Postal_Service
UndeadSkeleton
Registered: Apr 2001
Location: Proud to be in America!
Posts: 580 |
Spaceflight
Updated 10/12/01
News Section
So you can stay informed!
Ship Worx Strategy
The Ship Worx organization has noticed a decline in the demand for bulk freighters. While this doesn't harm thier business completely, the recent announcement has reduced investor confidence in the company. Stock prices fell the day following. It, being the only publically owned company, is the only company that could suffer from a small press announcement. The spokesperson for Ship Worx has done his best to reassure people about the companies stability:
"Ship Worx is a strong company. While our Freighter sales, and the lack of a new model is a problem, it merely puts a dent in the side of our structure. Ship Worx produces parts and modifications that are compatible with other ships, and are marketed to major shipping and handling firms and companies."
The contracts with the shipping firms were renewed just days before the release. But few of the companies showed signs of distress. They all had a positive outlook on the future of Ship Worx.
Federatoin Subdue Rebels
Another violent riot occured on the planet of Aliconia. In the turmoil, a Federal gunship was forced to fire, from orbit, at the rioters. The rioters were parading around holding up the dead bodies of innocents that they slew. All the rioters were either killed or arrested. the planet has returned to a state of normalcy, now that these insurectionists were disposed of.
Star League Comes in conflict with The Free Ralshauge Republic
The Federations two neighbors clash again in a conflict over resources on thier borders. The Federation is located in the core, the center section of the galaxy, whereas the two other governments form a ring around the Federation, each to its own half. They are in dispute over the Traalen Asteroid field, an incredibly dense asteroid field, that is located on the borders of the two opposed governments. The Federation has officially declared that it will supply arms to niether of the sides, but will only offer items of charity, such as food and clothing.
GAME INFO
This is the place where I am gonna drop all the info I have made so far for this game. Sorry that I haven't been on recently. Kinda bites. But here you go:
I invented this little game for entertainment of people. As you noticed there are several people on the server that have large amounts of money, and nothing to do with it. This started when I did a little game where one person would be captain of a ship, and they would get to go on missions. This escalated when I made my own spaceport. Now I have sold two ships off my lot, and the thing seems to have started
Here are some details:
Ships have four stats: (The bigger the number, the better)
Speed: How fast your ship goes from place to place.
Armor: Determines your ships basic hull hit points.
Power: Determines how many and what kind of shields you can put on your ship. Also determines what kind of weapons you can equip. For instance, A light turret uses 2 power. A light shielding unit uses 3 power.
Manuv: Manuverability is your ships ability to maneuver through tricky atmospheres. It also increases your chances of dodging a missile.
There are five main manufacturers of ships:
Belen Engineering- The oldest of the five companies, it was around long before the war that brought the federation to power. Its ships are usually fast, have medium armor and power, and have good manuverabiility. These ships are popular among smugglers. Even their older models can be good for smuggling.
Coran Organization: The coran have been long hated by people loyal to the Federation, yet thier ships are still top of the line. They usually are balanced throughout all stats, and are great passenger or cargo ships.
Datalis Shipping: The Datalis shipping ships, are well balanced in most things, except for manuverability, where they usually fall short of the norm. This company has been around for a while and there are plenty of old DS ships just lying around.
Ship Worx- The only non-privetaly owned of all the companies, Ship Worx usually produces freighters. Their ships tend to be very slow, and they have Excellent armor, and good power. They have low manuverability as well.
Freynersys- The company most popular among smugglers and people running from the law. There ships usually have terrible power and armor, but thier speed and manuverability surpasses all other ship designs, making it easy to outrun and out manuver Federation ships.
Other details-
Federation- The federation is the current law making body. They are usually liked by their citizens and are popular for the big business world. These people keep the law and make smuggling a very profitable business.
Coran- The coran are a group of people that are usually war-like. They were against the people for the Federation in the war. They usually are terrorists against free trade and anything supporting the federation.
The Houses- There are several crime families that run things under the Federation's nose. They are the ones that pay the smugglers there are many different houses and most of them are against each other.
Time peroid is ever important. There are three different time periods so far that a ship may hail from. There is the Pre-war ships, 1st generation, the ships made during the war, 2nd generation, and the post-war ships, or the 3rd generation. As time goes on there will be 4th generation ships. Currently the 1st generation ships are mostly outdated.
This section also includes the most common question I hear. "How much is a ship?"
The simple answer to that is that it varries. It varries from what type of ship it is, and who you buy it from.
I will include a basic list of ships and their market value, and what generation they hail from.
