comparison etc/motd.deepspace @ 2:2719a89505ba

First entry of Paradise Server 2.9 patch 10 Beta
author darius
date Sat, 06 Dec 1997 04:37:01 +0000
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18 Pixmap removed awhile to check that
19 DEC OSF/1 client croaks with an FPE
20 on pixmap
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32 Admin: Kearsarge <eld@mpl.ucsd.edu>
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34 deepspace.pnetrek.org is an SGI Indigo2 with 64Mb of memory
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39 General Info:
40
41 - This is NOT a 'paradise'-style server with warp, but rather a
42 server built to return to a style of game that has more depth
43 that the typical warp-capable universe. If you're expecting a
44 real ParadiseII server, you're out of luck (and sympathy :) ) here.
45
46 The Galaxy and Rules:
47
48 - This server currently uses a 125k x 125k grid for the galaxy. For
49 comparison, 'bronco'-style galaxies use a 100k x 100k grid, while
50 the arch-typical ParadiseII server uses 200k x 200k. Thus the
51 galaxy is 50% larger than a bronco galaxy, rather than the 4x
52 larger of a standard ParadiseII server. If you're using a standard
53 paradise client you will get the smaller galactic smushed up against
54 the upper left corner of the galactic window; sorry, but the client
55 is broken. If you can/want to build your own client with a galactic
56 width fix you're welcome to, since this server doesn't require RSA
57 authentication. I've got a patch if you want it.
58
59 - Awright, no kills to carry is gone. The usual bronco kill/army
60 ratios are now in effect.
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64 - Taking in mind a comment from GRACCHUS, torp speeds have been
65 bumped down somewhat (they were bronco standard but I don't
66 much trust the SGI compiler to do everything right :) ) as
67 they were too devastating. Helpful fueling has been removed
68 as well. Helpful fueling should probably be restricted to planets
69 you own, rather that including neutral planets as well. Comments?
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71 - Popspeed has been lowered some, to make armies more scarce.
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78 - _Some_ of the stupid 'Torps come out of your ass' bug has been
79 fixed by reordering some server->client update data, but there's
80 still something nasty going on so torps tend to wiggle around
81 a bit on the display. Just turn shortpackets off unless you
82 REALLY REALLY need them. Note that your torps look FINE on
83 everyone elses display, just your display is fucked up 8)
84 Soon, soon.
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86 - Please tell me if that bitmap up there is too dense.... :)
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88 - I think RCDs work now. Give 'em a try. I'm not sure how one is
89 supposed to add a macro key for specifying the nearest star yet...
90 it might be a client thing.
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92 - We're using bronco ship values for all ships, which should
93 include the bronco det radius. I'm not totally convinced I
94 should use fuelexplosions yet; the jury is still out.
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96 - You can run 10 updates/sec if you want to, regardless of
97 wether you're a base or a ship.
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99 - Torps hurt own is default. We'll see about changing it.
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101 - DETDIST is 1800 vice paradise standard of 1750 or bronco
102 of 1700.
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117 Planets
118 -------
119
120 Planets are the core of the game. Defense of a planet is important. However,
121 different planets have different values depending upon their attributes. To
122 find out the attributes type 'i' (the Info key) while the mouse is on the
123 planet. You will see a window similar to:
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125 Name
126
127 The planet's Name
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129 Owner
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131 Which team owns the planet (Black
132 and White Monitors use this).
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134 Armies
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136 How many armies are on that planet.
137 You must always have at least 3 armies
138 on a planet, or you take a risk of loosing it to a revolution. Any
139 armies above 4 show up on the map.
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141 Resources
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143 Resources are current variables to the planet which CAN and do change
144 through the play of the game. Resources are linked with a surface
145 attribute (srfc). For an attribute to appear the surface must be
146 available on the planet. Resouces can be destroyed by continual
147 bombing of a planet, after excess armies have been destroyed. All
148 Resources which can appear are:
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157 RPR: Repair Station. These will raise the repair rate of your ship
158 if you orbit the planet and enter repair mode (repair mode is
159 entered through the 'R' key). Repair Stations require Metal
160 deposits on a planet ('M').
161 FUEL: Fuel Station. Fuel Stations quickly refuel the ship (rather
162 than waiting for the recharge). Fuel Stations require
163 Dylithium deposits ('D').
164 AGRI: Agricultural planets. This is somewhat of a misleading name.
165 An AGRI planet will boost army production (when in reality
166 the planets which would boost army production would be metro
167 planets). Agricultural planets require Arable Land ('A').
168 SHPYD: The Shipyard. Shipyards are entrance points for players.
169 A Shipyard cannot appear unless a Repair Station is available.
170 Shipyards, as Repair Stations, require Metal deposits on the
171 planet ('M').
172 NOTE: Player entry is figured by taking first the most valuble
173 Shipyard, or, if no Shipyards are available, it is the
174 most valuble planet. Armies and resources are taken
175 into consideration when figuring the most valuble planet.
176 _If you refit on a planet it becomes your home port_, and
177 you appear there until the Shipyard is destroyed or you
178 refit elsewhere.
