| 152nd | Top academic disciplines |
| COMIC | |
|---|---|
| Strategy | |
Cover by Jeremy Geddes |
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| Attribution |
| Series: | The Next Generation |
|---|---|
| Miniseries: | The Space Between, No. 3 |
| Writer(s): | David Tischman |
| Artist(s): | Casey Maloney |
| Inker(s): | Aaron Leach & Casey Maloney |
| Colorist(s): | Leonard O'Grady |
| Letterer(s): | Robbie Robbins |
| Editor(s): | Dan Taylor |
| Publication information | |
| Publisher: | IDW Publishing |
| Published: | 30 March 2007 |
| Pages: | 32, 22 of which are story |
| No. of covers: | 3 |
| Omnibus: | The Space Between |
| Chronology | |
| Date: | 2370 |
| Stardate: | 47630.1 |
![]() Photomontage cover |
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Contents |
From previews: In part three of IDW's all-new Star Trek: The Next Generation relaunch, the Enterprise is ambushed in an uncharted sector of space. Shields are down, weapons are off-line, and key personnel are wounded. The attacker remains unknown, flying a warship configured with engineering and technological specifications of Starfleet, Romulan and Borg vessels. Captain Jean-Luc Picard and his crew fight to find the right answers -- before they are all destroyed by the ultimate killing machine. To battle stations, for all-out action!
Worf enters the corridors of the Enterprise-D, greets a passing ensign and is thrown to the floor by a booming jolt to the ship. As the red alert klaxons wail Worf dashes to Deanna Troi's quarters, ignoring hails summoning him to the bridge, he finds the counselor sprawled on floor, a wound to the head, he calls for medical assistance.
Meanwhile in engineering, Geordi La Forge informs the Captain warp engines are offline, with a minimum of six hours repair time. On the bridge Data announces sensors are back on-line, activating the viewscreen to display an unusual configured vessel firing on the Enterprise. Jean-Luc Picard orders the ensign at tactical to fire.
Worf enters the bridge, told by Riker he is late, and takes his station, firing on the attacking vessel. The two ships face off above a planet in the Bandor system and as the Enterprise attempts to hail the attacker jumps to warp.
Later in the observation lounge the senior staff debriefs. Geordi informs them the last attack took out the sub-light engines and shields are holding at twenty-four percent, but if they push for more other systems may fail. Sensors are configured to detect the attacker if it returns. Worf announces weapons are online but communications are inoperable leaving Commander Riker concerned the Enterprise is a sitting duck. Geordi's analysis of the ship notes Romulan, Federation and Borg components leading Picard to ponder whether the vessel might have a cloaking device. He concludes Starfleet must be warned, the attack could indicate some sort of Romulan-Borg alliance. Data and Geordi suggest a class-9 probe could deliver the information to Starbase 122 in two days.
As the crew depart to get on with their assignments Picard calls Worf back, thanking him for his efforts in saving Troi but reprimanding him for not reporting to the bridge immediately as ordered.
In sickbay Riker inquires into Troi's condition, she was almost lost twice through massive internal haemorrhaging. As the counselor comes round she asks for Worf.
On the bridge Worf and Data discuss the details of the attack, noting the ship had been receiving subspace transmissions from an unknown source. As Riker returns to the bridge they have concluded the attack may have been targeted directly at Counselor Troi. The bridge rocks as the attacker returns, in sickbay Troi is woken.
As the two vessels battle Troi stumbles onto the bridge mumbling about the ship. Riker takes tactical whilst Worf beams with Troi back to sickbay. As Doctor Crusher treats Deanna the Betazoid warns Worf that she can sense no-one on the ship. On the bridge the crew digest that information, if the ship is remote controlled then disrupting its signal should disable it. Data suggests creating a inter-receptive network around the ship to block out the signals.
The Enterprise uses the only engines it has left, the maneuvering thrusters, to move in close enough to precisely place the subspace beacons necessary to create the network. As the network forms the attacking ship powers its weapons, the Enterprise having just three percent shields remaining. As Data warns the Enterprise cannot survive another direct hit the aggressor explodes.
