http://www.darkspace.net/wiki/api.php?action=feedcontributions&user=Pantheon&feedformat=atomDarkSpace WIKI - User contributions [en]2024-03-28T09:38:49ZUser contributionsMediaWiki 1.31.5http://www.darkspace.net/wiki/index.php?title=Main_Page&diff=3246Main Page2019-11-07T23:31:52Z<p>Pantheon: </p>
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<div><span style="font-size: 16pt">'''DarkSpace Wiki.''' - ''The wiki where infinity has just begun''</span><br><br />
<br />
* <span style="color: red; font-size: 14pt">'''This WIKI uses the same username & password as your DarkSpace account.'''</span><br><br />
<span style="color: red">'''Please remove any spaces or special characters (_,[,],^,?,*,{,},-) from your username when logging into this WIKI.'''</span><br />
* The MAIN purpose of this website is to allow the players to contribute tips & techniques when it comes to playing DarkSpace. Everyone is invited to contribute to this WIKI.<br />
* You can go back to the main site by clicking on this link http://www.darkspace.net<br />
<br />
==Important Links==<br />
[[Quickstarter]] - Attention new recruits! This guide will help you take your first steps into the infinity.<br />
<br />
[[Manual]] - Everything and anything about the game, and then some.<br />
<br />
[[Tutorial Videos]] - Uploaded videos of different aspects in the game.<br />
<br />
[[FAQ]] - Frequently Asked Questions, in case you didn't know.<br />
<br />
[[History Galactica]] - The in-universe history of Darkspace's universe.<br />
<br />
[[DarkSpace Database]] - A guide to ships, systems, planets, buildings and everything else in the darkspace universe.<br />
<br />
[[Contacts]] - Find people, references and details.<br />
<br />
==Wiki Rules==<br />
* '''The Darkspace [[Rules of Conduct]] apply, so any abuse is liable to result in loss of wiki privileges AND a ban from the game.'''<br />
* Please include your player ID on your talk page.<br />
* Use talk pages to discuss changes.<br />
* Sign your comments on talk pages (Three tildes gives your user name, four includes a time stamp).<br />
<br />
== Useful stuff ==<br />
* [http://meta.wikimedia.org/wiki/Help:Editing Basic Guide] on wiki formatting.<br />
* [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Rules_of_Conduct&diff=3112Rules of Conduct2013-10-22T00:44:38Z<p>Pantheon: /* 3.1.4 Proper Language */</p>
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<div>==1 Definitions==<br />
<br />
===PaleStar===<br />
The developer and publisher of the DarkSpace Game System and associated intellectual property. <br />
===DarkSpace Game System===<br />
Refers to the entirety of the DarkSpace product, including software (GCQL Lobby, DarkSpace Game Client, DarkSpace Game Server, all web applications, and all server software operating on master servers and database servers); game and web site content; and intellectual property necessary to implement the infrastructure for the DarkSpace Game. <br />
===GCQL Lobby===<br />
The browser-based software component implementing the integrated user interface for the Forums, Chat Rooms, Server List, Clan List, FAQ, Profile Viewer, et al. <br />
===DarkSpace Game Client===<br />
The graphical client software component implementing the actual game on the Player's computer system. <br />
===DarkSpace Game Server===<br />
The software component implementing the game server which creates and maintains the consistent state of a particular game instance for all DarkSpace Game Clients currently connected to that particular server/instance. May also refer to a particular running instance of the game server software rather than just the software itself. <br />
===Game Server Instance===<br />
Refers to the DarkSpace Game Server software actively running on a server hardware platform, accepting connections from Players via the DarkSpace Game Client, and implementing the selected/configured game scenario set by the Server Operator. <br />
DarkSpace Communication Facilities<br />
Refers to the Forums, Chat Rooms, Web Sites, et cetera in the GCQL Lobby, and the In-Game Chat Function in the DarkSpace Game Client. <br />
Players<br />
Registered users who participate in the DarkSpace Game System for the entertainment value it provides. Used synonymously with "users". <br />
===Game Officials / Staff===<br />
Game Officials are generally Players and/or PaleStar employees who fulfill a particular functional role in the DarkSpace Community which supports the infrastructure of the DarkSpace Game System. They fall into the following general categories and basic purposes:<br />
<br />
# PaleStar Employees - Provide for the existence, maintenance, and continued development of the DarkSpace Game System, the DarkSpace Community, and its associated infrastructure.<br />
# Administrators - Maintain critical game functionality and integrity, as well as serve as DarkSpace Community leaders who organize and maintain the integrity of the community.<br />
# Moderators - Aid Players, police Game Communication Facilities and Game Instances for abuse, maintain certain information sources (like the FAQ or manual), and provide help for problems encountered with the operation of the game as well as answer Player questions. Moderators may have specific areas of expertise about which they are known to provide accurate advice. However, they are not expected to be a replacement for the many information sources found in the game, including the FAQ, the Manual, and the Knowledge Base. Their presence serves to augment the existing information base and to resolve issues that Players may encounter with the game or each other.<br />
# Server Operators - Run / maintain the hardware platform and the configuration for DarkSpace Game Instances.<br />
<br />
===Metagaming===<br />
The intent or act of bringing real-world knowledge, actions, and/or conflicts into the context of the game and vice-versa. Applies mainly to Role-Playing games and, though DarkSpace is not, by definition or genre, a Role-Playing game, its participants can nevertheless utilize RPG elements to enhance the overall experience for themselves and others. It is generally viewed in a negative light by both the staff and the Players and is something to be avoided as much as possible. <br />
===Exploitation===<br />
The simplest definition is "playing the game system instead of playing the game". Also, playing the game in ways it is not meant to be played for any form of personal gain, be it in-game resources or entertainment value.<br />
<br />
==2 Service Agreement==<br />
Updated 12th March 2010<br />
<br />
BY ACTIVATING AN ACCOUNT AND PARTICIPATING IN THE PALESTAR DARKSPACE GAME AND USER COMMUNITY, THE APPLICANT ACKNOWLEDGES AGREEMENT, WITHOUT MODIFICATIONS, TO THE TERMS, CONDITIONS, POLICIES, AND NOTICES CONTAINED HEREIN, AND THAT THE APPLICANT WILL ADHERE TO THEM AT ALL TIMES.<br />
IN THE EVENT THE APPLICANT FAILS TO COMPLY WITH ANY OF THESE PROVISIONS, PALESTAR RESERVES THE RIGHT TO DEACTIVATE THE APPLICANT'S ACCOUNT, WITH NO FORM OF RECOMPENSE FROM PALESTAR. DEACTIVATION MAY RESULT IN THE PERMANENT LOSS OF ALL PRESTIGE, RANK, AND ADDITIONAL AWARDS, AT THE SOLE DISCRETION OF PALESTAR.<br />
IN ADDITION, THE APPLICANT ALSO ACKNOWLEDGES THAT HE OR SHE IS AT LEAST 18 YEARS OLD. MINORS MUST USE AN ACCOUNT SPONSORED BY A PARENT OR GUARDIAN WHO CONSENTS TO ABIDE BY THE TERMS AND CONDITIONS OF THIS AGREEMENT, BOTH FOR THEMSELVES AND ON BEHALF OF THE MINOR. FURTHER, THE APPLICANT ACKNOWLEDGES RESPONSIBILITY FOR ANY AND ALL ACTIVITY ON THE APPLICANT'S ACCOUNT AND IS PERSONALLY RESPONSIBLE FOR THE CONSEQUENCES (INCLUDING TERMINATION OF THE ACCOUNT) THAT MAY RESULT IF ANY PERSON AUTHORIZED TO USE THE APPLICANT'S ACCOUNT VIOLATES ANY PROVISION CONTAINED HEREIN. APPLICANT AGREES TO TAKE ALL REASONABLE MEASURES TO SECURE HIS OR HER ACCOUNT FROM UNAUTHORIZED USE, AND TO REPORT SUCH ABUSE IMMEDIATELY UPON DISCOVERY IN ORDER TO MINIMIZE BOTH THE APPLICANT'S LIABILITY AND THE IMPACT ON THE INTEGRITY OF THE DARKSPACE GAME ITSELF.<br />
PALESTAR MAY OCCASIONALLY FIND IT NECESSARY TO MAKE CHANGES TO, OR RESET PORTIONS OF, THE DARKSPACE GAME SYSTEM OR CONTENT. THIS MAY INCLUDE, BUT IS NOT LIMITED TO: CHANGES IN RANK STRUCTURE, CHANGES IN SHIP OR EQUIPMENT, OR A PROFILE RESET RESULTING IN DATA LOSS.<br />
PALESTAR RESERVES THE RIGHT TO AMEND THIS AGREEMENT AT ANY TIME, GIVING THE APPLICANT REASONABLE NOTIFICATION OF SUCH AMENDMENTS AND MAKING THEM AVAILABLE TO THE APPLICANT IN THEIR ENTIRETY. APPLICANT AGREES TO MAKE ALL REASONABLE EFFORTS TO ASCERTAIN ANY SUCH AMENDMENTS AND MAY TERMINATE HIS OR HER ACCOUNT AT ANY TIME IF HE OR SHE FINDS THE AMENDMENTS UNACCEPTABLE. PALESTAR RESERVES THE RIGHT TO MODIFY THE TERMS OF ANY SUBSCRIPTION AGREEMENT FOR SERVICE OR SERVICES IN RELATION TO THE DARKSPACE GAME SYSTEM OR CONTENT. UNDER THESE CIRCUMSTANCES, PALESTAR IS UNDER NO OBLIGATION TO OFFER ANY FORM OF COMPENSATION FOR SUCH CANCELLATION.<br />
<br />
===Disclaimers===<br />
<br />
<br />
* The DarkSpace Communications Facility provides forums for public communications. PaleStar provides no facilities of any kind for private communications and in no way guarantees that any messages stored in and/or transmitted via any part of the DarkSpace Communications Facilities will be kept private. PaleStar guarantees only to make all reasonable efforts and take all reasonable precautions to maintain the integrity and security of all personally identifiable information for all players and staff.<br />
* PaleStar is under no obligation to monitor or supervise the DarkSpace Communications Facilities and, as such, expressly disclaims any obligation to do so, but also expressly reserves the right to monitor or supervise them, in PaleStar's sole discretion.<br />
* PaleStar does not control the content of any non-PaleStar postings in the DarkSpace Communications Facilities and, thus, does not guarantee their accuracy, integrity, or quality.<br />
* PaleStar is not responsible for the content of any hypertext links ("hyperlinks", "URLs", et cetera) which link to content outside of the PaleStar-owned DarkSpace Facilities; regardless of whether the context was posted by PaleStar staff or any players. This includes, but is not limited to, information found in the Forums, FAQs, and/or Chat Rooms.<br />
<br />
==3 Rules of Conduct==<br />
The Long and Short of It<br />
<br />
In an effort to maintain brevity, yet maintain a semblance of completeness, the various rules listed in the following sections are listed with a "short" version in bold type and then followed by more descriptive and complete explanations. This way, the gist of the rules can be gleaned from the short initial rule summary in bold and any confusion encountered due to brevity, word selection, or grammar can (hopefully) be reduced by the expanded information following the summary.<br />
<br />
This is not to say that the "short and sweet" version of the rules defines the entirety of what is expected of each and every participant in the DarkSpace Community. Everyone is expected to know, understand, and adhere to the rules in their entirety. The summarization is there for quick verification and familiarization with concepts that a particular Player may already understand. In all cases, game officials are required to know and understand the entirety of these rules (as well as keep current with them), as they are the ones charged with their enforcement.<br />
<br />
It is presumed that the majority of DarkSpace Players are mature enough to understand, appreciate, and adhere to these rules, so that the use of individual self-restraint will obviate the need for cumbersome and inefficient technical solutions to behavioral issues. However, between such technological measures and the constant vigilance of the DarkSpace Staff, the environment fostered by the existence of these rules will be possible to maintain.<br />
<br />
==3.1 Code of Conduct for Players==<br />
===3.1.1 General===<br />
<br />
<br />
a. '''DarkSpace is a community.'''<br />
DarkSpace is more than simply a multi Player game; it is a Community of people who have come together for the purpose of mutual entertainment. As such, acknowledgement of this simple truth and its implications is of paramount importance for all to get the most enjoyment out of their participation in the Community.<br />
<br />
b. '''Rules of Conduct in the DarkSpace Community are, as in any community, necessary.'''<br />
Rules of Conduct generally serve two purposes: to let participants know where the boundaries are (boundaries like an imaginary line, rather than a brick wall) and to serve as a guide for moderators to know when Player behavior exceeds those bounds. Once established and published, all users are expected to follow them from day one; as such, immediate reprimands are justified as no one can claim ignorance of the rules. Rules of Conduct also serve to eliminate assumptions and ambiguities in what is acceptable/unacceptable behavior in the context of the particular venue (forum, chat room, in-game, et cetera).<br />
