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Retrosmith

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Reply with quote  #1 

So, I'm looking to set this up for my friends in one of our bi-weekly gaming sessions.

 

Is there someplace I can look that has newbie rules? A first timer's guide? Or suggested starting stations as we only have 5 people? 

Are there specific things I should know or that we should make sure are there for it? I noticed that Artemis is at 2.0 for PC, will it still work with the older versions on Ipad and such?

 

Thanks!

Retro

Stonefish

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Reply with quote  #2 
There aren't "newbie rules" as such.  Just start off on a nice low difficulty level and see where it takes you.  You could read about it all day long, or you could just get stuck in and find out for yourself.  All the relevant controls are on the screen so you only need to click to get started.  There's nothing hidden away.
With five people, you're technically one short.  You definitely want someone dedicated to helm and weapons.  The game just doesn't "feel" right when the Captain doubles up on a role.  An argument could be made that Comms requires someone watching the text at all times, so theoretically you might be best off having your sixth player double up on Science and Engineering (yes, you can play both with a single machine).  It wouldn't be efficient, but you'd have a little of everything available.
Alternatively, play Captain from the gunner's chair or let comms double up on science.  Again, try it out and see what works for you.  If you crash into a black hole in a screaming heap, it'll be fun and you can start again in a matter of seconds

And no, you can't play with the current version from your telephone.  They're not network compatible.  There's no announced date for Android/Apple Artemis 2, but it'll be along at some point.
pupbrad

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Reply with quote  #3 
To start you off, a Faq to look over quickly.

http://artemiswiki.pbworks.com/w/page/39352331/FAQs

From there on, read a bit about each station.

http://artemiswiki.pbworks.com/w/page/44188987/Station%20overviews

Finally, read a bit of the stuff on here.

http://artemiswiki.pbworks.com/w/page/39355892/Artemispedia

This would do a good job of giving you all the info needed to play the game and not be completely lost while still giving room to learn tactics and such on your own.


If you want a few general tactics that are used as well, go read the attack patterns section in this file.

http://artemiswiki.pbworks.com/w/file/62170547/TSN%20Tactical%20Handbook%20V1.pdf

As for which position to leave open, Id say have either comms be left open or have captain take science instead of captains map.

The iPad and android versions of the game are currently not up to date, though no one really knows when they will be released in 2.0.

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Xavier Wise

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Reply with quote  #4 
There was an old console tutorial on YouTube (search Artemis SBS Console Tutorial). Although it is out of date (the UI has been upgraded, and there are one or two new buttons here and there) much of the operation of the consoles is still pretty similar. I am sure at some point a new video will be made, but it may do as a start. 

Much of it can be figured out through experimenting though, and most stuff is self explanatory. As mentioned above, there are a couple of good guides on the internet (the wiki a great place to get info from - http://www.artemiswiki.pbworks.com).

If you can get online, there is an active Online Artemis Community (and within that the TSN RP Community). Anyone online would be happy to help out and teach you the ropes. 

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AdmlBaconStraps

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Reply with quote  #5 
Our crew finds that dropping comms and having your captain double as helmsman is the best solution.

Given how micromanage-y engineering is, we don't double it with anything else but most other pairings are ok.


If all else fails, hit F1. Thoms tutorial/manuals for the stations are all really well done.
Perception

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Reply with quote  #6 
I would like to disagree.  Science is a great post for the Captain that must take on an active role in ship activities.  It will give him/her all the information needed to make sound tactical decisions without impeding the duties of a Captain. 
janx

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Reply with quote  #7 
Quote:
Originally Posted by Perception
I would like to disagree.  Science is a great post for the Captain that must take on an active role in ship activities.  It will give him/her all the information needed to make sound tactical decisions without impeding the duties of a Captain. 


I can agree with that. I watch P's Level 11 run on youtube (see the 20-front post).  the captain was on science.  Seemed like that solved the short staff problem and gave the captain exactly the info he needed (science seems to hold all the answers, where the bad guys are on the map).

At the easiest level, Engineering could be level on default settings and auto-DamCon for the most part.  I find newbie engineers fiddle with those knobs to more harm than good.

In any event.  Just jump in and do it.  Our group bought the game without trying the demo.  Worked just fine.

Being captain doesn't require knowing how the game plays, it requires being calm and patient while your new crew learns their stations.

Running each station doesn't require a training class.  Just hop on, read the screen, test the buttons.

if you take it easy the first game, the players should have their station down for the second game.

they won't be a top crew yet, but they can handle Level 2 difficulty.  Lather, Rinse, increase, Repeat.



Stonefish

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Reply with quote  #8 
I'm curious.  Has anyone ever tried taking a somewhat experienced team of five and playing explicitly without a Captain?  No heirarchy, no orders, just individual requests.  Gunner asks "What's the frequency on ship X?", Science responds, etc.
pupbrad

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Reply with quote  #9 
Quote:
Originally Posted by Stonefish
I'm curious.  Has anyone ever tried taking a somewhat experienced team of five and playing explicitly without a Captain?  No heirarchy, no orders, just individual requests.  Gunner asks "What's the frequency on ship X?", Science responds, etc.


