comparison etc/motd @ 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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4 This file is etc/motd
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23 help files further into the motd
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26 Admin: me <me@mymachine.world>
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34 mymachine.world is a Sparc 10 with 32 Megs ram running Solaris (SunOS 5.3)
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50 Help on ANY aspect of paradise is available via WWW access:
51 http://www.cis.ufl.edu/~thoth/paradise
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53 You can ftp new clients from both:
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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
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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:
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87 Name
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89 The planet's Name
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91 Owner
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93 Which team owns the planet (Black
94 and White Monitors use this).
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96 Armies
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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.
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103 Resources
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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:
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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.
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142 Atmospheres
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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:
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149 STND (Standard), THIN (Thin), TNTD (Tainted), and TOXC (Toxic)
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158 Surface
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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:
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164 D = Dilithium deposits (Fuel--usually poisons the atmosphere to Toxic)
165 M = Metal deposits (Repair/Shipyard)
166 A = Arable land (AGRI)
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168 Time
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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).
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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.
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186 Visit
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188 Visit represents which teams have gotten information on that planet, at
189 some point in the game.
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194 Movement
195 --------
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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.
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201 Impulse
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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.
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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.
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211 Warp
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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.
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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.
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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 ('^-').
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225 While in warp initialization a tractor or pressor will disrupt
226 the process, causing a ship to drop into impulse speeds.
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228 NOTE: Warp is not transwarp, please do not call it such.
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233 Afterburners
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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.
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240 Messages
241 --------
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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.
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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:
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255 'A' -> ALL board 'F' -> FED board
256 'R' -> ROM board 'K' -> KLI board
257 'O' -> ORI board 'G' -> GOD board (these are logged)
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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).
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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.
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280 Lingo
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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:
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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))
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288 <player> ++ means that the player <player> is carrying armies (ie: 4++)
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290 STONEAGE: to bomb EVERYTHING off a planet, including ALL the resources.
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292 Planet references are usually done with: <planet>:<star> (ie: Cla:Sol)
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294 Player location are said as: <player>@<planet>:<star> (ie: 4@Cla:Sol)
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296 SCUM: somebody who does 1 thing above all else, often equated with
297 planet scumming (taking planets with fervor).
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317 Ramblings
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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'.
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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.
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328 * Paradise (NetrekII) is not Netrek
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330 * Netrek is not Startrek (nor is it Starfleet battles (not the comp game))
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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.
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338 * The buddy system is the key to stomping across the galaxy, work as a
339 team.
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