<br />
c. '''Out-of-Game, we are all human and we all still make mistakes.'''<br />
In all cases, both Players and Staff should realize and accept this simple truth. All participants are asked to be vigilant in policing their own conduct while giving due consideration to this simple fact of life. After all, gaming is all about entertainment. When it ceases to be entertaining, it is time to "turn it off" and do something else.<br />
<br />
d. '''All Players should adhere to the Code of Sportsmanship.'''<br />
As a game involving more than one Player, all Players should abide by this prime rule: Be honest and fair to one another at all times; win well and lose well; and always keep in mind that it IS just a game. Have fun and share it.<br />
<br />
===3.1.2 Punishment and Appeal===<br />
<br />
<br />
a. '''All participants are required to adhere to the requests of the various game officials acting in such a capacity.'''<br />
Ignoring, mocking, or arguing with game officials is grounds for punitive action. If a Player feels that the game official's request is out-of-line, he/she should follow it for the moment and then may bring it up at a later time for discussion in the appropriate DarkSpace Communication Facility venue (there is a forum dedicated to Moderator Feedback). If the Player does not understand the request, then pertinent questions may be asked about the nature of the request, but resistance to the request will not be tolerated.<br />
<br />
b. '''Players are generally warned before any specific action is taken.'''<br />
All game officials (moderators, admins, PaleStar employees, et cetera) adhere to strict rules in dealing with problem Players. Generally, when an infraction occurs, the offending Player will be given a warning by a game official. The game official is obligated only to specify the nature of the infraction to the offending Player and answer pertinent questions about the infraction. If the Player continues to misbehave, the official can take the necessary action to enforce the rules, usually by kicking the Player from the game (or pushing him/her from the Game Server), for example. In extreme cases, where the integrity of the DarkSpace Game System or the DarkSpace Community is at stake, drastic actions may be taken against a Player or a group of Players without any such warning and without regard to any previous history of other infractions.<br />
<br />
c. '''Any Player who has been subjected to any form of punitive action may appeal the action.'''<br />
This can be done by either emailing the Community Manager (community@palestar.com), or by filling out a grievance form on the DarkSpace web site. Note that any request for an appeal should be accompanied by as much information as possible supporting the Player's position. All information, warnings, punitive actions and appeals with respect to a particular Player's conduct while participating in the DarkSpace User Community are maintained in the Player's profile as history. Such information will be taken into account while considering the Player's appeal.<br />
<br />
d. '''All official messages and requests made by game staff are prefixed with "[MODERATOR]" in the chat rooms and "MOD:" in the game servers.'''<br />
If any game official says or asks anything without the "[MODERATOR]" or "MOD:" prefix, then the message/request comes from them personally and NOT as a representative of PaleStar. This is mainly done to prevent confusion about whether the message/request is official, or if it is merely in-game banter. Also, players are asked to not use the prefix, even for another purpose, as it can cause confusion and could be considered impersonating a moderator.<br />
<br />
e. '''No player subject to a punitive measure or a meeting regarding said measure is required to stay online or to attend such a meeting.'''<br />
This is a game, and the staff does not expect any player to go beyond that context if they don't want to, even if they've broken rules. However, when choosing to log off during a confrontation, all players should carefully consider their situation and standing with the staff, as some confrontations cannot and should not be avoided if the player wishes to continue to be a part of the community.<br />
<br />
<br />
===3.1.3 Harassment===<br />
<br />
<br />
a. '''Players may not act in an overtly harassing manner towards other Players and staff.'''<br />
Some amount of competitive language within the context of the game is acceptable for the conflict-oriented nature of the game itself, but direct personal attacks on other Players (rather than their game personas) will not be tolerated. Stalking and harassing other Players outside the context of the game is also forbidden.<br />
<br />
b. '''Any form of hate-mongering behavior outside of the context of the game will absolutely not be tolerated.'''<br />
PaleStar takes a dim view of those who seek to use the DarkSpace Game System and its Facilities to hurt others. As such, immediate and effective punitive measures will be taken with regard to the offender, most likely with little or no warning.<br />
<br />
c. '''As in any Community, Players are expected to respect one another and the PaleStar/DarkSpace Staff at all times while participating in the game system and its facilities.'''<br />
Showing blatant and repeated disrespect towards other Players or Staff members is grounds for punitive action, especially right after being warned about poor conduct. Also, Players are discouraged from initiating or participating in any out-of-game-context acts that negatively impact the gaming experience for any other Player.<br />
<br />
d. '''The creation, organization, and/or participation of any squad, clan, or group within the DarkSpace Game System that is based on or otherwise promotes any out-of-game-context bias against any race, gender, religion, ethnic background, sexual orientation, or any other hate-mongering philosophy is expressly forbidden.'''<br />
Simply put, using any real-world (non-fictional) contexts for the purpose of in-or-out-of-game bigotry, of ANY kind, is forbidden.<br />
<br />
e. '''The use of the DarkSpace Communication Facilities to confuse other users is forbidden.'''<br />
This includes using any means to "spoof" official game system messages and/or communications as well as utilizing special browser coding to make messages appear to come from another participant in the chat room or forums.<br />
<br />
===3.1.4 Proper Language===<br />
<br />
<br />
a. '''The use of overtly offensive, profane, sexually explicit, or abusive language, outside of any venue where it is explicitly permitted, is forbidden.'''<br />
This includes any form of communication that is derogatory or obscene, including but not limited to biased comments based on gender, sexuality, age, race, ethnicity, or religion. This also includes Player and Clan names and is forbidden in all venues of the DarkSpace Communication System, including Clan Pages on the DarkSpace web site, official DarkSpace and PaleStar Forums, and the Chat Rooms, EXCEPT any specific ones where it is explicitly permitted. In addition, communicating links to material outside of the DarkSpace Game System with such content outside of the proper venue is forbidden.<br />
<br />
b. '''The DarkSpace Game System utilizes language filters to reduce the impact of profanity. Self censoring, character replacement, and alternate spellings are not acceptable as they may bypass the language filter.'''<br />
Whilst we accept that players are going to use profanity, the language filter is there to protect the young, and not to be used as an excuse to overuse profanity.<br />
<br />
c. '''PaleStar will strive to maintain an environment for the general audience comprising all Players where such content is minimized.'''<br />
However, the risk of exposure to content that is offensive, indecent, or otherwise objectionable is still possible due to the unpredictable nature of human behaviour and the fact that content is not (and, in many cases, can not be) screened prior to publishing. Repeating a statement made above: it is presumed that the majority of DarkSpace Players are mature enough to understand, appreciate, and adhere to these rules, so that the use of individual self-restraint will obviate the need for cumbersome and inefficient technical solutions to behavioural issues.<br />
<br />
===3.1.5 Venue-Specific Behavior===<br />
<br />
<br />
a. '''Players should refrain any form of disruptive behavior in the Chat Rooms.'''<br />
This includes, but is not limited to spamming or flooding, sending a large number of repeated messages in a short time period, sending unnecessarily large blocks of text, sending repeated irrelevant messages (singing song lyrics to no one in particular, for example), using repeated and/or large numbers of actions (emotes) in a short time period, complaining, whining, innane chatter, etc.<br />
<br />
b. '''Players should refrain from posting spam messages in the forums.'''<br />
This includes things like sig tests (which can be viewed easily in your Profile). Showing them off will be accomplished by posting normally, so there is no need for exhibitions, as it unnecessarily burdens staff members who manage the forums.<br />
<br />
c. '''The discussion of any controversial or otherwise inappropriate/illegal topic should be minimized.'''<br />
Palestar Staff try to maintain a Lobby, Forum and Game environment in which such content is avoided. Such discussions, when allowed to proliferate beyond a certain line, can only lead to a riot-like atmosphere in which contempt can run high between apposing sides of the argument. Other forms of inappopriate conversation can be damaging to minors, especially younger, impressionable ones who may be listening. If players wish to take part in discussions such as these, they should go to private forums or private password protected rooms in the GameCQ Lobby.<br />
<br />
d. '''Any exchange that alludes to or creates sexual innuendo or implies any form of sexually explicit behavior is forbidden.''<br />
It is possible to be explicit without using explicit language directly. Such conversations or suggestions are highly inappropriate and offensive in any public venue, and are likewise considered so in the DarkSpace public communication systems. The difference that they are written publicly on screen rather than spoken or whispered directly is irrelevant.<br />
<br />
e. '''Debate or argument of political opinions or points of view is expressly forbidden.'''<br />
It is a tried and true fact that any argument over politics will unavoidably become political. Political debates, while they can be controlled by their opposing sides to a respectable, allowable degree, are often little more than flame wars between the two different points of view. This is a degrading state of the Lobby and it will be prevented. When this transformation takes place, all sides should immediately cease their discussion to avoid further degradation.<br />
<br />
f. '''Debate or argument of religious opinions or points of view is expressly forbidden.'''<br />
Again, just like the above rule regarding politics, the result is similar when expressing ones beliefs regarding religion. As with all above taboo discussions, if you wish to participate, please take the discussion to a private password protected room where participants are on invite only access<br />
<br />
g. '''Discussion or flaunting of any illegal or controlled drug or other such substances, and/or the non-medical affects of said substances are expressly forbidden.'''<br />
Discussions, especially prolonged, detailed ones, regarding the use (past, present or future) use of any illegal substance is very damaging to younger players, the Palestar community, and its reputation. Whether a chemically altering substance is legal in your area or not, discussions involving the effects of the drug in the context of pleasure or other non-medical contexts are likewise frowned upon. Such reminiscing is extremely inappropriate under any circumstances, in anyones presence, in any venue other than a private password protected room.<br />
<br />
===3.1.6 Accuracy / Deception / Privacy===<br />
<br />
<br />
a. '''Players are required to provide true and accurate personal information to PaleStar in order to register for a DarkSpace account.'''<br />
Failure to do so is grounds for immediate account deactivation and expulsion from all current and future PaleStar-sponsored venues. All participants may select a "handle" to be displayed to other participants in the various Communication Facilities, however real personally-identifiable information must still be supplied to PaleStar for accounting and legal requirements.<br />
<br />
b. '''All personally identifiable information about other Players must be kept confidential, unless the person concerned gives explicit permission to disseminate such information.'''<br />