Later, the Enterprise at a Starbase, Worf walks the corridors of the starship, a bunch of flowers in hand and enters Deanna Troi's quarters to find her and Riker pillow fighting. He apologises for the interruption but Riker reassures him the two were just recalling old time and reminds Troi the Ktarian chocolate puff he had delivered was Worf's idea, for which Worf receives an impassioned kiss from Troi. Riker bids them farewell, leaving for his own romantic endeavours.
In his ready room Picard and Data discuss the recent attack. Picard irritated at himself for concentrating on Romulan cloaking technology, not considering the race's history with remote controlled vessels. Data concludes the ship must have had a self destruct set to go off if it ever lost contract with its creators. Nothing like the vessel had been previously recorded by Starfleet, Picard concludes it had been designed specifically to destroy the Enterprise, he is concerned the enemy is unknown "and that will keep [him] looking over [his] shoulder for quite a long time".
![]() Alternate photomontage cover |
![]() Unused Zach Howard cover |
"Mr. Data, what is the most effective method of severing sub-space communications?"
"Several types of radiation-"
"The most effective, Data"
| Star Trek: The Next Generation - The Space Between | |
|---|---|
| Issues | History Lesson • Captain's Pleasure • Strategy • Light of the Day • Space Seeds • An Inconvenient Truth |
| Creators | David Tischman • Casey Maloney • Leonard O'Grady • Robbie Robbins • Aaron Leach • Stacie Ponder • Neil Uyetake • Chris Mowry • Dan Taylor |
| Cover artists | Dennis Calero • Zach Howard • Jeremy Geddes • Thompson Knox • Ken Kelly • Joe Corroney |
| published order | ||
|---|---|---|
| Previous comic: Captain's Pleasure |
TNG comics The Space Between |
Next comic: Light of the Day |
| Previous comic: Captain's Pleasure |
Comics by: David Tischman |
Next comic: Light of the Day |
| chronological order | ||
| Previous Adventure: Playing God |
Memory Beta Chronology | Next Adventure: Lapse |
| Previous Adventure: Light of the Day |
The Space Between (Chronological order) |
Next Adventure: Space Seeds Epilogue |
| Previous Adventure: Eye of the Beholder |
Voyages of the USS Enterprise (NCC-1701-D) |
Next Adventure: Genesis |
![]() The attacker self destructs |
Contents |
Team strategy is a plan of how a team intends to win a battle. Team Strategies are more pertinent in PvP play when the enemy's behavior is not scripted. Because human players can surprise you with how they play (and can also panic and lose concentration if properly surprised), designing a solid team strategy is crucial for success in PvP, especially in the more competitive settings like Tournament and GvG battles. There is still a need for team strategy in the PvE game and many of the elements discussed below apply to PvE as well.
There are many elements to building solid team strategy in Guild Wars, these are some of the basic ones:
This is the most fundamental concept in team strategy. The team must work together. A player who does not listen to strategies is as big a threat to his/her teammates as the enemy. A common reason players do this is that they either do not care (too young to understand or simply too self-absorbed), or they believe in other plans. If a player believes in other strategies, he/she should discuss that with the team, instead of planning on breaking with the team plan.
Here are some basic team work principles:
In most cases it is useful when the team agrees on a target calling strategy. A calling strategy defines who will attack what (and when, e.g. the team will first take out monks, then mesmers, then necromancers... etc). This makes it easier for the team to act coherently even if calls are not made in a timely fashion.
The simplest way to achieve this is selecting a primary caller. All party members should follow his/her calls except those exempt from this (like a battery necromancer busy with generating energy, or off target attackers).
The team should also decide... If the primary caller falls, does he/she keep calling or will there be a secondary caller.
On simple team builds that have a pair of monks as healers, they should make every effort to coordinate their healing. If both cast the same healing/protection spell on the same target, then that is a wasted spell.
Some coordination techniques include:
Inexperienced spell-casters sometimes flee when attacked by enemy warriors. Running spell-casters take more damage from warrior attacks and are useless to their teammates because they cannot cast spells while running for their lives!