First Generatoin (Pre-War)
Freynersys-9 $90,000
Speed-9
Armor-1
Power-1
Manuv-16
Freynersys-14 $120,000
Speed-14
Armor-1
Power-2
Manuv-13
Coran Organization-135 $480,000
Speed-7
Armor-4
Power-4
Manuv-6
Ship Worx-90 $455,000
Speed-2
Armor-8
Power-4
Manuv-2
Ship Worx-120 $700,000
Speed-4
Armor-13
Power-6
Manuv-3
Second Generation (War-Period)
Ship Worx-170 $955,000
Speed-3
Armor-14
Power-7
Manuv-4
Belen Engineering-210 $1,150,000
Speed-10
Armor-5
Power-6
Manuv-8
Belen Egineering-230 $1,800,000
Speed-12
Armor-6
Power-9
Manuv-8
Datalis Shipping-800 $1,650,000
Speed-9
Armor-9
Power-10
Manuv-6
Third Generation (Post-War)
Freynersys-24 $245,000
Speed-16
Armor-1
Power-1
Manuv-13
Coran Organization-550 $2,100,000
Speed-10
Armor-7
Power-11
Manuv-8
Datalis Shipping-890 $2,350,000
Speed-9
Armor-11
Power-11
Manuv-5
These are not all the the ships for each generation, just the ones I have compiled now. Their price tags are on there to so if you want to know how much they cost they are right here. Compare stats. (The bigger the number, the better.)
The Federation- The law group, the tough cases, the thing that makes the econmy run, these words describe the recent government in the Core section of the galaxy. They make the worlds go round. Using advanced ship designs and the latest in weapondry, they run a tight ring to keep order, at least on the outside.
Dispite their impressive outward appearance, the Federation isn't that well kept and organized. They have sevaral corruptable officers who would easily betray them for a simple dime to thier coffers. Many of thier patrol craft are Ship Worx frieghters outfitted with missile launchers. Fast and manuverable ships fly loops around them without taking a single hit. They put down tight laws on the transfer of the latest weapondry, and also some substances that are not harmful, but they have chosen to control for thier own profit. Simple food spices have been made "illegal" so the Federation can deal in them.
Even though thier inside may be ridden with problems they still are a formidable force. Thier latest technology is fast and has the finest in weapondry. The newest ships, designed by their own technicians, give the greatet chance for surprise, as they house an inimaginable amount of weapondry.
Smugglers run a risky business going around them, yet they make it profitable. If you choose to be a smuggler, expect to get fired upon by them.
The Houses
There are four major houses that run loops around the federation. They are balanced, and are constantly battling over territory to trade thier illegal goods. They ship weapondry, spices, drugs, slaves, anything that the Federation tries to hold a strict grip on. These guys do thier best to slip through the grip time and time again. The usually are run by one head leader who has a line of successors named should he be assassinated by someone. Usually, though, the Houses don't kill each other's leaders, instead they get killed by thier common enemy: The Federation. The houses usually buy ships from the Five main suppliers and use private shippers as well to deliver cargo. Most of the time they stay hidden, and only deal with contacts. To get in touch with them you need to find someone who has connections.
Here is the list of Houses
House Karuta
Leader: Nix (No other name known)
House Karuta is a major house, and controls a large amount of trade. They don't have a very large private fleet of smuggling ships, so they are they commonly hire people. They are the largest employers of people owning private ships other than major legal shipping industries. Of all the houses this one doesn't try to stay hidden as much. While you still need a connection to get work from them, the connections are easy to find. The Federation considers them the smallest threat and usually overlooks them.
House Marik
Leader: Josepi Marik
House Marik is another major house, and is the largest dealer in one of the most recent hot commodities, slaves. This makes them popular with the Federation, who uses "Servants" to do thier dirty work, and Marik supplies them with "servants." They also deal in Food spices and arms, but they are not the largest dealer in the two. Josepi Marik's name is commonly heard, yet his face is rarely seen. He is rather elusive.
House Ivanni
Leader: The Don (no other name known)
House Ivanni is another major house, lead by the notorious "Don." He runs a tight ring, and keeps only the people that he trusts most around him. He also is a tactical genious. He has single handedly brought House Ivanni close to the top. The house is the leader in weapons dealing, and also has an handle on the other trades. They move goods around selling them at exorbent prices, under the Federation's nose. The Federation has tried many times to assassinate The Don, yet they have failed. This usually ended up in the assassins finding themselves very dead. This the most hated house by the Federation.
House Davion
Leader: Gren Davion
House Davion is the fourth major house. It is the main supplier of illegal drugs. These drugs are harmful most of the time, and that makes them unpopular with high class society. They tend to aim their selling toward younger people getting them hooked on harmful substances, and draining their money. The Federation does a good job trying to halt House Davion's operation, yet no matter how many dealers they arrest, more seem to appear. Davion pays well, but most smugglers prefer to avoid this house.
