diff 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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+ Pixmap removed awhile to check that
+ DEC OSF/1 client croaks with an FPE
+ on pixmap
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+ Admin: Kearsarge <eld@mpl.ucsd.edu>
+
+deepspace.pnetrek.org is an SGI Indigo2 with 64Mb of memory
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+-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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+  General Info:
+
+ -      This is NOT a 'paradise'-style server with warp, but rather a 
+        server built to return to a style of game that has more depth 
+        that the typical warp-capable universe.  If you're expecting a 
+        real ParadiseII server, you're out of luck (and sympathy :) ) here.
+
+  The Galaxy and Rules:
+ 
+ -      This server currently uses a 125k x 125k grid for the galaxy.  For
+        comparison, 'bronco'-style galaxies use a 100k x 100k grid, while
+        the arch-typical ParadiseII server uses 200k x 200k.  Thus the
+        galaxy is 50% larger than a bronco galaxy, rather than the 4x
+        larger of a standard ParadiseII server.  If you're using a standard
+        paradise client you will get the smaller galactic smushed up against
+        the upper left corner of the galactic window; sorry, but the client
+        is broken.  If you can/want to build your own client with a galactic
+        width fix you're welcome to, since this server doesn't require RSA
+        authentication.  I've got a patch if you want it.
+
+ -      Awright, no kills to carry is gone.  The usual bronco kill/army 
+        ratios are now in effect.
+        
+       
+        
+ -      Taking in mind a comment from GRACCHUS, torp speeds have been
+        bumped down somewhat (they were bronco standard but I don't
+        much trust the SGI compiler to do everything right :) ) as
+        they were too devastating.  Helpful fueling has been removed
+        as well.  Helpful fueling should probably be restricted to planets 
+        you own, rather that including neutral planets as well.  Comments?
+
+ -      Popspeed has been lowered some, to make armies more scarce.
+
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+-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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+ -      _Some_ of the stupid 'Torps come out of your ass' bug has been
+        fixed by reordering some server->client update data, but there's
+        still something nasty going on so torps tend to wiggle around
+        a bit on the display.  Just turn shortpackets off unless you 
+        REALLY REALLY need them.  Note that your torps look FINE on 
+        everyone elses display, just your display is fucked up 8)  
+        Soon, soon.
+
+ -      Please tell me if that bitmap up there is too dense.... :)
+
+ -      I think RCDs work now.  Give 'em a try.  I'm not sure how one is
+        supposed to add a macro key for specifying the nearest star yet...
+        it might be a client thing.
+
+ -      We're using bronco ship values for all ships, which should
+        include the bronco det radius.  I'm not totally convinced I
+        should use fuelexplosions yet; the jury is still out.
+
+ -      You can run 10 updates/sec if you want to, regardless of
+        wether you're a base or a ship.
+
+ -      Torps hurt own is default.  We'll see about changing it.
+
+ -      DETDIST is 1800 vice paradise standard of 1750 or bronco
+        of 1700.
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+-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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+Planets
+-------
+
+Planets are the core of the game.  Defense of a planet is important.  However,
+different planets have different values depending upon their attributes.  To
+find out the attributes type 'i' (the Info key) while the mouse is on the
+planet.  You will see a window similar to:
+
+                                   Name
+
+                                   The planet's Name
+
+                                   Owner
+
+                                   Which team owns the planet (Black
+                                   and White Monitors use this).
+
+                                   Armies
+
+                                   How many armies are on that planet. 
+                                   You must always have at least 3 armies
+     on a planet, or you take a risk of loosing it to a revolution.  Any
+     armies above 4 show up on the map.
+
+     Resources
+
+     Resources are current variables to the planet which CAN and do change
+     through the play of the game.  Resources are linked with a surface
+     attribute (srfc).  For an attribute to appear the surface must be
+     available on the planet.  Resouces can be destroyed by continual
+     bombing of a planet, after excess armies have been destroyed.  All
+     Resources which can appear are:
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+-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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+       RPR: Repair Station.  These will raise the repair rate of your ship
+           if you orbit the planet and enter repair mode (repair mode is
+           entered through the 'R' key).  Repair Stations require Metal
+           deposits on a planet ('M').
+       FUEL: Fuel Station.  Fuel Stations quickly refuel the ship (rather
+           than waiting for the recharge).  Fuel Stations require
+           Dylithium deposits ('D').
+       AGRI: Agricultural planets.  This is somewhat of a misleading name.
+           An AGRI planet will boost army production (when in reality
+           the planets which would boost army production would be metro
+           planets).  Agricultural planets require Arable Land ('A').
+       SHPYD: The Shipyard.  Shipyards are entrance points for players.
+           A Shipyard cannot appear unless a Repair Station is available.
+           Shipyards, as Repair Stations, require Metal deposits on the
+           planet ('M').
+             NOTE: Player entry is figured by taking first the most valuble
+             Shipyard, or, if no Shipyards are available, it is the
+             most valuble planet.  Armies and resources are taken
+             into consideration when figuring the most valuble planet.
+             _If you refit on a planet it becomes your home port_, and
+             you appear there until the Shipyard is destroyed or you
+             refit elsewhere.