A team should plan for protecting their back-end members. Will they use Protection Prayers, wards or some other tactic? Do their warriors up front ever come back to help out or do they just go for called targets and ignore all? It should be made clear, whether the monks feel confident enough to allow casters to tank attacks, or if they should try to kite them.
Plan on resurrecting teammates. An understanding of the type of challenge facing the team and the dynamics of the game is necessary. Here are some useful tips:
There are as many team builds as there are hairs on a Yak's back, but there is no such thing as a perfect team build. Every build, no matter how dominant, will be taken down. Once people figure out how the build works they will be able to attack its weaknesses, and all builds have a weakness. (If a build really is invincible, then ArenaNet will modify the game to make it no longer so.)
Some famous team builds, that have since been nerfed include:
Even though much of a single member's build will be based on the team's build and what they expect from that member in his/her role, there is still room for creativity within a single character's build. For example, a hammer warrior thinking about equipping a knockdown skill has much to think about. Assuming their elite skill is not used by the team build... Do they equip Devastating Hammer or Backbreaker or Earth Shaker? Each has much to offer.
Understand the game and the skills used in the game. A charging team that does not notice a spirit of Frozen Soil will be shocked to find out they cannot resurrect their fallen! A warrior who does not notice Empathy on himself will kill himself! And a group of casters with Spiteful Spirit on a couple of them could self-destruct. So, learn about these tricks and how they affect the game.
| There is more information available on this subject at Real-time Strategy on the English-language Wikipedia. |
Real-time Strategy, or RTS for short, is a genre of computer games characterized by being wargames which take place in real-time, where resource gathering, base building, technology development and direct control over individual units are key components.
Real-time strategy titles do not involve "turns" like turn-based strategy video or board games. Rather, game time progresses in "real time;" it is continuous rather than turn-by-turn, and all players may give orders to their troops at any time. While the word "strategy" originally referred to high-level war planning (armies, campaigns, and entire wars), in real-time strategy games individual units or persons are given orders. Also integral to the gameplay of real-time strategy games are economic and production aspects (resource gathering, construction, positioning of buildings, expansion, and production of units), and though military confrontation is a significant part of real-time strategy gameplay, it is most often heavily stylized with relatively little emphasis placed on simulating real warfare, in contrast to games of the genre known as real-time tactics.
It is common for games to be miscategorized as belonging to the real-time strategy genre. This is partly because real-time strategy is a vague denomination, giving rise to the assumption that all games involving strategy played in real-time are "real-time strategy" games. It is also partly due to the fact that the genre is so commonly recognized and well-established that there is a tendency to classify many different types of games within it. For instance, SimCity, which is a city-building game, Railroad Tycoon, an economic simulation game, and games of the real-time tactics genre of military simulations are often classified as "real-time strategy."
Halo Wars, designed by Ensemble Studios, was planned to be an RTS game, releasing to be so. Halo: Combat Evolved was also originally planned to be an RTS game, but it was converted into a First Person Shooter game. Halo 2 and Halo 3 have followed in those footsteps.
When City of Villains was preparing for release, the community was asked for input to help identify information in the game manual that needed to be updated. Since this would be the first update to the game manual since City of Heroes release, there was a lot of material that needed to be covered, and the community tackled it with great enthusiasm. As a result, the City of Villains manual was pretty much up to date at initial release.
At present, however, the game manuals are once again very out of date. And while the various articles here on the wiki are able to give players a pretty broad idea of how the game works, there is still a lot of useful information that was contained in the game manuals that hasn't previously been covered here.
This project--given the name "The Players' Guide to the Cities"--essentially creates what we hope will become a living, breathing game manual to be maintained by the community at large. As such, it should provide a good starting point for anyone new to either the wiki or the "City of" franchise who is looking to learn more about the game but maybe a little unsure what they are even searching for. It should also serve as a quick-reference document for more advanced players who are just looking for general information on broad subjects they might want to brush up on.
So, welcome to the Players' Guide to the Cities. We hope you find this guide both useful and informative. And since this is a community project, if you find any out-of-date or incorrect information, edit away.
--Eabrace 16:24, 16 August 2007 (EDT)
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