This includes, but is not limited to, real names, addresses, phone numbers, payment/financial information, passwords, et cetera. The best policy is to allow the person himself/herself to provide such information to an interested third party.<br />
<br />
c. '''Impersonating any other Player, game official, or PaleStar staff member or employee is expressly forbidden.'''<br />
Infractions of this nature are considered a serious threat to the integrity of the DarkSpace Community and the DarkSpace game itself, and will be dealt with swiftly and effectively.<br />
<br />
d. '''Likewise, using official game resource names without prior explicit permission is expressly forbidden.'''<br />
This includes server names.<br />
<br />
e. '''Palestar will not be held responsible for any problems resulting from the selling, exchange or giving away of accounts between a pair or group of players.'''<br />
Put simply, Palestar discourages the practice, as it violates the Terms of Service (password privacy and personal culpability), and will not take any actions with regards to people who engage in such activities, except in terms of standard functionality as provided by the game/ToS for password resets and account/billing issues.<br />
<br />
===3.1.7 Advertisements===<br />
<br />
<br />
a. '''Advertising of any sort is prohibited.'''<br />
Under no circumstances may Players or non-employee staff utilize the DarkSpace Communication Facilities to market, promote or solicit interest in, or orders for, any product or service, including but not limited to the dissemination of advertising materials, multi-level marketing, and chain mail.<br />
<br />
b. '''All potential advertising requests must be submitted to PaleStar directly.'''<br />
The DarkSpace Game may support advertising at some point in the future, but it will only be allowed through well-established channels.<br />
<br />
===3.1.8 Applicable Law===<br />
<br />
<br />
a. '''Players must adhere to all local, state, national, and international laws / regulations imposed by their current country of occupation, and the laws of the United States (as they may apply to the Player in his/her locale).'''<br />
Failure to abide by all applicable laws while participating in DarkSpace is grounds for immediate account termination and permanent expulsion from all PaleStar-sponsored products and venues.<br />
<br />
b. '''Any attempt to utilize any part of the DarkSpace Game System or its Facilities to arrange for the transfer of pirated software or other unlawful products will be dealt with severely.'''<br />
Such activity is a clear and present threat to the integrity of the DarkSpace Game System and Community, and will be dealt with swiftly and severely.<br />
<br />
c. '''Only original materials and content which are created by the Player, or which the Player has been granted proper rights to distribute by the author or holder of the copyright to said material, can be posted, uploaded, or transmitted via the DarkSpace Game System and Communication Facilities.'''<br />
The best policy is to refrain from posting materials and content which were not created by the poster. All documentation regarding granted rights must be made available on request to PaleStar; however, providing such documentation up front is the best policy in this case.<br />
<br />
===3.1.9 Cracking / System Exploitation===<br />
<br />
<br />
a. '''Cracking, modifying, or otherwise altering any part of the DarkSpace Game System is expressly forbidden.'''<br />
While it may be legal in particular locales, Community participants are required to refrain from such activities if they wish to remain participants.<br />
<br />
b. '''Intercepting, interfering, deciphering, or otherwise tampering with any network traffic to or from any servers relevant to the DarkSpace Game System is forbidden.'''<br />
This includes using any network analysis tools to intercept/alter any data packets sent to or from a DarkSpace Game System client or server for the purposes of cheating or denying service to other Players.<br />
<br />
c. '''Circumvention of any security measure controlling access and/or authentication to any DarkSpace Game System facility or resource is expressly forbidden.'''<br />
Violations of this and similar rules by any person may be subject to prosecution under various computer/cybercrime statutes in the United States as well as the offender's current country of occupation.<br />
<br />
d. '''Exploiting any bug or weakness in the DarkSpace Game System is forbidden.'''<br />
This includes not only the exploits listed in section 3.3 of this document, Game Exploits, but also anything that clearly provides an advantage for some over others, and is not designed to be that way. Players are required to communicate any bugs or weaknesses they discover to PaleStar via email or any official bug-reporting facilities provided by PaleStar. Distribution and/or publication of information about any bugs or weaknesses in the DarkSpace Game System for the purposes of encouraging exploitation by any other DarkSpace Players and/or Staff is forbidden.<br />
<br />
e. '''Only the official software components and game content authorized and distributed by PaleStar (or any authorized mirror) can be used to participate in the DarkSpace Game System.'''<br />
The creation, support, and/or use of any emulated DarkSpace software component or utility as well as participation in any unauthorized reproduction of the DarkSpace Game System is expressly forbidden. No utilities or other software tools related to the DarkSpace Game System may be created or published without the authorization and permission of PaleStar.<br />
<br />
f. '''Unauthorized use of any account, security passcode, or other DarkSpace Game System facility or resource is expressly forbidden.'''<br />
This includes using unauthorized trusted server access codes to create faked official prestige gain servers.<br />
<br />
g. '''Participation in any acts that are dangerous to Players or detrimental to PaleStar's ability to regulate, monitor, maintain, service, or update the DarkSpace Game System is forbidden.'''<br />
The transmission of any viruses or programs that are detrimental to the DarkSpace Game System or the DarkSpace Community is expressly forbidden.<br />
<br />
h. '''Re-joining a Lobby or chat room to undo a MUTE by a Staffmember is completely unacceptable.'''<br />
Any member of the community has the right to leave the room at any point if they are not enjoying themselves or their circumstances. This includes logging off or leaving when one is muted for misbehavior. However, the act of immediately returning so that the mute can be undone is both an exploitation of the system and an improper means of standing up to the staff. As a mute is normally commuted after an offense has already taken place, violation of this rule will result in appropriate kick/ban measures being taken.<br />
<br />
i. '''Using multiple accounts in-game to provide an advantage over a single ship is prohibited.'''<br />
A single player commanding multiple ships in a single game server is forbidden, as it provides that player an unfair advantage over others. Whereas DarkSpace is at its core a team game, and ships are balanced assuming that one person controls one ship, having multiple ships can provide a clear advantage for a single player. This is therefore forbidden.<br />
<br />
==3.2 Code of Conduct for Staff (Moderators)==<br />
<br />
A Moderator is one who presides over an assembly, meeting, or discussion: as<br />
* the presiding officer of a Presbyterian governing body<br />
* the nonpartisan presiding officer of a town meeting<br />
* the chairman of a discussion group.<br />
Within the Dark Space environment our Moderators are here to<br />
# Help players with game inquiries and or problems when needed.<br />
# To enforce the Rules of Conduct.<br />
# For players to have a opportunity to be part of the Dark Space team.<br />
<br />
<br />
===3.2.1 General===<br />
<br />
a. '''At all times, Staff members should exercise fairness, patience, tolerance, and understanding when dealing with Players and each other.'''<br />
When dealing with problems, always attempt conversation with a Player first and help him/her understand the rules. Chances are, Players will be more amenable and cooperative with a polite request than with a terse warning. Remember, most people don't intend to offend; often, they are just ignorant of the rules or may simply not recognize that their behavior exceeds them.<br />
<br />
b. '''Staff members are only human and will make mistakes.'''<br />
When a mistake is made, simply acknowledge it, apologize as necessary, and move on.<br />
<br />
c. '''Staff members are expected to act impartially (neutral, unbiased) towards all Players while performing their duties.'''<br />
Avoid showing favoritism towards any specific Player or group of Players.<br />
<br />
d. '''Even though most Staff positions are voluntary, Staff members must show respect for Players and other Staff members.'''<br />
Anything an identifiable Staff member says is taken to heart by the Players. As a Staff member, you are a so-called spokesman for the whole Community in general and the way you conduct yourself reflects on everyone.<br />
<br />
e. '''The abuse of any privileges granted for the performance of a particular Staff position, or abusing Players and/or Staff as a Moderator will cause said privileges and position to be revoked.'''<br />
A great deal of power, trust, and responsibility are awarded to a participant who is given a Staff position. If that trust turns out to be misplaced, the power and responsibility will be revoked.<br />
<br />
f. '''Staff members should take their position and responsibilities seriously.'''<br />
This does not mean that they are not to enjoy themselves while doing so. The entire goal of DarkSpace is entertainment for all participants. To that end, PaleStar will strive to reduce the "overhead" for Staff members so that it can be fun rather than being a "job".<br />
<br />
g. '''Staff members can view the history of any DarkSpace participant at any time.'''<br />
In addition, they should do so before issuing any warnings or executing any punitive actions against a participant. <br />
<br />
===3.2.2 Language Issues===<br />
<br />
a. '''Misunderstandings due to language (and cultural) barriers are not only possible, but are very common.'''<br />
DarkSpace Players and Staff live in several different countries and speak different languages. This problem is aggravated when the speaker is under duress, under the effects of heightened emotions, in a hurry, or in a tense situation. Under these circumstances, if what the speaker says seems offensive, ask him or her for clarification before taking offense. Chances are, the extra time afforded will allow the speaker to clearly re-think his or her words and clarify what he or she is trying to convey. Always remember these three virtues: patience, tolerance, and understanding.<br />
<br />
b. '''When faced with language constructs that you do not understand, ask other native speakers of the language in question to translate and/or explain the usage context.'''<br />
Sometimes colloquialisms (local idioms and other dialectic jargon) may seem to be offensive, but may not actually be so. If in doubt, ask. There is no shame in ignorance; only in remaining so.<br />
<br />
c. '''Since the chat room has a profanity filter, warnings to Players (and kick/bans) need to be limited to excessive use (spamming and/or abuse directed at another Player).'''<br />
The chat room profanity filter protects others from seeing offending words, not the speaker. The speaker sees what he or she types as it was typed. If a Player asks what a filtered word means (who may most likely be a minor), just tell them it's a cuss word, nothing more. In other words, play it down.<br />
<br />
d. '''At no time should a Staff member use harsh or vulgar language in any DarkSpace Communication facility.'''<br />
This is especially important while on duty and when helping other participants.<br />
<br />
e. '''Lists of banned words/phrases for each language will be generated and given to PaleStar for the profanity filters in the chat room.'''<br />
In addition, the lists will be made available to Moderators so that they can recognize the words in the forums and in-game, neither of which are utilizing chat filters at present. <br />
<br />
===3.2.3 Chat Room-Specific Behavior (Including In-Game Chat)===<br />
<br />
<br />
a. '''Staff members should not quarrel with other Players or Game Staff in public.'''<br />
Simple disagreement may be voiced, but intense, heated debate should be kept in the proper venue, to private messages ("whispers"), or to email.<br />
<br />
b. '''Staff members should not simply log into the game and sit in the public chat rooms, then go "away from keyboard" and do something else.'''<br />
This is called "poweridling" and is frowned upon for many reasons; not the least of which is that it gives Players the impression that they have nothing better to do than show off their status and ignore Player requests for help.<br />