House Steiner
Leader: Alan Steiner
House Steiner is a lesser house, that has a minor hold on some territory in the core sector. It deals in all the illegalities, doing it's best to push past Davion and move into the ranks of the top houses. Alan Steiner, a logical man, uses his logic to move around things, and is very loose in running his operations.
House Sellenton
Leader: Enrico Sellenton
Another of the lesser houses, House Sellenton is based more on the sale of illegal, but unharmful weapons. They deal primarilly in delicasies made illegal by the Federation. They do not deal in arms, nor in drugs, so the Federation doesn't consider them a large threat. Most of the time they are completely overlooked.
House Ward
Leader: Phelan Ward
This is the house that is most hidden, it is a minor house only by reputation. No one knows for sure exactly how big House Ward is. It is very secrative and seems to deal primarily in one thing, information. You will not find House Ward, it will find you.
Names & Bios
Here are some of the people that are involved in smuggling. Should you run into them you might find that they have connections, or information about getting into the smuggling business.
Kenton Bohr- Well known smuggler, and well liked. Works for House Karuta
Serilis Whal- Another familiar face, he was the last winner of the individual space race, and has used that reputation to further himself in the black market and in the open market as well.
Hollz- No other name is know for this notorious bounty hunter. If he is chasing you, then you know that someone is playing top dollar for your head. Don't you feel special...
Player Info
Skills
There are several different types of skills that give you certain perks in the game. I decide what skills go where, but I do my best to be fair. Like most things, you don't start out a master. Different skills qualify you for different jobs. Here is a list of skills.
Piloting- The ability to pilot a ship.
Coersion- The ability to get people to do what you want. (This skill has little effect. Your words are your greatest ally here.)
Engineering- General engineering skill.
Modifying- Modifying has five subclasses. Each one of them set to thier respective company. (BE, DS, SW, CO, F)
Levels of Skills
0-You have no idea...
1-You can do somethings but you are pretty weak in this area
2- You ameateur. You have some of the know how, some of the time.
3-Mid Ameateur- You have the skills, but you can't do it all
4-Uber Ameateur- You know it, but you are not so great at it.
5-Independant- You can do it on your own fairly well.
6- Skilled- You know how to do it, and you are pretty good at it.
7- Uberskilled- You are good, but there is always someone better
8- Master- You know all of the stuff, and you are good at it too.
9- 1337- You know all the stuff, and you know the short cuts too. Working in this area is like counting pennies to you. You have mastered all the skillz!
10- Uber 1337- Same thing as 1337, just a tad better. (You must have a reputation of being good in this area for you to achieve Uber 1337 skill status.)
(If a skill is not displayed below your profile, that means you have no skills in this area.)
Postal
Blood Wolf (BE-230)
Jade Falcon (DS-800)
Spaceport- Has refueling and Maintained docking
Piloting-5
Coersion-6
Modification- F-2, DS-3, BE-4, SW-1
Engineering-7
DeathMerchant
Valkarie (F-14) Modified armor (+2) and LT Parked @ Postal's
Triton (F-14) LT Parked @ Postal's
Piloting-6
Coersion-9
Modification- F-1
Engineering-3
Rowan
Hustler One (F-24) Modified power (+3), Modified Armor (+3) Modified Speed (+2) Modified Manuv (+0, It is countering other upgrades.) and LT, Parked @ Postal's
Piloting-6
Coersion-6
Modification-F-2
Engineering-3
Internet
Bulwark (SW-120) Parked @ Postal's
Piloting-4
Coersion-4
Modification- SW-2
Engineering-5
Bladerunner
CO-135 (Not named yet)
Piloting-5
Coersion-4
Modification- CO-1
Engineering-4
Trident_RX
Spaceport-Has building, fueling, and maintained docking
Piloting-4
Coersion-8
Modification- CO-2 F-3 BE-1 DS-1
Engineering-7
Robiliard
Nobbie (F-24) Speed Upgrade (+3 Speed, -1 manuv)
Piloting-2
Coersion-5
Modification- F-1
Engineering-1
This is just the player list of assets and skills. You will eventually get a Bio as you work up a reputation. Tell me if the info I have doesn't match yours, or if you come up with a name for an ship that is not yet named.
If you disagree with the skills, or would like your profile added please send me a PM. Tell me if you like the news
__________________
-Postal-
God Bless America!
Last edited by Postal_Service on 10-13-2001 at 03:07 AM
Report this post to a moderator | IP: Logged
|