+
+
+     Atmospheres
+
+     The Atmosphere of a planet effects the Army production rate.  The
+     best Atmosphere to have is a Standard Atmosphere.  Toxic Atmospheres
+     are the lest favorable, and can actually destroy armies after a certain
+     number of them exist.  Atmospheres are:
+
+      STND (Standard), THIN (Thin), TNTD (Tainted), and TOXC (Toxic)
+
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+-=[*More*]=[ hit 'f' to page forward, 'b' to page backwards ]==============-
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+     Surface
+
+     The Surface of a planet defines what Resources can be developed upon
+     it.  If a surface type does not exist, that relative Resource can
+     never be developed there.  Surface types are:
+
+        D = Dilithium deposits (Fuel--usually poisons the atmosphere to Toxic)
+        M = Metal deposits (Repair/Shipyard)
+        A = Arable land (AGRI)
+
+     Time
+
+     The time since your team last recieved an update on the planet.  Planets
+     do not instantly update, your team must make a physical effort to get
+     updates.  To do this each ship has a scaner.  Due to the fragility and
+     expense of the equipment scanner ranges for war vehicles are rather
+     limited, usually not extending past their shields, with the exception
+     of scouts who have a much larger increased range (Bases also have a larger
+     scanner).
+
+       NOTE: Scouting is _EXTREMELY_ important!  Enemies can take planets and
+       your team can be completely unaware of it.  Have one roving scout AT
+       LEAST every 5 minutes.  If you wonder which planets have been scouted
+       lately, toggle the galactic map until there are solid, grayed, and
+       empty planets.  This is the scout display.  Solid planets represent
+       those which information is so old it is obviously unreliable.  Open
+       planets represent those where the information is generally reliable.
+
+     Visit
+
+     Visit represents which teams have gotten information on that planet, at
+     some point in the game.
+
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+Movement
+--------
+
+There are 2 different engines available on most ships, which in return
+provide 2 different speed types.  They are Impulse and Afterburners.
+
+     Impulse
+
+     Impulse is the speed used while in regular combat.  It is suggested
+     that you dogfight at slightly lower than normal cruising speed to
+     give you greater maneuverability and higher fuel recharge.
+
+     Impulse speeds are regulated by the 0-1 keys as well as ^number (for
+     speeds higher than 9).  The Greater and Less than signs will adjust
+     impulse speed by one poing relatively.
+     
+     Afterburners
+
+     Afterburners can be extremely handy when in a dogfight, however they
+     require a high level of skill to use without burning up a ships
+     engines.  Afterburners are engaged with the ` key and disengaged
+     by initiating any Impulse speed.
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+Messages
+--------
+
+Messages are the root to playing in Netrek.  The game is designed to use a
+high element of teamwork.  You _CAN_ survive without working as a team, but
+those who learn to work together using the "buddy" system usually stomp
+across the galaxy.  All communication between players uses the message
+system.
+
+There are several 'boards' to the messages system.  The main board
+is the ALL board.  Any message sent to this will be seen by everybody.
+Following the ALL boards are the team boards, the GOD board, and lastly
+the personal board.  To send message to any board, place the cursor in a
+message window.  To specify the board use any of the following keys:
+
+      'A'  -> ALL board                'F' -> FED board
+      'R'  -> ROM board                'K' -> KLI board
+      'O'  -> ORI board                'G' -> GOD board (these are logged)
+
+Any lowercase number/character relative to a players connection is used
+as a reference for that player's personal board (i.e. player F4 would be
+a FED on connection 4).
+
+  NOTE: Because using the message board is so important the server will
+  send a Cluecheck to each player.  Simply reply as it requests to avoid
+  getting ejected from the game.  You have 5 minutes to reply so do not
+  panic.  Keep in mind, the server will not run a cluecheck on you
+  when you immediately log in, but rather at a random later time.
+
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+     Lingo
+
+     Once you begin reading messages you will see lots of terms which
+     may seem unfamiliar.  This is a quick overview of the most common:
+
+     OGG: to attack or suicide a specific person (ie: OGG 4! means to kill
+          player 4 using every means possible (suicide if you must))
+
+     <player> ++  means that the player <player> is carrying armies (ie: 4++)
+
+     STONEAGE: to bomb EVERYTHING off a planet, including ALL the resources.
+
+     Planet references are usually done with: <planet>:<star> (ie: Cla:Sol)
+
+     Player location are said as: <player>@<planet>:<star> (ie: 4@Cla:Sol)
+
+     SCUM: somebody who does 1 thing above all else, often equated with
+           planet scumming (taking planets with fervor).
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+Ramblings
+---------
+
+ * The idea of the game is to conquer the other race.  Taking
+   planets on the periphery which are nowhere NEAR the frontline is simply
+   a waste of time, and is considered 'scummy' and 'twinkish'.
+
+ * If somebody does something which frustrates the hell out of you, rather
+   than getting pissed and quitting, study how they do it, and try to repeat
+   the same maneuver on them.
+
+ * Paradise (NetrekII) is not Netrek
+
+ * Netrek is not Startrek (nor is it Starfleet battles (not the comp game))
+
+ * the rule of attrition:  In paradise EVERYTHING will wear down after a
+   while.  All you have to do is keep the heat on.  IF the enemy is placing
+   the heat on you, do NOT take a defensive position and try to dig trenches,
+   it wont work!  Take the offensive immediately, get in their faces, bomb
+   their planets, SCREW THEM!  Only by doing this can you win.
+
+ * The buddy system is the key to stomping across the galaxy, work as a
+   team.
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