<br />
===3.2.4 Knowledge Management===<br />
<br />
<br />
a. '''Staff members are expected to know and understand the entirety of the Rules of Conduct and adhere to them at all times.'''<br />
All Staff members should always try to serve as models of Community behavior.<br />
<br />
b. '''Staff members should make a sincere effort to keep up-to-date with current changes in, and status of, the DarkSpace Game System and User Community.'''<br />
Unless it is not normally within their scope of responsibility, Staff members must keep up-to-date if they are to be effective at performing their duties.<br />
<br />
c. '''In the case of Staff members who have specific areas of knowledge, and are asked a question to which they do not know the answer (i.e., is not within their specific "area of knowledge"), or are not sure of the answer, then they should (if possible) direct the Player to the best possible location/person to find the answer, or attempt to answer the question while impressing on the Player their uncertainty about the accuracy of the answer.'''<br />
Nothing more can be expected of any Staff member, excepting courtesy and patience in the delivery of such an answer.<br />
<br />
===3.2.5 Privacy Issues===<br />
<br />
<br />
a. '''Dissemination of private Game- or Player-specific information by any Staff member to anyone else without the explicit permission of PaleStar is expressly forbidden, PERIOD.'''<br />
Staff members may be granted access to private information contained within the DarkSpace Game System concerning the Game itself or its participants in order to perform their duties. Abuse of such a privilege is grounds for immediate revocation of all Staff privileges and responsibilities.<br />
<br />
===3.2.6 Responsibilities===<br />
<br />
a. '''Moderators and other Staff members should try to help all participants with problems or questions to the best of their ability.'''<br />
Always try to show as much patience as possible while doing so. If you are not sure about a question refer them to the web site help section. It is quite possible it may contain the answer they are seeking.<br />
<br />
b. '''If a Player reports witnessing what he or she believes to be another participant cheating, a Moderator should first verify the situation by investigating it further.'''<br />
If it can be verified that the participant is cheating, the Moderator should make the appropriate warnings and/or take the appropriate actions, based on the nature of the infraction and the participant's history. As part of any investigation into cheating, gather as much evidence as possible, including screen shots, chat logs, video, witness testimony, et cetera.<br />
<br />
c. '''On-duty Moderators are expected to police the particular venue in which they are currently participating and enforce these Rules of Conduct as well as act as the voice of reason when things get out of hand.'''<br />
While it is a mark of a good Moderator to never have to resort to punishing users, it is a mark of a bad Moderator to not act and mete out punishments when the situation necessitates such.<br />
<br />
d. '''Staff members charged with maintaining assigned game resources (the Rules of Conduct, FAQ, Knowledgebase, et cetera) should do so in a timely fashion.'''<br />
Stale game and community resources are of little value to the participants; no one likes visiting a dilapidated dwelling for very long. All game resources should have at least one Staff member and one backup acting to maintain the assigned resource. <br />
<br />
===3.2.7 Dealing with Problem Players: Warnings and Actions===<br />
<br />
<br />
a. '''Before pushing Players off a server for exploits, be sure that the behavior is a known exploit.'''<br />
If unsure, bring it up as soon as possible in the Moderator forum and/or email the PaleStar staff. Players should only be pushed for known exploits unless their behavior poses a critical threat to the integrity of the game.<br />
<br />
b. '''Players should not be pushed/banned for in-game ignorance.'''<br />
However, in-game stupidity (intentional ignorance bordering on malice which negatively impacts game play for other Players) is another matter, and needs to be dealt with accordingly.<br />
<br />
c. '''Never take punitive actions against anyone without due cause or a reasonable explanation.'''<br />
Especially avoid "impulsive" responses to Player behavior. Always mete out admonishments with an even hand. Punitive actions should only be used as a last resort when all other attempts to entice the Player to voluntarily correct his/her behavior have been exhausted.<br />
<br />
d. '''Always warn a user before you take any action against them.'''<br />
As stated above, some users after being warned will realize their actions and stop. Then again, there are some that want to cause as much grief as possible to other participants. However, never hesitate to take action if you see a person causing repeated trouble to participants, whether it be vulgar language, racial comments, or a total disrespect for others. This is grounds for an immediate kick action.<br />
<br />
e. '''For most basic infractions, Moderators should use the following formula for dealing with problem Players:'''<br />
<br />
* First Offense: Polite request<br />
* Second Offense: Issue warning<br />
* Third Offense: Kick/Push the user for 10 minutes.<br />
* Fourth Offense: Issue second warning<br />
* Fifth Offense: Ban the user for 24 hours.<br />
* Sixth Offense: Final warning<br />
* Seventh Offense: Expulsion/Account Termination<br />
<br />
f. '''Use basic escalation techniques to deal with problem participants.'''<br />
First, warn the offending participant. It is suggested to use a minimum of a polite request and one warning and then take action on the third offense ("three strikes" ). Use Push and Kick first after the initial warning. Ban should be reserved for repeat/chronic offenders or anything that is perceived to be a serious threat to the stability and integrity of the game. It is recommended that all "official" warnings issued be made in PRIVATE messages to the Player; publicly "dressing-down" a Player is a poor way to handle the situation. However, the initial "polite request" should be made public, so that other participants can see that the behavior in question is drawing attention and concern from Staff members; this helps others present see an exemplification of the Rules of Conduct and the consequences of continually violating them in action.<br />
<br />
g. '''All official warnings should be logged and all punitive actions taken MUST be logged.'''<br />
Whenever a participant is banned, please inform the Community Manager or another PaleStar employee at once, so they will have a heads-up.<br />
<br />
h. '''All official messages and requests MUST be sent with either /modsend or /modsay.'''<br />
This is to prevent confusion when staff members are either off-duty, playing the game, or are making non-official statements/requests. If any game official says or asks anything that is not specifically identified as official, or when the context of their comments has not been previously established as official, then the message/request comes from them personally and NOT as a representative of PaleStar. Once a game official establishes the context of their communication with any particular player(s) as official, subsequent messages need not be specifically identified as such, and players should assume that they still are such until the context ends, or are told otherwise.<br />
<br />
===3.2.8 Dealing with Problem Staff Members: Warnings and Actions===<br />
<br />
a. '''Always remember that the offender is a peer.'''<br />
The offender has also been given some level of responsibility and trust which, hopefully, was not misplaced when he/she was made a Staff member. Always investigate the situation fully before taking action and give the offender the benefit of a doubt.<br />
<br />
b. '''If the infraction is minor, attempt to communicate with the offender and/or get him/her out of the situation.'''<br />
Generally, Staff members who are causing problems may be in a bad mood or may have gotten themselves in a situation where their emotions have gotten the better of them. Try to get them to leave the public eye in order to let them calm down and think about what they have done.<br />
<br />
c. '''If the infraction is major and the integrity of the Game or Community is at stake, take immediate action.'''<br />
In these cases, it is always better to ask for forgiveness later rather than suffer the consequences of the offender's actions in the present.<br />
<br />
d. '''ALWAYS ALWAYS ALWAYS report problems with other Staff members, regardless of outcome, at once to the Community Manager and/or to PaleStar directly.'''<br />
Failure to do so does not do the Community any favors and, since every Staff member's first duty is to the Community, this can be seen as an infraction in and of itself. <br />
<br />
==3.3 Current DarkSpace Game Exploits==<br />
<br />
Exploitation is one of the most common problems in many multiplayer games. It can take many forms, with effects upon the game ranging from very subtle to game-breakingly grandiose. Primarily, it has to do with players taking advantage of weaknesses in the game system or content in order to gain an unfair advantage over other players. Most of the time, these weaknesses are caused by bugs or poorly balanced rules.<br />
<br />
The simplest definition of exploitation is playing the game system instead of playing the game. Also, playing the game in ways it is not meant to be played for any form of personal gain, be it in-game resources or entertainment value. Such definitions are ambiguous at best, however, so they must be further defined and exemplified. To this end, a list shall be maintained in this section of all current exploits that are actionable by the game officials. Please note that this list is subject to change from time to time as the underlying game is strengthened or other bugs/weaknesses are unintentionally introduced. It is the responsibility of all game participants to keep up with this section and, indeed, the rest of this document.<br />
<br />
<br />
The list of all exploits currently forbidden for use by ANY participants:<br />
<br />
===3.3.1 Backstabbing/Sabotage/Spying/Griefing===<br />
Description: A member of a team intentionally firing on teammates, bombing/scrapping planet resources, and/or giving intelligence to the enemy to the detriment of the team.<br />
<br />
Why Its an Exploit: In DarkSpace, team damage is always considered on. Thus, the ability for a player to attack his teammates for no other reason than to disrupt play (or to play saboteur) cannot be easily addressed. In addition, the game design does not provide for the elements of spying or sabotage.<br />
<br />
Elaboration: People who do this solely to disrupt the game are the foremost targets of this rule. In other games, this is often called griefing, or is caused by grief players.<br />
===3.3.2 Safe Zone Camping===<br />
Description: Enemy vessel taking any form of hostile action against a vessel in its own safe zone or using an enemy safe zone for protection while regenerating or repairing.<br />
<br />
Why Its an Exploit: In a vast majority of first-person games, spawn-camping is severely frowned upon, as a player in the process of spawning is generally defenseless or a sitting duck for a short period of time. This is because the game client tends to not start rendering the world/environment for the player before the server starts render the player in the world/environment, leaving his ship/character exposed and vulnerable for a short period. At present, DarkSpace has a 1000 GU no fire safe zone around the spawn gate.<br />
<br />
As such, this area is considered a Non-Combat Area, and henceforth (spawn) Safe Zone Camping is considered an exploit tactic. In addition, enemy vessels camped within the safety zone itself regardless of the action being taken, even if they are just sitting there for protection, are considered to be exploiting the system as this is not their faction safety zone. Using an interdictor just outside the safety zone to prevent ships from entering the game is also considered part of this exploit. Enemy interdictor ships must be 2,000 GU from a home gate so their interdictor field does not extend into the safe zone<br />
<br />
SPECIAL NOTE: This exploit applies to SPAWN (HOME) GATES, not inter-system or inter-cluster JUMP GATES.<br />
<br />
As of September 26, 2006, The safe zones in the MetaVerse server have been expanded to 3000gu in radius. A 5000gu No-Fly zone is also in effect for players of opposing factions.<br />
===3.3.3 Allegiance===<br />
Description: Members of different teams/factions cooperating for mutual prestige gain (IE, build/bomb runs, attack/repair runs, capture/capture runs).<br />
KEEP IN MIND THAT AN ALLIANCE OF 2 SIDES TO ATTACK A 3RD IS PERFECTLY LEGAL!<br />
