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+ − 1
+ − 2
+ − 3
+ − 4 This file is etc/motd
+ − 5
+ − 6
+ − 7
+ − 8
+ − 9
+ − 10
+ − 11
+ − 12
+ − 13
+ − 14
+ − 15
+ − 16
+ − 17
+ − 18
+ − 19
+ − 20
+ − 21
+ − 22
+ − 23 help files further into the motd
+ − 24
+ − 25
+ − 26 Admin: me <me@mymachine.world>
+ − 27
+ − 28
+ − 29
+ − 30
+ − 31
+ − 32
+ − 33
+ − 34 mymachine.world is a Sparc 10 with 32 Megs ram running Solaris (SunOS 5.3)
+ − 35
+ − 36 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 37 @@b
+ − 38
+ − 39
+ − 40
+ − 41
+ − 42
+ − 43
+ − 44
+ − 45
+ − 46
+ − 47
+ − 48
+ − 49
+ − 50 Help on ANY aspect of paradise is available via WWW access:
+ − 51 http://www.cis.ufl.edu/~thoth/paradise
+ − 52
+ − 53 You can ftp new clients from both:
+ − 54
+ − 55 ftp://ftp.cis.ufl.edu:/pub/netrek.paradise/ntparadise.[version].[system].gz
+ − 56 ftp://ftp.reed.edu:/mirrors/netrek.paradise/ntparadise.[version].[system].gz
+ − 57
+ − 58
+ − 59
+ − 60
+ − 61
+ − 62
+ − 63
+ − 64
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+ − 67
+ − 68
+ − 69
+ − 70
+ − 71
+ − 72
+ − 73
+ − 74
+ − 75 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 76 @@b
+ − 77
+ − 78
+ − 79 Planets
+ − 80 -------
+ − 81
+ − 82 Planets are the core of the game. Defense of a planet is important. However,
+ − 83 different planets have different values depending upon their attributes. To
+ − 84 find out the attributes type 'i' (the Info key) while the mouse is on the
+ − 85 planet. You will see a window similar to:
+ − 86
+ − 87 Name
+ − 88
+ − 89 The planet's Name
+ − 90
+ − 91 Owner
+ − 92
+ − 93 Which team owns the planet (Black
+ − 94 and White Monitors use this).
+ − 95
+ − 96 Armies
+ − 97
+ − 98 How many armies are on that planet.
+ − 99 You must always have at least 3 armies
+ − 100 on a planet, or you take a risk of loosing it to a revolution. Any
+ − 101 armies above 4 show up on the map.
+ − 102
+ − 103 Resources
+ − 104
+ − 105 Resources are current variables to the planet which CAN and do change
+ − 106 through the play of the game. Resources are linked with a surface
+ − 107 attribute (srfc). For an attribute to appear the surface must be
+ − 108 available on the planet. Resouces can be destroyed by continual
+ − 109 bombing of a planet, after excess armies have been destroyed. All
+ − 110 Resources which can appear are:
+ − 111
+ − 112
+ − 113
+ − 114 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 115 @@b
+ − 116
+ − 117
+ − 118 RPR: Repair Station. These will raise the repair rate of your ship
+ − 119 if you orbit the planet and enter repair mode (repair mode is
+ − 120 entered through the 'R' key). Repair Stations require Metal
+ − 121 deposits on a planet ('M').
+ − 122 FUEL: Fuel Station. Fuel Stations quickly refuel the ship (rather
+ − 123 than waiting for the recharge). Fuel Stations require
+ − 124 Dylithium deposits ('D').
+ − 125 AGRI: Agricultural planets. This is somewhat of a misleading name.
+ − 126 An AGRI planet will boost army production (when in reality
+ − 127 the planets which would boost army production would be metro
+ − 128 planets). Agricultural planets require Arable Land ('A').
+ − 129 SHPYD: The Shipyard. Shipyards are entrance points for players.
+ − 130 A Shipyard cannot appear unless a Repair Station is available.
+ − 131 Shipyards, as Repair Stations, require Metal deposits on the
+ − 132 planet ('M').
+ − 133 NOTE: Player entry is figured by taking first the most valuble
+ − 134 Shipyard, or, if no Shipyards are available, it is the
+ − 135 most valuble planet. Armies and resources are taken
+ − 136 into consideration when figuring the most valuble planet.
