While we have an idea for a campaign, the content of those missions does not dictate the mechanics which are to be developed for the game. Turning back to Excalibur, this approach has been turned around. For the FPS genre it makes for an acceptable inclusion as a traditional turret defence mission, albeit one out of place for a Star Trek game.
WARP SPEED CALCULATOR TOS TO TNG SERIES
This ability has never before been mentioned or seen in the series and exists only for the purposes of this specific set piece. Take for instance in Elite Force II when you fire pulse phasers from the underside of the Enterprise which has been damaged in an attack. It's an FPS so you wouldn't need to develop interactions with consoles or complicated ship controls for the game. In other games such as Star Trek: Armada, Starfleet Command and Elite Force the mechanics are dictated partially by the environments and partially by the gameplay choices. If we take warp drive as an example (and one which will be explored in depth as the article progresses), in Bridge Commander the warp drive simply serves as a method to move the player from location to another and the only requirement for its use is that the warp drive and warp engines be online, ignoring things such as hull integrity, available power and even variations in travel time vs. In short they weren't a requirement for the final product. This is why we didn't have an extensive shuttle launching mechanic, saucer separation on the Galaxy class, the ability to walk around the bridge or the ability to manage your crew. If we take games like Star Trek: Bridge Commander, for example, the gameplay mechanics are focused entirely on what is needed for the game to progress and only the mechanics needed were coded.
WARP SPEED CALCULATOR TOS TO TNG TV
This process does not however take into account the challenge faced with developing content for a franchise as varied and expansive such as Star Trek, in that you have 1000+ Hours of content from the live action movies and the TV shows (providing you accept traditional canon.) Truthfully it's an interesting question and one that isn't often touched upon in game design as most games are based on new IPs. Schmitt for the starting-point of this calculator.Recently I was asked how one would go about taking what we've seen on screen and convert that into a playable mechanic for a game such as Excalibur. It was also made for sake of easy access on our own site, but the credit still goes to Stephen R. The calculator below has been improved in output format, showing years, days, months and seconds instead of just # years/days + decimals. Schmitt, and all credit to for the research goes to him, in how he found the references needed to make a comprehensive and accurate formula. It is based on the conclusions made by Stephen R.
![warp speed calculator tos to tng warp speed calculator tos to tng](https://live.staticflickr.com/48/148575228_6cbfca3ce2.jpg)
This is the official Warp Factor Calculator for Star Trek: Theurgy.
![warp speed calculator tos to tng warp speed calculator tos to tng](https://i.imgflip.com/1bgd0v.jpg)
Star Trek: Theurgy Warp Factor Calculator Warp speeds in the original series were based on a different scale. Warp 10 is infinite speed that cannot be reached. The calculator determines the speed according to the warp scale used in Star Trek: The Next Generation Deep Space 9 and Star Trek: Voyager. If the warp factor is too large, or you have used a comma (,) instead of a period (.), the results will display: NaN (Not a Number) All entries are cleared by pressing the Clear Log button. The calculator is operated by entering a warp factor number that is greater than 0 but lower than 10, followed by choosing the distance in light-years, and then pressing the Energize! button. Warp Factor Calculator Skip to main content ↑ ↓ Star Trek: Theurgy