<br />
Why Its an Exploit: Obviously, opposing teams are not meant to cooperate to gain prestige during war time.<br />
<br />
SPECIAL NOTE: DUELING: Players may duel in the laddered servers at any time. All dueling will be to the Death. Dueling to only a certain % level of hull left (ie 50%, 25%, etc.) and then stopping to allow the other player to leave safely or taking a break to repair falls under this exploit for mutual pres gain.<br />
===3.3.4 Macroing / Automation===<br />
Description: ANY form of programmed or automated manipulation of DarkSpace code which allows users to gain without being present at their computer.<br />
<br />
Why Its an Exploit: DarkSpace is a game which is meant to be played by players, not scripts or programs. Additionally, use of automated systems can provide an unfair advantage over players - in terms of credit accumulation, prestige gain, or other measures. Thus, all macros or automation measures are forbidden.<br />
===3.3.5 Revolt Bombing===<br />
Description: Removing a friendly planet's food supply so it revolts, then bombing it for easy bombing points.<br />
<br />
Why it's an Exploit: Quite simply, this is something totally unrealistic to a space strategic simulation and can have no excuse for it within the context of the game if it happens. It is clearly intended only for personal prestige gain, hence is an exploit by definition.<br />
<br />
===3.3.6 Logging to avoid death===<br />
Description: Logging out under certain conditions will render a ship unable to take damage.<br />
<br />
Why it's an Exploit: Forcing a scenario like this will result in you avoiding death and enhancement cost. It is clearly unintended and will be punished.<br />
<br />
==4 Cheating, Metagaming, and Other Unsportsmanlike Conduct==<br />
<br />
<br />
a. '''Taking vendettas and revenge on Players outside of the context of the game ("out-of-game") is prohibited.'''<br />
If conflicts and rivalry cannot be kept in the context of the game, then the participants in question are taking the rivalry too seriously and may be given some unscheduled "vacation time" to cool down.<br />
<br />
b. '''DarkSpace is not, by definition, a Role-Playing game, but it contains some of the elements of one.'''<br />
Many participants take on a persona while they are playing and may do or say things that they may not otherwise do in real life. While it is not necessary for any participant to exhibit, or respond in kind to, this behavior, participants should at least recognize it for what it is and refrain from taking any perceived offense out-of-game. If a participant does not wish to partake in the Role-Playing atmosphere with others, a simple statement to that effect made to the other Role-Playing participants should suffice to have them cease and desist with respect to the requesting participant.<br />
<br />
c. '''Using "shortcuts" and game "quirks" to gain unfair advantage is frowned upon.'''<br />
While not technically against the rules, such actions nevertheless are unsportsmanlike and unfair to other participants who are playing fair and not using them. Generally, repeated and blatant offenders may draw warnings (as well as more severe actions) from game officials. Examples of such behavior: disconnecting from the game to avoid battle or other loss of prestige; mounting an offensive on the area surrounding the enemy spawn point in Scenario Game Instances ("gate-camping").<br />
<br />
d. '''Some Game Server Instances may have "house rules" in place and participants are expected to follow them.'''<br />
Most often, any such "house rules" will be posted prominently; however, a simple inquiry upon joining a game is very appropriate and will go far to avoid transgressions and misunderstandings.<br />
<br />
e. '''Role-Playing behavior cannot be used as an excuse to break any other rule in the Game.'''<br />
It is generally considered very bad etiquette to attempt to gain an out-of-play advantage via breaking a game rule and covering it up with an excuse like "I was just Role-Playing; my persona/character would do that, so why can't I?".<br />
<br />
f. '''Participants should report any instances of cheating or other Game exploitation at once to the "nearest" Game official.'''<br />
It is the responsibility of the officials to investigate the situation and take appropriate action. Participants can help them do their job by providing as much evidence and information as possible.<br />
<br />
g. '''If any participant witnesses cheating by any other participant, including Moderators or other game officials, the participant should report the incident as soon as possible to a game official (or to the Community Manager or any PaleStar employee, if a game official is suspected of cheating).'''<br />
As part of any report about cheating, always try to gather as much evidence as possible, including screen shots, chat logs, video, witness testimony, et cetera.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Rules_of_Conduct&diff=3111Rules of Conduct2013-10-22T00:43:40Z<p>Pantheon: /* 3.1.4 Proper Language */</p>
<hr />
<div>==1 Definitions==<br />
<br />
===PaleStar===<br />
The developer and publisher of the DarkSpace Game System and associated intellectual property. <br />
===DarkSpace Game System===<br />
Refers to the entirety of the DarkSpace product, including software (GCQL Lobby, DarkSpace Game Client, DarkSpace Game Server, all web applications, and all server software operating on master servers and database servers); game and web site content; and intellectual property necessary to implement the infrastructure for the DarkSpace Game. <br />
===GCQL Lobby===<br />
The browser-based software component implementing the integrated user interface for the Forums, Chat Rooms, Server List, Clan List, FAQ, Profile Viewer, et al. <br />
===DarkSpace Game Client===<br />
The graphical client software component implementing the actual game on the Player's computer system. <br />
===DarkSpace Game Server===<br />
The software component implementing the game server which creates and maintains the consistent state of a particular game instance for all DarkSpace Game Clients currently connected to that particular server/instance. May also refer to a particular running instance of the game server software rather than just the software itself. <br />
===Game Server Instance===<br />
Refers to the DarkSpace Game Server software actively running on a server hardware platform, accepting connections from Players via the DarkSpace Game Client, and implementing the selected/configured game scenario set by the Server Operator. <br />
DarkSpace Communication Facilities<br />
Refers to the Forums, Chat Rooms, Web Sites, et cetera in the GCQL Lobby, and the In-Game Chat Function in the DarkSpace Game Client. <br />
Players<br />
Registered users who participate in the DarkSpace Game System for the entertainment value it provides. Used synonymously with "users". <br />
===Game Officials / Staff===<br />
Game Officials are generally Players and/or PaleStar employees who fulfill a particular functional role in the DarkSpace Community which supports the infrastructure of the DarkSpace Game System. They fall into the following general categories and basic purposes:<br />
<br />
# PaleStar Employees - Provide for the existence, maintenance, and continued development of the DarkSpace Game System, the DarkSpace Community, and its associated infrastructure.<br />
# Administrators - Maintain critical game functionality and integrity, as well as serve as DarkSpace Community leaders who organize and maintain the integrity of the community.<br />
# Moderators - Aid Players, police Game Communication Facilities and Game Instances for abuse, maintain certain information sources (like the FAQ or manual), and provide help for problems encountered with the operation of the game as well as answer Player questions. Moderators may have specific areas of expertise about which they are known to provide accurate advice. However, they are not expected to be a replacement for the many information sources found in the game, including the FAQ, the Manual, and the Knowledge Base. Their presence serves to augment the existing information base and to resolve issues that Players may encounter with the game or each other.<br />
# Server Operators - Run / maintain the hardware platform and the configuration for DarkSpace Game Instances.<br />
<br />
===Metagaming===<br />
The intent or act of bringing real-world knowledge, actions, and/or conflicts into the context of the game and vice-versa. Applies mainly to Role-Playing games and, though DarkSpace is not, by definition or genre, a Role-Playing game, its participants can nevertheless utilize RPG elements to enhance the overall experience for themselves and others. It is generally viewed in a negative light by both the staff and the Players and is something to be avoided as much as possible. <br />
===Exploitation===<br />
The simplest definition is "playing the game system instead of playing the game". Also, playing the game in ways it is not meant to be played for any form of personal gain, be it in-game resources or entertainment value.<br />
<br />
==2 Service Agreement==<br />
Updated 12th March 2010<br />
<br />
BY ACTIVATING AN ACCOUNT AND PARTICIPATING IN THE PALESTAR DARKSPACE GAME AND USER COMMUNITY, THE APPLICANT ACKNOWLEDGES AGREEMENT, WITHOUT MODIFICATIONS, TO THE TERMS, CONDITIONS, POLICIES, AND NOTICES CONTAINED HEREIN, AND THAT THE APPLICANT WILL ADHERE TO THEM AT ALL TIMES.<br />
IN THE EVENT THE APPLICANT FAILS TO COMPLY WITH ANY OF THESE PROVISIONS, PALESTAR RESERVES THE RIGHT TO DEACTIVATE THE APPLICANT'S ACCOUNT, WITH NO FORM OF RECOMPENSE FROM PALESTAR. DEACTIVATION MAY RESULT IN THE PERMANENT LOSS OF ALL PRESTIGE, RANK, AND ADDITIONAL AWARDS, AT THE SOLE DISCRETION OF PALESTAR.<br />
IN ADDITION, THE APPLICANT ALSO ACKNOWLEDGES THAT HE OR SHE IS AT LEAST 18 YEARS OLD. MINORS MUST USE AN ACCOUNT SPONSORED BY A PARENT OR GUARDIAN WHO CONSENTS TO ABIDE BY THE TERMS AND CONDITIONS OF THIS AGREEMENT, BOTH FOR THEMSELVES AND ON BEHALF OF THE MINOR. FURTHER, THE APPLICANT ACKNOWLEDGES RESPONSIBILITY FOR ANY AND ALL ACTIVITY ON THE APPLICANT'S ACCOUNT AND IS PERSONALLY RESPONSIBLE FOR THE CONSEQUENCES (INCLUDING TERMINATION OF THE ACCOUNT) THAT MAY RESULT IF ANY PERSON AUTHORIZED TO USE THE APPLICANT'S ACCOUNT VIOLATES ANY PROVISION CONTAINED HEREIN. APPLICANT AGREES TO TAKE ALL REASONABLE MEASURES TO SECURE HIS OR HER ACCOUNT FROM UNAUTHORIZED USE, AND TO REPORT SUCH ABUSE IMMEDIATELY UPON DISCOVERY IN ORDER TO MINIMIZE BOTH THE APPLICANT'S LIABILITY AND THE IMPACT ON THE INTEGRITY OF THE DARKSPACE GAME ITSELF.<br />
PALESTAR MAY OCCASIONALLY FIND IT NECESSARY TO MAKE CHANGES TO, OR RESET PORTIONS OF, THE DARKSPACE GAME SYSTEM OR CONTENT. THIS MAY INCLUDE, BUT IS NOT LIMITED TO: CHANGES IN RANK STRUCTURE, CHANGES IN SHIP OR EQUIPMENT, OR A PROFILE RESET RESULTING IN DATA LOSS.<br />
PALESTAR RESERVES THE RIGHT TO AMEND THIS AGREEMENT AT ANY TIME, GIVING THE APPLICANT REASONABLE NOTIFICATION OF SUCH AMENDMENTS AND MAKING THEM AVAILABLE TO THE APPLICANT IN THEIR ENTIRETY. APPLICANT AGREES TO MAKE ALL REASONABLE EFFORTS TO ASCERTAIN ANY SUCH AMENDMENTS AND MAY TERMINATE HIS OR HER ACCOUNT AT ANY TIME IF HE OR SHE FINDS THE AMENDMENTS UNACCEPTABLE. PALESTAR RESERVES THE RIGHT TO MODIFY THE TERMS OF ANY SUBSCRIPTION AGREEMENT FOR SERVICE OR SERVICES IN RELATION TO THE DARKSPACE GAME SYSTEM OR CONTENT. UNDER THESE CIRCUMSTANCES, PALESTAR IS UNDER NO OBLIGATION TO OFFER ANY FORM OF COMPENSATION FOR SUCH CANCELLATION.<br />
<br />
===Disclaimers===<br />
<br />
<br />
* The DarkSpace Communications Facility provides forums for public communications. PaleStar provides no facilities of any kind for private communications and in no way guarantees that any messages stored in and/or transmitted via any part of the DarkSpace Communications Facilities will be kept private. PaleStar guarantees only to make all reasonable efforts and take all reasonable precautions to maintain the integrity and security of all personally identifiable information for all players and staff.<br />
* PaleStar is under no obligation to monitor or supervise the DarkSpace Communications Facilities and, as such, expressly disclaims any obligation to do so, but also expressly reserves the right to monitor or supervise them, in PaleStar's sole discretion.<br />
* PaleStar does not control the content of any non-PaleStar postings in the DarkSpace Communications Facilities and, thus, does not guarantee their accuracy, integrity, or quality.<br />
* PaleStar is not responsible for the content of any hypertext links ("hyperlinks", "URLs", et cetera) which link to content outside of the PaleStar-owned DarkSpace Facilities; regardless of whether the context was posted by PaleStar staff or any players. This includes, but is not limited to, information found in the Forums, FAQs, and/or Chat Rooms.<br />
<br />
==3 Rules of Conduct==<br />
The Long and Short of It<br />
<br />