+ − 137 _If you refit on a planet it becomes your home port_, and
+ − 138 you appear there until the Shipyard is destroyed or you
+ − 139 refit elsewhere.
+ − 140
+ − 141
+ − 142 Atmospheres
+ − 143
+ − 144 The Atmosphere of a planet effects the Army production rate. The
+ − 145 best Atmosphere to have is a Standard Atmosphere. Toxic Atmospheres
+ − 146 are the lest favorable, and can actually destroy armies after a certain
+ − 147 number of them exist. Atmospheres are:
+ − 148
+ − 149 STND (Standard), THIN (Thin), TNTD (Tainted), and TOXC (Toxic)
+ − 150
+ − 151
+ − 152
+ − 153 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 154 @@b
+ − 155
+ − 156
+ − 157
+ − 158 Surface
+ − 159
+ − 160 The Surface of a planet defines what Resources can be developed upon
+ − 161 it. If a surface type does not exist, that relative Resource can
+ − 162 never be developed there. Surface types are:
+ − 163
+ − 164 D = Dilithium deposits (Fuel--usually poisons the atmosphere to Toxic)
+ − 165 M = Metal deposits (Repair/Shipyard)
+ − 166 A = Arable land (AGRI)
+ − 167
+ − 168 Time
+ − 169
+ − 170 The time since your team last recieved an update on the planet. Planets
+ − 171 do not instantly update, your team must make a physical effort to get
+ − 172 updates. To do this each ship has a scaner. Due to the fragility and
+ − 173 expense of the equipment scanner ranges for war vehicles are rather
+ − 174 limited, usually not extending past their shields, with the exception
+ − 175 of scouts who have a much larger increased range (Bases also have a larger
+ − 176 scanner).
+ − 177
+ − 178 NOTE: Scouting is _EXTREMELY_ important! Enemies can take planets and
+ − 179 your team can be completely unaware of it. Have one roving scout AT
+ − 180 LEAST every 5 minutes. If you wonder which planets have been scouted
+ − 181 lately, toggle the galactic map until there are solid, grayed, and
+ − 182 empty planets. This is the scout display. Solid planets represent
+ − 183 those which information is so old it is obviously unreliable. Open
+ − 184 planets represent those where the information is generally reliable.
+ − 185
+ − 186 Visit
+ − 187
+ − 188 Visit represents which teams have gotten information on that planet, at
+ − 189 some point in the game.
+ − 190
+ − 191
+ − 192 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 193 @@b
+ − 194 Movement
+ − 195 --------
+ − 196
+ − 197 There are 3 different engines available on most ships, which in return
+ − 198 provide 3 different speed types. They are Impulse, Warp and
+ − 199 Afterburners.
+ − 200
+ − 201 Impulse
+ − 202
+ − 203 Impulse is the speed used while in regular combat. It is suggested
+ − 204 that you dogfight at slightly lower than normal cruising speed to
+ − 205 give you greater maneuverability and higher fuel recharge.
+ − 206
+ − 207 Impulse speeds are regulated by the 0-1 keys as well as ^number (for
+ − 208 speeds higher than 9). The Greater and Less than signs will adjust
+ − 209 impulse speed by one poing relatively.
+ − 210
+ − 211 Warp
+ − 212
+ − 213 Warp is a set rate for each ship. It is a quick way of getting
+ − 214 somewhere without intense fuel consumption and engine temp.
+ − 215
+ − 216 Warp is actually figured in two segments. There is the initialize
+ − 217 time, where you wait at a low idle speed while the warp coils
+ − 218 build up energy, followed by the actual transport period. While
+ − 219 in either stages of Warp a ship cannot fire nor cloak.
+ − 220
+ − 221 Warp is initialized with '-'. Warp engagement can be suspended
+ − 222 in the initialization stage with '^-' (control minus) and engaged
+ − 223 after a pause with the same key ('^-').
+ − 224
+ − 225 While in warp initialization a tractor or pressor will disrupt
+ − 226 the process, causing a ship to drop into impulse speeds.
+ − 227
+ − 228 NOTE: Warp is not transwarp, please do not call it such.
+ − 229
+ − 230
+ − 231 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 232 @@b
+ − 233 Afterburners
+ − 234
+ − 235 Afterburners can be extremely handy when in a dogfight, however they
+ − 236 require a high level of skill to use without burning up a ships
+ − 237 engines. Afterburners are engaged with the ` key and disengaged
+ − 238 by initiating any Impulse speed.