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180
181 Atmospheres
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183 The Atmosphere of a planet effects the Army production rate. The
184 best Atmosphere to have is a Standard Atmosphere. Toxic Atmospheres
185 are the lest favorable, and can actually destroy armies after a certain
186 number of them exist. Atmospheres are:
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188 STND (Standard), THIN (Thin), TNTD (Tainted), and TOXC (Toxic)
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197 Surface
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199 The Surface of a planet defines what Resources can be developed upon
200 it. If a surface type does not exist, that relative Resource can
201 never be developed there. Surface types are:
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203 D = Dilithium deposits (Fuel--usually poisons the atmosphere to Toxic)
204 M = Metal deposits (Repair/Shipyard)
205 A = Arable land (AGRI)
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207 Time
208
209 The time since your team last recieved an update on the planet. Planets
210 do not instantly update, your team must make a physical effort to get
211 updates. To do this each ship has a scaner. Due to the fragility and
212 expense of the equipment scanner ranges for war vehicles are rather
213 limited, usually not extending past their shields, with the exception
214 of scouts who have a much larger increased range (Bases also have a larger
215 scanner).
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217 NOTE: Scouting is _EXTREMELY_ important! Enemies can take planets and
218 your team can be completely unaware of it. Have one roving scout AT
219 LEAST every 5 minutes. If you wonder which planets have been scouted
220 lately, toggle the galactic map until there are solid, grayed, and
221 empty planets. This is the scout display. Solid planets represent
222 those which information is so old it is obviously unreliable. Open
223 planets represent those where the information is generally reliable.
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225 Visit
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227 Visit represents which teams have gotten information on that planet, at
228 some point in the game.
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233 Movement
234 --------
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236 There are 2 different engines available on most ships, which in return
237 provide 2 different speed types. They are Impulse and Afterburners.
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239 Impulse
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241 Impulse is the speed used while in regular combat. It is suggested
242 that you dogfight at slightly lower than normal cruising speed to
243 give you greater maneuverability and higher fuel recharge.
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245 Impulse speeds are regulated by the 0-1 keys as well as ^number (for
246 speeds higher than 9). The Greater and Less than signs will adjust
247 impulse speed by one poing relatively.
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249 Afterburners
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251 Afterburners can be extremely handy when in a dogfight, however they
252 require a high level of skill to use without burning up a ships
253 engines. Afterburners are engaged with the ` key and disengaged
254 by initiating any Impulse speed.
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273 Messages
274 --------
275
276 Messages are the root to playing in Netrek. The game is designed to use a
277 high element of teamwork. You _CAN_ survive without working as a team, but
278 those who learn to work together using the "buddy" system usually stomp
279 across the galaxy. All communication between players uses the message
280 system.
281
282 There are several 'boards' to the messages system. The main board
283 is the ALL board. Any message sent to this will be seen by everybody.
284 Following the ALL boards are the team boards, the GOD board, and lastly
285 the personal board. To send message to any board, place the cursor in a
286 message window. To specify the board use any of the following keys:
287
288 'A' -> ALL board 'F' -> FED board
289 'R' -> ROM board 'K' -> KLI board
290 'O' -> ORI board 'G' -> GOD board (these are logged)
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292 Any lowercase number/character relative to a players connection is used
293 as a reference for that player's personal board (i.e. player F4 would be
294 a FED on connection 4).
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296 NOTE: Because using the message board is so important the server will
297 send a Cluecheck to each player. Simply reply as it requests to avoid
298 getting ejected from the game. You have 5 minutes to reply so do not
299 panic. Keep in mind, the server will not run a cluecheck on you
300 when you immediately log in, but rather at a random later time.
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319 Lingo
320
321 Once you begin reading messages you will see lots of terms which
322 may seem unfamiliar. This is a quick overview of the most common:
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324 OGG: to attack or suicide a specific person (ie: OGG 4! means to kill
325 player 4 using every means possible (suicide if you must))
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327 <player> ++ means that the player <player> is carrying armies (ie: 4++)
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329 STONEAGE: to bomb EVERYTHING off a planet, including ALL the resources.
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331 Planet references are usually done with: <planet>:<star> (ie: Cla:Sol)
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333 Player location are said as: <player>@<planet>:<star> (ie: 4@Cla:Sol)
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335 SCUM: somebody who does 1 thing above all else, often equated with
336 planet scumming (taking planets with fervor).
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356 Ramblings
357 ---------
358
359 * The idea of the game is to conquer the other race. Taking
360 planets on the periphery which are nowhere NEAR the frontline is simply
361 a waste of time, and is considered 'scummy' and 'twinkish'.
362
363 * If somebody does something which frustrates the hell out of you, rather
364 than getting pissed and quitting, study how they do it, and try to repeat
365 the same maneuver on them.
366
367 * Paradise (NetrekII) is not Netrek
368
369 * Netrek is not Startrek (nor is it Starfleet battles (not the comp game))
370
371 * the rule of attrition: In paradise EVERYTHING will wear down after a
372 while. All you have to do is keep the heat on. IF the enemy is placing
373 the heat on you, do NOT take a defensive position and try to dig trenches,
374 it wont work! Take the offensive immediately, get in their faces, bomb
375 their planets, SCREW THEM! Only by doing this can you win.
376
377 * The buddy system is the key to stomping across the galaxy, work as a
378 team.
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