Full Thrust Play-by-E-Mail Starship Combat

Full Thrust is published by Ground Zero Games Copyright 1992, Jon Tuffley.
FTJava Copyright 2000-2007, Jon Davis and Dan Blezek.

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About FTJava

FTJava is a Java based play-by-e-mail client program designed to run Full Thrust Starship combat games with two or more players. The client software consists of a graphical user interface to control ship movement and combat. Orders are sent to the FTJava server, which processes the results and returns them to the players. Authors include Jon Davis, Dan Blezek, Tony Christney, and Mike Riddle. Contributors include Al Muller and George Ryon.

IMPORTANT NOTE: This software will not provide detailed instructions on how to play the game, Full Thrust. We are assuming that the player has a copies of the various rulebooks and will know how to play the game.

Running the Program

You will have received an initial player file for your game. This file is in XML and contains your fleet information. FTJava is currently configured to run in two phases per game turn, a movement phase and a combat phase.

After you load the game file from the FTJava Game menu, a main window will appear on the left with ship names and status information. A starmap window will appear on the right of your screen. The main window contains tabbed panes for all of your ships and panes for your opponent's ships. Your opponent's ships will be written in red type. Teammate's ship names will appear in green type.

Submitting Orders

Main orders window - Player controlled ship

Movement orders are entered for each ship in the plot text area. Cinematic and vector movement orders are currently implemented in FTJava. Cinematic orders will be accepted in either the form 'P1+1' or '1P+1'. The game engine will parse your orders and reinterpret them, if necessary, if an orders violation is found. The engine will first reduce any acceleration or deceleration to a legal limit. If the orders are still illegal, the amount of ordered course change will be reduced.

If your orders are illegal, the plot text window background will change color to red. Once the orders have been corrected, the box will revert back to a white background.

Main orders window - Opponent controlled ship

Main orders window - Multi player teams

A useful tool for preparing orders is the 'Ghost plot.' This graphical tool will display your ships' proposed movement orders based on the entries in the plot orders window.

Once all movement orders have been entered for your ships, you may execute the 'Save Movement Orders' command or 'Queue for email'. An XML file will be written in your FTJava directory in the form of GameXX_TurnX_PlayerX_A_MovementOrders.xml. Do not alter this file in any way. The file contain a key code for server authentication. Mail this file back as an attachment to the FTJava Server for processing.

Weapons Targeting window

Once all movement orders have been received for your game, the server will process all movement orders and a new game file will be sent to you. This file will have new ship positions and orientations based on your and your opponent's movement orders. Combat orders are ready to be given. Each ship has one or more fire controls. These fire controls are designated against a target ship. The check boxes for active weapons will designate those weapons to attack those targets.

In V0.6, the LockOns selection may be used to verify which ships are being targeted by your ships' firecontrols. A red lockon points to the primary target selected. A yellow lockon is drawn to all secondary targets. A green lockon is drawn to tertiary targets. PDS, when implemented to attack individual targets such as missiles or fighter groups, will be drawn in white.

A weapon that is out of arc or out of range will not fire. An expendable weapon, such as a submunition pack, will fire if in range and in arc. Once used, it may not be refired.

Once all weapons systems have been designated, you may write out the combat orders with the 'Save Combat Orders' menu selection. As with the movement orders, an XML file will be generated in your Outgoing Games directory. Send this file to the FTJava server for game processing.

Using the Star Map

The Star Map window provides a graphical interface to view ship data, weapons arcs and firepower, and movement information. Right click in the window. The mouse position will generate a menu based on the ships that are close to the click location.

Star Map Window

Star Map Window - Plot Envelope Example

Star Map Window - Beam range and firepower example

Star Map Window - Submunition pack range and firepower

Star Map Window - Pulse torpedo range and arc


Development Plans

Currently implemented in V0.15:

  • Multi player and ship support
  • Cinematic movement parser
  • E-mail clerk & game server
  • Cinematic movement orders parser
  • Vector movement parser
  • Specific damage control orders
  • Independent point defense and scattergun targeting
  • Graphical Ship Status Displays
  • "Fog of War" game options
  • Messaging between teams, players, and all participants
  • Human technology
    • Beam weapons
    • Pulse torpedoes
    • Needle beams
    • Submunition packs
    • Point defense systems
    • Screens
    • Salvo missiles - launchers, magazines, and racks
    • Grasers
    • Antimatter torpedoes
  • The Kra'Vak - Drives and weapons technology
    • Kinetic guns
    • Multiple Kinetic Penetrator Packs
    • Scatterguns
  • The Phalons
    • Plasma Bolt Launchers
    • Pulsers
    • VapourShrouds
  • E-mail Server query commands
  • Game options for variable range bands
  • Game option for Core system rules
  • Limited intelligence options for "fog of war"
  • Priority based damage control
  • Threshold checks
  • Destroyed "unrepairable" systems after a second threshold failure
  • Game option for weapon recharge rate
  • Scenario creation utility
Planned or under development (in no particular order):
  • Space terrain - planets, moons, etc.
  • Fighter groups - Standard, fast, interceptor, etc.
  • Fighter quality
  • Ship generator utility
  • Turn deadlines
  • Client configuration file
  • Squadron formations and orders
  • FT Alien races - Sa'Vas'Ku
  • Variant universes with variant drives, weapons, and systems
    • Earth Force Source Book
    • Star Trek
    • Gothic Thrust
    • Honor Harrington
    • Others...
  • Artificial intelligence opponents

How You Can Help

We're looking for good ideas and ways to improve the operation of the code. Please comment on any suggestions or ideas when you run the game. We'll also accept contributions to the game effort, either with ship designs, scenario ideas, financial help, or artwork and images.