In an effort to maintain brevity, yet maintain a semblance of completeness, the various rules listed in the following sections are listed with a "short" version in bold type and then followed by more descriptive and complete explanations. This way, the gist of the rules can be gleaned from the short initial rule summary in bold and any confusion encountered due to brevity, word selection, or grammar can (hopefully) be reduced by the expanded information following the summary.<br />
<br />
This is not to say that the "short and sweet" version of the rules defines the entirety of what is expected of each and every participant in the DarkSpace Community. Everyone is expected to know, understand, and adhere to the rules in their entirety. The summarization is there for quick verification and familiarization with concepts that a particular Player may already understand. In all cases, game officials are required to know and understand the entirety of these rules (as well as keep current with them), as they are the ones charged with their enforcement.<br />
<br />
It is presumed that the majority of DarkSpace Players are mature enough to understand, appreciate, and adhere to these rules, so that the use of individual self-restraint will obviate the need for cumbersome and inefficient technical solutions to behavioral issues. However, between such technological measures and the constant vigilance of the DarkSpace Staff, the environment fostered by the existence of these rules will be possible to maintain.<br />
<br />
==3.1 Code of Conduct for Players==<br />
===3.1.1 General===<br />
<br />
<br />
a. '''DarkSpace is a community.'''<br />
DarkSpace is more than simply a multi Player game; it is a Community of people who have come together for the purpose of mutual entertainment. As such, acknowledgement of this simple truth and its implications is of paramount importance for all to get the most enjoyment out of their participation in the Community.<br />
<br />
b. '''Rules of Conduct in the DarkSpace Community are, as in any community, necessary.'''<br />
Rules of Conduct generally serve two purposes: to let participants know where the boundaries are (boundaries like an imaginary line, rather than a brick wall) and to serve as a guide for moderators to know when Player behavior exceeds those bounds. Once established and published, all users are expected to follow them from day one; as such, immediate reprimands are justified as no one can claim ignorance of the rules. Rules of Conduct also serve to eliminate assumptions and ambiguities in what is acceptable/unacceptable behavior in the context of the particular venue (forum, chat room, in-game, et cetera).<br />
<br />
c. '''Out-of-Game, we are all human and we all still make mistakes.'''<br />
In all cases, both Players and Staff should realize and accept this simple truth. All participants are asked to be vigilant in policing their own conduct while giving due consideration to this simple fact of life. After all, gaming is all about entertainment. When it ceases to be entertaining, it is time to "turn it off" and do something else.<br />
<br />
d. '''All Players should adhere to the Code of Sportsmanship.'''<br />
As a game involving more than one Player, all Players should abide by this prime rule: Be honest and fair to one another at all times; win well and lose well; and always keep in mind that it IS just a game. Have fun and share it.<br />
<br />
===3.1.2 Punishment and Appeal===<br />
<br />
<br />
a. '''All participants are required to adhere to the requests of the various game officials acting in such a capacity.'''<br />
Ignoring, mocking, or arguing with game officials is grounds for punitive action. If a Player feels that the game official's request is out-of-line, he/she should follow it for the moment and then may bring it up at a later time for discussion in the appropriate DarkSpace Communication Facility venue (there is a forum dedicated to Moderator Feedback). If the Player does not understand the request, then pertinent questions may be asked about the nature of the request, but resistance to the request will not be tolerated.<br />
<br />
b. '''Players are generally warned before any specific action is taken.'''<br />
All game officials (moderators, admins, PaleStar employees, et cetera) adhere to strict rules in dealing with problem Players. Generally, when an infraction occurs, the offending Player will be given a warning by a game official. The game official is obligated only to specify the nature of the infraction to the offending Player and answer pertinent questions about the infraction. If the Player continues to misbehave, the official can take the necessary action to enforce the rules, usually by kicking the Player from the game (or pushing him/her from the Game Server), for example. In extreme cases, where the integrity of the DarkSpace Game System or the DarkSpace Community is at stake, drastic actions may be taken against a Player or a group of Players without any such warning and without regard to any previous history of other infractions.<br />
<br />
c. '''Any Player who has been subjected to any form of punitive action may appeal the action.'''<br />
This can be done by either emailing the Community Manager (community@palestar.com), or by filling out a grievance form on the DarkSpace web site. Note that any request for an appeal should be accompanied by as much information as possible supporting the Player's position. All information, warnings, punitive actions and appeals with respect to a particular Player's conduct while participating in the DarkSpace User Community are maintained in the Player's profile as history. Such information will be taken into account while considering the Player's appeal.<br />
<br />
d. '''All official messages and requests made by game staff are prefixed with "[MODERATOR]" in the chat rooms and "MOD:" in the game servers.'''<br />
If any game official says or asks anything without the "[MODERATOR]" or "MOD:" prefix, then the message/request comes from them personally and NOT as a representative of PaleStar. This is mainly done to prevent confusion about whether the message/request is official, or if it is merely in-game banter. Also, players are asked to not use the prefix, even for another purpose, as it can cause confusion and could be considered impersonating a moderator.<br />
<br />
e. '''No player subject to a punitive measure or a meeting regarding said measure is required to stay online or to attend such a meeting.'''<br />
This is a game, and the staff does not expect any player to go beyond that context if they don't want to, even if they've broken rules. However, when choosing to log off during a confrontation, all players should carefully consider their situation and standing with the staff, as some confrontations cannot and should not be avoided if the player wishes to continue to be a part of the community.<br />
<br />
<br />
===3.1.3 Harassment===<br />
<br />
<br />
a. '''Players may not act in an overtly harassing manner towards other Players and staff.'''<br />
Some amount of competitive language within the context of the game is acceptable for the conflict-oriented nature of the game itself, but direct personal attacks on other Players (rather than their game personas) will not be tolerated. Stalking and harassing other Players outside the context of the game is also forbidden.<br />
<br />
b. '''Any form of hate-mongering behavior outside of the context of the game will absolutely not be tolerated.'''<br />
PaleStar takes a dim view of those who seek to use the DarkSpace Game System and its Facilities to hurt others. As such, immediate and effective punitive measures will be taken with regard to the offender, most likely with little or no warning.<br />
<br />
c. '''As in any Community, Players are expected to respect one another and the PaleStar/DarkSpace Staff at all times while participating in the game system and its facilities.'''<br />
Showing blatant and repeated disrespect towards other Players or Staff members is grounds for punitive action, especially right after being warned about poor conduct. Also, Players are discouraged from initiating or participating in any out-of-game-context acts that negatively impact the gaming experience for any other Player.<br />
<br />
d. '''The creation, organization, and/or participation of any squad, clan, or group within the DarkSpace Game System that is based on or otherwise promotes any out-of-game-context bias against any race, gender, religion, ethnic background, sexual orientation, or any other hate-mongering philosophy is expressly forbidden.'''<br />
Simply put, using any real-world (non-fictional) contexts for the purpose of in-or-out-of-game bigotry, of ANY kind, is forbidden.<br />
<br />
e. '''The use of the DarkSpace Communication Facilities to confuse other users is forbidden.'''<br />
This includes using any means to "spoof" official game system messages and/or communications as well as utilizing special browser coding to make messages appear to come from another participant in the chat room or forums.<br />
<br />
===3.1.4 Proper Language===<br />
<br />
<br />
a. '''The use of overtly offensive, profane, sexually explicit, or abusive language, outside of any venue where it is explicitly permitted, is forbidden.'''<br />
This includes any form of communication that is derogatory or obscene, including but not limited to biased comments based on gender, sexuality, age, race, ethnicity, or religion. This also includes Player and Clan names and is forbidden in all venues of the DarkSpace Communication System, including Clan Pages on the DarkSpace web site, official DarkSpace and PaleStar Forums, and the Chat Rooms, EXCEPT any specific ones where it is explicitly permitted. In addition, communicating links to material outside of the DarkSpace Game System with such content outside of the proper venue is forbidden.<br />
<br />
b. '''The DarkSpace Game System utilizes language filters to reduce the impact of profanity, but it should not be viewed as an excuse to overuse such language in the first place. Self censoring, character replacement, and alternate spellings are also not acceptable as they may bypass the language filter.'''<br />
Abstinence is always the best policy. Whilst we accept that players are going to use profanity, the language filter is there to protect the young, and not to be used as an excuse to overuse profanity.<br />
<br />
c. '''PaleStar will strive to maintain an environment for the general audience comprising all Players where such content is minimized.'''<br />
However, the risk of exposure to content that is offensive, indecent, or otherwise objectionable is still possible due to the unpredictable nature of human behaviour and the fact that content is not (and, in many cases, can not be) screened prior to publishing. Repeating a statement made above: it is presumed that the majority of DarkSpace Players are mature enough to understand, appreciate, and adhere to these rules, so that the use of individual self-restraint will obviate the need for cumbersome and inefficient technical solutions to behavioural issues.<br />
<br />
===3.1.5 Venue-Specific Behavior===<br />
<br />
<br />
a. '''Players should refrain any form of disruptive behavior in the Chat Rooms.'''<br />
This includes, but is not limited to spamming or flooding, sending a large number of repeated messages in a short time period, sending unnecessarily large blocks of text, sending repeated irrelevant messages (singing song lyrics to no one in particular, for example), using repeated and/or large numbers of actions (emotes) in a short time period, complaining, whining, innane chatter, etc.<br />
<br />
b. '''Players should refrain from posting spam messages in the forums.'''<br />
This includes things like sig tests (which can be viewed easily in your Profile). Showing them off will be accomplished by posting normally, so there is no need for exhibitions, as it unnecessarily burdens staff members who manage the forums.<br />
<br />
c. '''The discussion of any controversial or otherwise inappropriate/illegal topic should be minimized.'''<br />
Palestar Staff try to maintain a Lobby, Forum and Game environment in which such content is avoided. Such discussions, when allowed to proliferate beyond a certain line, can only lead to a riot-like atmosphere in which contempt can run high between apposing sides of the argument. Other forms of inappopriate conversation can be damaging to minors, especially younger, impressionable ones who may be listening. If players wish to take part in discussions such as these, they should go to private forums or private password protected rooms in the GameCQ Lobby.<br />
<br />
d. '''Any exchange that alludes to or creates sexual innuendo or implies any form of sexually explicit behavior is forbidden.''<br />