To be honest, that's kinda the way the TSN RP operates. All a captain will do is say "I want a Delta 2" or "Echo 2" and helm then takes full tactical control in telling engineering what he needs and calling targets, weapons will ask for more power to beams and tubes and such, science sensors, so on and so forth. This is so the captain can sit back and think about the next fleet or what the most immediate threat is after said fleet is gone.

Outside of the RP, I have run a few rounds (not many and not extremely successfull) where there is NO captain and each station confers more like a democracy on where to go and what to do next (it starts out with a captain but the captain needs to leave or something else happens). It was fun, but rather hard (one specifically turned into "hey, we should go here... no, here... nah, this is the best spot... [2 minutes later] well... this station is under attack, better go here... WARP 4!") but we never did die on any of them.

Also, not sure if this counts, but in most Bridge vs Bridge matches I've had, helm for the most part takes over the role of the captain as we run a 2 or 3 person ship.

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Captain of the USN Basroil.
"I am a leaf on the wind. Watch how I soar." - Hoban Washburne
"Give me a ship to fly and I'll make it sit up and beg, roll over (but NEVER play dead), and even do the jitterbug if you so fancy." - Unknown
janx

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Reply with quote  #10 
When I captain, I use my deliberate ignorance of the stations keep me out of their business.  Nothing is more offensive to me than the captain taking over a player's station because "he can do it better"

I may ask helm to plot a course to DS2 and proceed at Warp 1 when ready.  That means Helm should be asking science for directions and then he does it.  Engineering should be listening and give him the power he needs to maneuver and go to warp.

When we engage the enemy, I may tell the crew that I want to sweep around the left flank and attack the fleet there, while the other enemy ships come about.  I expect helm and Weapons to know how to get that done.  I don't direct them what tubes to fire or even ordnance (barring a special plan for ECM or mines).

My experience in running things the "democratic" way is that nobody volunteers a course of action.  So unless there's an immediate threat that the action to take is obvious (enemies coming at us now!), the crew has got too much data coming in at them and they can't concentrate on their job and bigger picture decision making.

Artemis plays a bit fast, so it's hard to take a breath and ask a crew member "Mr. Spock, Options?" when facing 2 crisis that need your assistance.

If I ever have a 7th player, I plan on making that one be the XO (like Riker or Colonel Ty) to check on the details of the stations and crew, and offer options/advice.

I'm prepping my USB drives, setting up to play 2.0 tonight with friends.  Might be short a player, so we may be trying the Captain as Science solution.  I'd hate to break my streak of never actually running a station ...

Or I'll pack Science onto Weapons.  That'll give the Weapons guy stuff to do outside combat, and give him frequency info in combat.  I seldom need scanny info while shooting at people.


Xavier Wise

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Reply with quote  #11 
Really? You are a captain and you have no idea how each console operates?

I am a captain. I have played each console extensively, learning the ins and outs and becoming quite proficient at it. I use this extensive knowledge of each console to know what my crew can and cannot do. Keeping out of their business is part of being a good captain. Giving too much direction to my crew can have a detrimental effect on the performance of the ship. Also, I didn't know what my ship is capable of, and what my crew is capable of, then I wouldn't know what courses of action I can and cannot take. In the RP community to even get to senior ranks (nevermind a command rank) you need extensive experience on each console. To get to a command rank, RP officers need to learn to step back and let your crew do it. Of course, the crews are all well trained and capable (at each rank, an officer must meet a certain standard before being promoted).

In terms of running without a captain, it is possible with an experienced crew to do it. As mentioned before though, without someone giving a clear direction and strategy the crew operates a lot less effectively. With a good captain and a capable crew, it is possible to tackle higher level invasions and harder missions with more ease than without a captain. With multiple good crews and  captains, it is possible to use fleet tactics during invasions (this is what we are now working on in the RP Community).

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Timechick

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Reply with quote  #12 
The best way I learned how to play this game as a captain was to try soloing it at 1st level.  The bogies don't come at you all that fast and you can get a look at all the consoles.  Try just helm and weapons first, then incorporate the rest.  Engineering for me was the hardest to get the hang of.  Also read the Tactical and Game manuals. They will give you a good rundown of all the consoles.  

To tell the truth, there are harder games out there with more controls designed for just one person to play.  Vehicle simulator is one of them.  I've played a lot of hours on that one long before I ever heard of Artemis.  If you have any real life sailing experience, you will find Helm really easy as I did.  It also helped a lot that I had played a lot of hours on the simulators on a MOO called Where No One Has Gone Before at wnohgb.org:1701.  Of course watching Youtube videos help a lot too.  You can see the general dialog going on between the captain and the crew and you can learn a lot that way.

Sadly, I don't get to play anything but Captain anymore with my crew, they won't let me. lol


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USS ZAVALA NCC-100101
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