Comms


Communications Station: Player Guide

 

The Communications Officer is responsible for manning the Comms console. This role is strictly optional; it is the least important of the five major roles on the Artemis, and can be ignored if you have only four or five players. However, a good Comms Officer can vastly improve gameplay in two very specific circumstances.

 

First, if you have selected to have a lot of Allied Ships in your sector, the Comms console is imperative for mobilizing them into a fighting force to take on the enemy. In fact, if you are playing the Peacetime mission, you will definitely want to have Allied Ships so you can take on the Side Missions. Second, if you are playing a scripted mission that calls for a Comms Officer, you will be able to do things that you can't do in any other mission mode.

 

The Comms console has been significantly redesigned in Artemis 2.6. If you are playing Artemis 2.4 on a tablet, or any other earlier version of Artemis, you may wish to check out the Version 2.0 page for a description of the old interface.

 

Comms: Abilites and Responsibilities

 

Mission Requirements

 

Comms: Basic Play

 

 

Comms: Advanced Play

 

 

Official Help Text: This is a transcription of the official helptext from the game 

The comms station has a text scroll on the right side. Here you read all the messages that get broadcast, anywhere in the sector. Click on a message on the right side, and you'll see the FULL message in the center, as a separate scrolling sector. Filter buttons across the top let you see only certain types of message. The comms station also has a 'RED ALERT' button which is entirely cosmetic. However, if your crew is falling asleep, your captain can ask for a red alert, and you can give it to her. 

 

There are four buttons along the left side, that let you talk to all the objects in the game. Click a type, choose a specific game object, and choose a statement. The message you assembled will be sent, and you may receive a reply. 

 

You can tell stations to 1) give you a status report, 2) prepare for docking, or 3) focus torpedo production. Once you ask for docking prep, the station will be more efficient for the next 60 seconds. 

 

You can also send a variety of different messages to the other player ships (if they exist in your sector).

 

You can tell enemies to surrender, but they won't consider it until they're damaged. You can taunt enemies, but there are three different taunts, and each enemy will respond to each taunt only one (at most), so don't waste your taunts. 

 

You can scroll your message list simply by dragging up or down. 

 

The Comms help text in game is cut short halfway though, and is followed by the help text for the Fighter console. This is a bug and the text should be ignored. The second half of the text can be seen by pressing F1 on the Fighter console. The two parts of the text have been assembled here and are complete. 

 

Hot Keys 

 

Pressing CTRL with R or the number keys is new to Artemis 2.7, prior to that release only the key needed to be pressed.