view etc/motd.deepspace @ 6:8c6d5731234d

First entry of Paradise Server 2.9 patch 10 Beta
author darius
date Sat, 06 Dec 1997 04:37:04 +0000
parents 2719a89505ba
children
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 Pixmap removed awhile to check that
 DEC OSF/1 client croaks with an FPE
 on pixmap











 Admin: Kearsarge <eld@mpl.ucsd.edu>

deepspace.pnetrek.org is an SGI Indigo2 with 64Mb of memory

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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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 -      _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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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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       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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     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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