d

KCA2 destroyed

KCAM rolls:20 o/d/20m(2/3) +60

FCA destroyed

FCA rolls:30 30(1)o/d

FCA destroyed

results

KCA1 damage: 25/35

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA damage: 30/35

FCA destroyed



KCA1 rolls:10 o/10d

KCA2 destroyed

KCAM rolls:40 o/26(1)d/14m(3/3) +80

FCA destroyed

FCA rolls:50 50(1)o/d

FCA destroyed

results

KCA1 destroyed

KCA2 destroyed

KCAM damage: 10/50

FCA destroyed

FCA destroyed

FCA destroyed



Round Three *won toss



KCA1 rolls:10 o/10d

KCA2 rolls:20 o/10(3)10d

KCAM rolls:60 o/40d/20(1)m(1/3)

FCA rolls:50 25(3)o/25d

FCA rolls:10 o/10d

FCA rolls:30 30(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM damage: 5/50

FCA damage: /35

FCA damage: /35

FCA damage: /35



KCA1 rolls:10 o/10d

KCA2 rolls:10 o/10d

KCAM rolls: o/60d/()m(/3) capacitor emptied

FCA rolls:60 30(3)o/30d

FCA rolls:60 60(3)o/d

FCA rolls:50 50(3)o/d

results

KCA1 damage: /35

KCA2 damage: /35

KCAM destroyed

FCA damage: /35

FCA damage: /35

FCA damage: /35



KCA1 rolls:10 o/10d

KCA2 rolls:60 40(2)o/d

KCAM destroyed

FCA rolls:10 o/10d

FCA rolls:20 20(1)o/d

FCA rolls:10 o/10(2)d

results

KCA1 damage: /35

KCA2 damage: 10/35

KCAM destroyed

FCA damage: /35

FCA damage: 30/35

FCA damage: /35



KCA1 rolls:40 20(2)o/20d

KCA2 rolls:50 30(2)o/20d

KCAM destroyed

FCA rolls:60 20(2)o/20(2)20d

FCA rolls:60 30(1)o/30d

FCA rolls:20 20(1)o/d

results

KCA1 damage: 30/35

KCA2 damage: 10/35

KCAM destroyed

FCA damage: /35

FCA damage: 30/35

FCA damage: /35



KCA1 rolls:30 o/30d

KCA2 rolls:40 40(2)o/d

KCAM destroyed

FCA rolls:20 o/20d

FCA rolls:10 o/10d

FCA rolls:60 30(2)o/30(2)d

results

KCA1 damage: 30/35

KCA2 destroyed

KCAM destroyed

FCA damage: /35

FCA damage: 30/35

FCA damage: /35



KCA1 rolls:10 o/10d

KCA2 destroyed

KCAM destroyed

FCA rolls:40 o/40(2)d

FCA rolls:60 60o/d

FCA rolls:50 50o/d

results

KCA1 destroyed

KCA2 destroyed

KCAM destroyed

FCA damage: /35

FCA damage: 30/35

FCA damage: /35



As you can see if you read through all of that, Mauler combat can be ugly. It is almost better for drawing enemy fire than as an offensive weapon system.





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Tuesday, August 3, 2010

From the editor...

To our valued readers:
Please forgive our mostly-silence. A very difficult summer in the desert southwest has slowed writing to a crawl. Please be patient, we'll be back soon...
 
 
The House Abukoff team...

Star Trek Enterprise Retro-Spective "Fortunate Son"

Fortunate Son, like many Enterprise episodes, is quite simple. The ECS (Earth Cargo Ship) Fortunate Son is on its cargo run when it is attacked by Naussican pirates. A distress signal is sent, Enterprise is dispatched to help. They arrive to find the Fortunate Son damaged but under repairs with the first officer running things while the Captain recovers from serious injury. We first start to get an idea that all is not what it seems when the first officer of the Fortunate Son initially declines any help from the Enterprise. He eventually relents. We soon find out that the cargo haulers have captured one of the Naussicans and is interrogating him for shield frequencies.


While the Enterprise crew helps repair and upgrade the Fortunate Son (and Phlox helps the Captain), Mayweather gets to know the first officer. We learn that the 'boomers' are an independent breed who tend to look down on people who aren't boomers, or worse yet, boomers who leave the ECS fleet (as it were), for the cushy, easy life of an NX Class ship.

As repairs proceed, T'Pol detects the life signs of the injured Naussican on board the Fortunate Son. There is the inevitable confrontation. Archer threatens to take all of their spare parts, and the wily first officer of the Fortunate Son fools his way out the jam, leaving our heroes frustrated and left behind.

The Fortunate Son arrives at the Naussican base, thinking it is chasing a single ship and armed with the shield frequencies. As it turns out, there are three ships (I saw that coming), and the shield frequencies don't seem to work (I saw that coming too). They are in a bad spot and losing the fight.

On Enterprise, while they are speeding after the Fortunate Son, Mayweather confides in Archer that he has doubts about interfering with what his fellow boomers are doing. Archer makes a speech about the moral code we are all subject to, and how boomers are just as human even if they're born in space. Mayweather comes around (way too easily for my taste), and they continue.

They finally arrive, just in time to save the Fortunate Son. They eventually convince the Naussicans to let the Fortunate Son go in return for their hostage. In the last scene, Archer talks to the fully recovered captain of the Fortunate Son. He says that the first officer will be punished but kept on the team and put to work. He tries to get Archer to have a drink with him, but Archer declines, because he's on duty. You get the feeling that they are two entirely different kinds of captain's from this, which sums up the episode aptly. End of episode.

This episode was good for the series, because we learned a bit more about what it is to be a boomer, and what boomers think of people who leave their ranks for fancy NX Class ships. There is also a hint of independence and almost rebellion from Travis Mayweather (that shows up more strongly in the Enterprise relaunch books). There was also the issue of boomer crews looking at the potential end of their lifestyle due to an engine that does warp five (as opposed to 1.8 of the Class Y Fortunate Son, or the Class J Horizon that Mayweather comes from). On the other hand, it is a very simple story that has been done a thousand times. I wasn't impressed by the Naussicans, who seem to be the favored boring stock villains. I also was unimpressed by Archer's moralizing speech with Mayweather. It made sense enough. but it came off stiff and wooden, and Mayweather gave in too easily. Still, the episode was interesting enough, and the plusses outnumbered the minuses. I'm not going to pull out the DVD specifically to watch this one, but I wouldn't skip over it if it was playing. Thumbs up.

Next Up: "Cold Front"