It is possible to be explicit without using explicit language directly. Such conversations or suggestions are highly inappropriate and offensive in any public venue, and are likewise considered so in the DarkSpace public communication systems. The difference that they are written publicly on screen rather than spoken or whispered directly is irrelevant.<br />
<br />
e. '''Debate or argument of political opinions or points of view is expressly forbidden.'''<br />
It is a tried and true fact that any argument over politics will unavoidably become political. Political debates, while they can be controlled by their opposing sides to a respectable, allowable degree, are often little more than flame wars between the two different points of view. This is a degrading state of the Lobby and it will be prevented. When this transformation takes place, all sides should immediately cease their discussion to avoid further degradation.<br />
<br />
f. '''Debate or argument of religious opinions or points of view is expressly forbidden.'''<br />
Again, just like the above rule regarding politics, the result is similar when expressing ones beliefs regarding religion. As with all above taboo discussions, if you wish to participate, please take the discussion to a private password protected room where participants are on invite only access<br />
<br />
g. '''Discussion or flaunting of any illegal or controlled drug or other such substances, and/or the non-medical affects of said substances are expressly forbidden.'''<br />
Discussions, especially prolonged, detailed ones, regarding the use (past, present or future) use of any illegal substance is very damaging to younger players, the Palestar community, and its reputation. Whether a chemically altering substance is legal in your area or not, discussions involving the effects of the drug in the context of pleasure or other non-medical contexts are likewise frowned upon. Such reminiscing is extremely inappropriate under any circumstances, in anyones presence, in any venue other than a private password protected room.<br />
<br />
===3.1.6 Accuracy / Deception / Privacy===<br />
<br />
<br />
a. '''Players are required to provide true and accurate personal information to PaleStar in order to register for a DarkSpace account.'''<br />
Failure to do so is grounds for immediate account deactivation and expulsion from all current and future PaleStar-sponsored venues. All participants may select a "handle" to be displayed to other participants in the various Communication Facilities, however real personally-identifiable information must still be supplied to PaleStar for accounting and legal requirements.<br />
<br />
b. '''All personally identifiable information about other Players must be kept confidential, unless the person concerned gives explicit permission to disseminate such information.'''<br />
This includes, but is not limited to, real names, addresses, phone numbers, payment/financial information, passwords, et cetera. The best policy is to allow the person himself/herself to provide such information to an interested third party.<br />
<br />
c. '''Impersonating any other Player, game official, or PaleStar staff member or employee is expressly forbidden.'''<br />
Infractions of this nature are considered a serious threat to the integrity of the DarkSpace Community and the DarkSpace game itself, and will be dealt with swiftly and effectively.<br />
<br />
d. '''Likewise, using official game resource names without prior explicit permission is expressly forbidden.'''<br />
This includes server names.<br />
<br />
e. '''Palestar will not be held responsible for any problems resulting from the selling, exchange or giving away of accounts between a pair or group of players.'''<br />
Put simply, Palestar discourages the practice, as it violates the Terms of Service (password privacy and personal culpability), and will not take any actions with regards to people who engage in such activities, except in terms of standard functionality as provided by the game/ToS for password resets and account/billing issues.<br />
<br />
===3.1.7 Advertisements===<br />
<br />
<br />
a. '''Advertising of any sort is prohibited.'''<br />
Under no circumstances may Players or non-employee staff utilize the DarkSpace Communication Facilities to market, promote or solicit interest in, or orders for, any product or service, including but not limited to the dissemination of advertising materials, multi-level marketing, and chain mail.<br />
<br />
b. '''All potential advertising requests must be submitted to PaleStar directly.'''<br />
The DarkSpace Game may support advertising at some point in the future, but it will only be allowed through well-established channels.<br />
<br />
===3.1.8 Applicable Law===<br />
<br />
<br />
a. '''Players must adhere to all local, state, national, and international laws / regulations imposed by their current country of occupation, and the laws of the United States (as they may apply to the Player in his/her locale).'''<br />
Failure to abide by all applicable laws while participating in DarkSpace is grounds for immediate account termination and permanent expulsion from all PaleStar-sponsored products and venues.<br />
<br />
b. '''Any attempt to utilize any part of the DarkSpace Game System or its Facilities to arrange for the transfer of pirated software or other unlawful products will be dealt with severely.'''<br />
Such activity is a clear and present threat to the integrity of the DarkSpace Game System and Community, and will be dealt with swiftly and severely.<br />
<br />
c. '''Only original materials and content which are created by the Player, or which the Player has been granted proper rights to distribute by the author or holder of the copyright to said material, can be posted, uploaded, or transmitted via the DarkSpace Game System and Communication Facilities.'''<br />
The best policy is to refrain from posting materials and content which were not created by the poster. All documentation regarding granted rights must be made available on request to PaleStar; however, providing such documentation up front is the best policy in this case.<br />
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===3.1.9 Cracking / System Exploitation===<br />
<br />
<br />
a. '''Cracking, modifying, or otherwise altering any part of the DarkSpace Game System is expressly forbidden.'''<br />
While it may be legal in particular locales, Community participants are required to refrain from such activities if they wish to remain participants.<br />
<br />
b. '''Intercepting, interfering, deciphering, or otherwise tampering with any network traffic to or from any servers relevant to the DarkSpace Game System is forbidden.'''<br />
This includes using any network analysis tools to intercept/alter any data packets sent to or from a DarkSpace Game System client or server for the purposes of cheating or denying service to other Players.<br />
<br />
c. '''Circumvention of any security measure controlling access and/or authentication to any DarkSpace Game System facility or resource is expressly forbidden.'''<br />
Violations of this and similar rules by any person may be subject to prosecution under various computer/cybercrime statutes in the United States as well as the offender's current country of occupation.<br />
<br />
d. '''Exploiting any bug or weakness in the DarkSpace Game System is forbidden.'''<br />
This includes not only the exploits listed in section 3.3 of this document, Game Exploits, but also anything that clearly provides an advantage for some over others, and is not designed to be that way. Players are required to communicate any bugs or weaknesses they discover to PaleStar via email or any official bug-reporting facilities provided by PaleStar. Distribution and/or publication of information about any bugs or weaknesses in the DarkSpace Game System for the purposes of encouraging exploitation by any other DarkSpace Players and/or Staff is forbidden.<br />
<br />
e. '''Only the official software components and game content authorized and distributed by PaleStar (or any authorized mirror) can be used to participate in the DarkSpace Game System.'''<br />
The creation, support, and/or use of any emulated DarkSpace software component or utility as well as participation in any unauthorized reproduction of the DarkSpace Game System is expressly forbidden. No utilities or other software tools related to the DarkSpace Game System may be created or published without the authorization and permission of PaleStar.<br />
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f. '''Unauthorized use of any account, security passcode, or other DarkSpace Game System facility or resource is expressly forbidden.'''<br />
This includes using unauthorized trusted server access codes to create faked official prestige gain servers.<br />
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g. '''Participation in any acts that are dangerous to Players or detrimental to PaleStar's ability to regulate, monitor, maintain, service, or update the DarkSpace Game System is forbidden.'''<br />
The transmission of any viruses or programs that are detrimental to the DarkSpace Game System or the DarkSpace Community is expressly forbidden.<br />
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h. '''Re-joining a Lobby or chat room to undo a MUTE by a Staffmember is completely unacceptable.'''<br />
Any member of the community has the right to leave the room at any point if they are not enjoying themselves or their circumstances. This includes logging off or leaving when one is muted for misbehavior. However, the act of immediately returning so that the mute can be undone is both an exploitation of the system and an improper means of standing up to the staff. As a mute is normally commuted after an offense has already taken place, violation of this rule will result in appropriate kick/ban measures being taken.<br />
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i. '''Using multiple accounts in-game to provide an advantage over a single ship is prohibited.'''<br />
A single player commanding multiple ships in a single game server is forbidden, as it provides that player an unfair advantage over others. Whereas DarkSpace is at its core a team game, and ships are balanced assuming that one person controls one ship, having multiple ships can provide a clear advantage for a single player. This is therefore forbidden.<br />
<br />
==3.2 Code of Conduct for Staff (Moderators)==<br />
<br />
A Moderator is one who presides over an assembly, meeting, or discussion: as<br />
* the presiding officer of a Presbyterian governing body<br />
* the nonpartisan presiding officer of a town meeting<br />
* the chairman of a discussion group.<br />
Within the Dark Space environment our Moderators are here to<br />
# Help players with game inquiries and or problems when needed.<br />
# To enforce the Rules of Conduct.<br />
# For players to have a opportunity to be part of the Dark Space team.<br />
<br />
<br />
===3.2.1 General===<br />
<br />
a. '''At all times, Staff members should exercise fairness, patience, tolerance, and understanding when dealing with Players and each other.'''<br />
When dealing with problems, always attempt conversation with a Player first and help him/her understand the rules. Chances are, Players will be more amenable and cooperative with a polite request than with a terse warning. Remember, most people don't intend to offend; often, they are just ignorant of the rules or may simply not recognize that their behavior exceeds them.<br />
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b. '''Staff members are only human and will make mistakes.'''<br />
When a mistake is made, simply acknowledge it, apologize as necessary, and move on.<br />
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c. '''Staff members are expected to act impartially (neutral, unbiased) towards all Players while performing their duties.'''<br />
Avoid showing favoritism towards any specific Player or group of Players.<br />
<br />
d. '''Even though most Staff positions are voluntary, Staff members must show respect for Players and other Staff members.'''<br />
Anything an identifiable Staff member says is taken to heart by the Players. As a Staff member, you are a so-called spokesman for the whole Community in general and the way you conduct yourself reflects on everyone.<br />
<br />
e. '''The abuse of any privileges granted for the performance of a particular Staff position, or abusing Players and/or Staff as a Moderator will cause said privileges and position to be revoked.'''<br />
A great deal of power, trust, and responsibility are awarded to a participant who is given a Staff position. If that trust turns out to be misplaced, the power and responsibility will be revoked.<br />
<br />
f. '''Staff members should take their position and responsibilities seriously.'''<br />
This does not mean that they are not to enjoy themselves while doing so. The entire goal of DarkSpace is entertainment for all participants. To that end, PaleStar will strive to reduce the "overhead" for Staff members so that it can be fun rather than being a "job".<br />