+ − 239
+ − 240 Messages
+ − 241 --------
+ − 242
+ − 243 Messages are the root to playing in Netrek. The game is designed to use a
+ − 244 high element of teamwork. You _CAN_ survive without working as a team, but
+ − 245 those who learn to work together using the "buddy" system usually stomp
+ − 246 across the galaxy. All communication between players uses the message
+ − 247 system.
+ − 248
+ − 249 There are several 'boards' to the messages system. The main board
+ − 250 is the ALL board. Any message sent to this will be seen by everybody.
+ − 251 Following the ALL boards are the team boards, the GOD board, and lastly
+ − 252 the personal board. To send message to any board, place the cursor in a
+ − 253 message window. To specify the board use any of the following keys:
+ − 254
+ − 255 'A' -> ALL board 'F' -> FED board
+ − 256 'R' -> ROM board 'K' -> KLI board
+ − 257 'O' -> ORI board 'G' -> GOD board (these are logged)
+ − 258
+ − 259 Any lowercase number/character relative to a players connection is used
+ − 260 as a reference for that player's personal board (i.e. player F4 would be
+ − 261 a FED on connection 4).
+ − 262
+ − 263 NOTE: Because using the message board is so important the server will
+ − 264 send a Cluecheck to each player. Simply reply as it requests to avoid
+ − 265 getting ejected from the game. You have 5 minutes to reply so do not
+ − 266 panic. Keep in mind, the server will not run a cluecheck on you
+ − 267 when you immediately log in, but rather at a random later time.
+ − 268
+ − 269
+ − 270 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 271 @@b
+ − 272
+ − 273
+ − 274
+ − 275
+ − 276
+ − 277
+ − 278
+ − 279
+ − 280 Lingo
+ − 281
+ − 282 Once you begin reading messages you will see lots of terms which
+ − 283 may seem unfamiliar. This is a quick overview of the most common:
+ − 284
+ − 285 OGG: to attack or suicide a specific person (ie: OGG 4! means to kill
+ − 286 player 4 using every means possible (suicide if you must))
+ − 287
+ − 288 <player> ++ means that the player <player> is carrying armies (ie: 4++)
+ − 289
+ − 290 STONEAGE: to bomb EVERYTHING off a planet, including ALL the resources.
+ − 291
+ − 292 Planet references are usually done with: <planet>:<star> (ie: Cla:Sol)
+ − 293
+ − 294 Player location are said as: <player>@<planet>:<star> (ie: 4@Cla:Sol)
+ − 295
+ − 296 SCUM: somebody who does 1 thing above all else, often equated with
+ − 297 planet scumming (taking planets with fervor).
+ − 298
+ − 299
+ − 300
+ − 301
+ − 302
+ − 303
+ − 304
+ − 305
+ − 306
+ − 307
+ − 308
+ − 309 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 310 @@b
+ − 311
+ − 312
+ − 313
+ − 314
+ − 315
+ − 316
+ − 317 Ramblings
+ − 318 ---------
+ − 319
+ − 320 * The idea of the game is to conquer the other race. Taking
+ − 321 planets on the periphery which are nowhere NEAR the frontline is simply
+ − 322 a waste of time, and is considered 'scummy' and 'twinkish'.
+ − 323
+ − 324 * If somebody does something which frustrates the hell out of you, rather
+ − 325 than getting pissed and quitting, study how they do it, and try to repeat
+ − 326 the same maneuver on them.
+ − 327
+ − 328 * Paradise (NetrekII) is not Netrek
+ − 329
+ − 330 * Netrek is not Startrek (nor is it Starfleet battles (not the comp game))
+ − 331
+ − 332 * the rule of attrition: In paradise EVERYTHING will wear down after a
+ − 333 while. All you have to do is keep the heat on. IF the enemy is placing
+ − 334 the heat on you, do NOT take a defensive position and try to dig trenches,
+ − 335 it wont work! Take the offensive immediately, get in their faces, bomb
+ − 336 their planets, SCREW THEM! Only by doing this can you win.
+ − 337
+ − 338 * The buddy system is the key to stomping across the galaxy, work as a
+ − 339 team.
+ − 340
+ − 341
+ − 342
+ − 343
+ − 344
+ − 345
+ − 346
+ − 347
+ − 348 -=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
+ − 349 @@b