Can I get a link to, or just a run down on what all the values mean in real terms? Such as, I had no idea defense value was linked to ship speed/response speed.
[You may need some time to learn the ropes of how this game works, before you're in a strong position to make detailed suggestions about policy. I know I needed some time to do that.]
Now, as a favor, I'll cover the stats. First, I should explain that "events" are one of the game's key mechanics. Every one of the ships in our elite Explorer Corps encounters on every quarter, on their adventurous five year missions. There is a fairly strong probability of events happening randomly in the sectors of Federation territory, too. When such random events occur, it's up to the ships of the sector garrison fleet to respond.
If ships do well in an event they are rewarded and we get various resources that improve our strength. If ships do badly, then sometimes it means nothing happens... But sometimes it means the participating ship is damaged or even destroyed, often with loss of life. An event usually consists of multiple 'checks.' For instance, a ship making contact with a bunch of hostile aliens might have a check to see if they can be diplomatic enough to make friends. If they fail that check, there may be another check to see if they can win the resulting space battle. If they fail THAT check, there may be yet a third roll to see if the ship can escape in one piece before being blown up by the aliens they just offended.
Now, here are the stats:
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Combat:
Combat refers mainly to a ship's offensive firepower, targeting systems, and weaponry. In battle, the combined Combat of all ships on our side is compared against the combined Combat of all ships on their side. The fleet with the higher Combat has a greater probability of landing hits, and will generally knock down the enemy's defenses before being knocked down itself. There are also Combat checks rolled in certain events (like encounters with enemy pirates).
The big problem with Combat is that the Federation Council imposes a total cap on how much Combat all our ships put together are allowed to have. We get in trouble for exceeding that limit.
Science:
Science refers to a ship's onboard sensors and laboratories. Science is a key skill for event response. Ships roll Science checks to detect resources on a planet, to spot a dangerous space phenomenon, to cure a plague, and so on. In combat, Science is used sometimes for detection checks, and especially for spotting cloaked ships. But the
main application of Science is passing event checks. A ship that passes a science check in an event usually enriches the Federation. Ships that fail Science checks may be in danger of losing crew to a plague outbreak, failing to detect a threat, or getting blown up by giant space anomalies.
There is a Federation-wide "Science requirement" for the total science score of all ships. So far, we haven't had much difficulty meeting it.
Hull:
Hull refers to the overall durability and strength of a ship's hull, including strong framework, armor plating, and so on. Ships usually only roll Hull checks during events in order to avoid being damaged (or destroyed) by a threat. However, a failed Hull check nearly always results in something terrible happening to a ship. In combat, Hull is a measure of how many "hit points" the ship has before being disabled or destroyed. A ship whose shields have failed, as it starts to lose Hull points, will also suffer damage to its weapons, and therefore has a debuff applied to its firepower.
There are no major strategic implications of Hull scores; it's a simple measure of how much of a beating this big hunk of metal we call a starship can take. More is better, but more expensive.
Shield:
Shield refers to the strength of a ship's shields. Like Hull checks, in an event, the Shield checks are usually rolled in order to avoid having something bad happen and blow up the ship. In combat, Shields measure how many "hit points" the shields have. A ship can take a beating on its shields during battle without penalty, as long as it doesn't reach zero shield HP and start taking hull damage. As a result, just about everybody except the Klingons tends to prefer concentrating ships' durability on the shields, with Hull equal to or less than the Shield strength. The Klingons disagree with this design philosophy; their ships tend to have pretty good shields for their (small) size, but the hulls are
hellatough.
As with Hull, Shield has no major strategic implications. More is better, but more expensive.
Presence:
Along with Science, Presence checks are our main mechanism for getting benefits from our ships. A ship's Presence stat refers to a mix of traits like how impressive it is to visitors, how comfortable its living quarters are, whether it has facilities for diplomatic events (like good translators), and so on. The perfect example of a high-Presence ship is the
Enterprise-D from Star Trek: The Next Generation, which is basically a giant flying palace that can easily host diplomatic conferences and which has excellent accommodations for almost every kind of sentient being imaginable. Ships roll Presence checks exclusively during events. Passing means rewards for diplomatic successes, such as improved relations with alien species, political payoffs that make it easier for us to get what we want out of the Federation council, and the relaxation of tensions that might otherwise lead to internal trouble between Federation members.
Ships that fail Presence checks tend to make people mad, which can get ugly. For example, we've been dealing with low-level border raids by a species called the Sydraxians for about the past five years, and they're allied with the Cardassians and making quite a bit of trouble. All of that ultimately goes back to when one of our explorers blew a Presence check, and failed to deal with a Cardassian attempt to frame us for a crime. Because of that failed Presence check, relations with Sydraxia became so low that the Sydraxians don't even want to listen us any more and have been attacking us constantly. Oops.
Defense:
Defense is mainly a measure of how quickly and effectively a ship can respond to sudden emergencies. The main factor controlled by Defense is how fast a ship is at warp drive; higher-Defense ships tend to be faster. However, there are some other qualities related to Defense, like good long-range communications, cargo storage capacity for swiftly ferrying supplies to a planet in need, and so on. In combat, small ships
with good Defense get an "evasion chance" to dodge enemy hits, thus making them last longer.
Having better Defense slightly improves evasion chance. And any ship will find that its chance of retreating from a losing battle is determined by rolling Defense checks.
In peacetime, ships roll Defense checks to see if they can even reach an event that happens in their sector. Ships that pass the Defense check can show up and help out. Ships that fail... can't.
The "Defense requirement" is one of the main limitations on how Starfleet deploys and uses its ships. Starfleet is required to maintain garrisons of ships and fortifications with a certain total Defense score in every sector of Federation space. We're not sure what the penalties are for failing to do this, but we'd rather not find out.
[Strikethrough and underline an edit based on corrections from SWB]
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The key takeaway from all this is:
1) To make ships strong in a fight, you need high combat, hull, and shields... but those stats are far less important in peacetime.
2) In peacetime, the Federation gets stronger and richer by passing events... which usually require high science, presence, and defense.
3) We HAVE to have plenty of ships with good Defense spread out all over the Federation. Ships with low Defense cause problems for us.
5 humans, 2 Andorians. Not exactly alot of diversity.
Probably better than canon depictions of Starfleet's senior admirals. And we have time to fix it, too!