<br />
g. '''Staff members can view the history of any DarkSpace participant at any time.'''<br />
In addition, they should do so before issuing any warnings or executing any punitive actions against a participant. <br />
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===3.2.2 Language Issues===<br />
<br />
a. '''Misunderstandings due to language (and cultural) barriers are not only possible, but are very common.'''<br />
DarkSpace Players and Staff live in several different countries and speak different languages. This problem is aggravated when the speaker is under duress, under the effects of heightened emotions, in a hurry, or in a tense situation. Under these circumstances, if what the speaker says seems offensive, ask him or her for clarification before taking offense. Chances are, the extra time afforded will allow the speaker to clearly re-think his or her words and clarify what he or she is trying to convey. Always remember these three virtues: patience, tolerance, and understanding.<br />
<br />
b. '''When faced with language constructs that you do not understand, ask other native speakers of the language in question to translate and/or explain the usage context.'''<br />
Sometimes colloquialisms (local idioms and other dialectic jargon) may seem to be offensive, but may not actually be so. If in doubt, ask. There is no shame in ignorance; only in remaining so.<br />
<br />
c. '''Since the chat room has a profanity filter, warnings to Players (and kick/bans) need to be limited to excessive use (spamming and/or abuse directed at another Player).'''<br />
The chat room profanity filter protects others from seeing offending words, not the speaker. The speaker sees what he or she types as it was typed. If a Player asks what a filtered word means (who may most likely be a minor), just tell them it's a cuss word, nothing more. In other words, play it down.<br />
<br />
d. '''At no time should a Staff member use harsh or vulgar language in any DarkSpace Communication facility.'''<br />
This is especially important while on duty and when helping other participants.<br />
<br />
e. '''Lists of banned words/phrases for each language will be generated and given to PaleStar for the profanity filters in the chat room.'''<br />
In addition, the lists will be made available to Moderators so that they can recognize the words in the forums and in-game, neither of which are utilizing chat filters at present. <br />
<br />
===3.2.3 Chat Room-Specific Behavior (Including In-Game Chat)===<br />
<br />
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a. '''Staff members should not quarrel with other Players or Game Staff in public.'''<br />
Simple disagreement may be voiced, but intense, heated debate should be kept in the proper venue, to private messages ("whispers"), or to email.<br />
<br />
b. '''Staff members should not simply log into the game and sit in the public chat rooms, then go "away from keyboard" and do something else.'''<br />
This is called "poweridling" and is frowned upon for many reasons; not the least of which is that it gives Players the impression that they have nothing better to do than show off their status and ignore Player requests for help.<br />
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===3.2.4 Knowledge Management===<br />
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a. '''Staff members are expected to know and understand the entirety of the Rules of Conduct and adhere to them at all times.'''<br />
All Staff members should always try to serve as models of Community behavior.<br />
<br />
b. '''Staff members should make a sincere effort to keep up-to-date with current changes in, and status of, the DarkSpace Game System and User Community.'''<br />
Unless it is not normally within their scope of responsibility, Staff members must keep up-to-date if they are to be effective at performing their duties.<br />
<br />
c. '''In the case of Staff members who have specific areas of knowledge, and are asked a question to which they do not know the answer (i.e., is not within their specific "area of knowledge"), or are not sure of the answer, then they should (if possible) direct the Player to the best possible location/person to find the answer, or attempt to answer the question while impressing on the Player their uncertainty about the accuracy of the answer.'''<br />
Nothing more can be expected of any Staff member, excepting courtesy and patience in the delivery of such an answer.<br />
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===3.2.5 Privacy Issues===<br />
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a. '''Dissemination of private Game- or Player-specific information by any Staff member to anyone else without the explicit permission of PaleStar is expressly forbidden, PERIOD.'''<br />
Staff members may be granted access to private information contained within the DarkSpace Game System concerning the Game itself or its participants in order to perform their duties. Abuse of such a privilege is grounds for immediate revocation of all Staff privileges and responsibilities.<br />
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===3.2.6 Responsibilities===<br />
<br />
a. '''Moderators and other Staff members should try to help all participants with problems or questions to the best of their ability.'''<br />
Always try to show as much patience as possible while doing so. If you are not sure about a question refer them to the web site help section. It is quite possible it may contain the answer they are seeking.<br />
<br />
b. '''If a Player reports witnessing what he or she believes to be another participant cheating, a Moderator should first verify the situation by investigating it further.'''<br />
If it can be verified that the participant is cheating, the Moderator should make the appropriate warnings and/or take the appropriate actions, based on the nature of the infraction and the participant's history. As part of any investigation into cheating, gather as much evidence as possible, including screen shots, chat logs, video, witness testimony, et cetera.<br />
<br />
c. '''On-duty Moderators are expected to police the particular venue in which they are currently participating and enforce these Rules of Conduct as well as act as the voice of reason when things get out of hand.'''<br />
While it is a mark of a good Moderator to never have to resort to punishing users, it is a mark of a bad Moderator to not act and mete out punishments when the situation necessitates such.<br />
<br />
d. '''Staff members charged with maintaining assigned game resources (the Rules of Conduct, FAQ, Knowledgebase, et cetera) should do so in a timely fashion.'''<br />
Stale game and community resources are of little value to the participants; no one likes visiting a dilapidated dwelling for very long. All game resources should have at least one Staff member and one backup acting to maintain the assigned resource. <br />
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===3.2.7 Dealing with Problem Players: Warnings and Actions===<br />
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a. '''Before pushing Players off a server for exploits, be sure that the behavior is a known exploit.'''<br />
If unsure, bring it up as soon as possible in the Moderator forum and/or email the PaleStar staff. Players should only be pushed for known exploits unless their behavior poses a critical threat to the integrity of the game.<br />
<br />
b. '''Players should not be pushed/banned for in-game ignorance.'''<br />
However, in-game stupidity (intentional ignorance bordering on malice which negatively impacts game play for other Players) is another matter, and needs to be dealt with accordingly.<br />
<br />
c. '''Never take punitive actions against anyone without due cause or a reasonable explanation.'''<br />
Especially avoid "impulsive" responses to Player behavior. Always mete out admonishments with an even hand. Punitive actions should only be used as a last resort when all other attempts to entice the Player to voluntarily correct his/her behavior have been exhausted.<br />
<br />
d. '''Always warn a user before you take any action against them.'''<br />
As stated above, some users after being warned will realize their actions and stop. Then again, there are some that want to cause as much grief as possible to other participants. However, never hesitate to take action if you see a person causing repeated trouble to participants, whether it be vulgar language, racial comments, or a total disrespect for others. This is grounds for an immediate kick action.<br />
<br />
e. '''For most basic infractions, Moderators should use the following formula for dealing with problem Players:'''<br />
<br />
* First Offense: Polite request<br />
* Second Offense: Issue warning<br />
* Third Offense: Kick/Push the user for 10 minutes.<br />
* Fourth Offense: Issue second warning<br />
* Fifth Offense: Ban the user for 24 hours.<br />
* Sixth Offense: Final warning<br />
* Seventh Offense: Expulsion/Account Termination<br />
<br />
f. '''Use basic escalation techniques to deal with problem participants.'''<br />
First, warn the offending participant. It is suggested to use a minimum of a polite request and one warning and then take action on the third offense ("three strikes" ). Use Push and Kick first after the initial warning. Ban should be reserved for repeat/chronic offenders or anything that is perceived to be a serious threat to the stability and integrity of the game. It is recommended that all "official" warnings issued be made in PRIVATE messages to the Player; publicly "dressing-down" a Player is a poor way to handle the situation. However, the initial "polite request" should be made public, so that other participants can see that the behavior in question is drawing attention and concern from Staff members; this helps others present see an exemplification of the Rules of Conduct and the consequences of continually violating them in action.<br />
<br />
g. '''All official warnings should be logged and all punitive actions taken MUST be logged.'''<br />
Whenever a participant is banned, please inform the Community Manager or another PaleStar employee at once, so they will have a heads-up.<br />
<br />
h. '''All official messages and requests MUST be sent with either /modsend or /modsay.'''<br />
This is to prevent confusion when staff members are either off-duty, playing the game, or are making non-official statements/requests. If any game official says or asks anything that is not specifically identified as official, or when the context of their comments has not been previously established as official, then the message/request comes from them personally and NOT as a representative of PaleStar. Once a game official establishes the context of their communication with any particular player(s) as official, subsequent messages need not be specifically identified as such, and players should assume that they still are such until the context ends, or are told otherwise.<br />
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===3.2.8 Dealing with Problem Staff Members: Warnings and Actions===<br />
<br />
a. '''Always remember that the offender is a peer.'''<br />
The offender has also been given some level of responsibility and trust which, hopefully, was not misplaced when he/she was made a Staff member. Always investigate the situation fully before taking action and give the offender the benefit of a doubt.<br />
<br />
b. '''If the infraction is minor, attempt to communicate with the offender and/or get him/her out of the situation.'''<br />
Generally, Staff members who are causing problems may be in a bad mood or may have gotten themselves in a situation where their emotions have gotten the better of them. Try to get them to leave the public eye in order to let them calm down and think about what they have done.<br />
<br />
c. '''If the infraction is major and the integrity of the Game or Community is at stake, take immediate action.'''<br />
In these cases, it is always better to ask for forgiveness later rather than suffer the consequences of the offender's actions in the present.<br />
<br />
d. '''ALWAYS ALWAYS ALWAYS report problems with other Staff members, regardless of outcome, at once to the Community Manager and/or to PaleStar directly.'''<br />
Failure to do so does not do the Community any favors and, since every Staff member's first duty is to the Community, this can be seen as an infraction in and of itself. <br />
<br />
==3.3 Current DarkSpace Game Exploits==<br />
<br />
Exploitation is one of the most common problems in many multiplayer games. It can take many forms, with effects upon the game ranging from very subtle to game-breakingly grandiose. Primarily, it has to do with players taking advantage of weaknesses in the game system or content in order to gain an unfair advantage over other players. Most of the time, these weaknesses are caused by bugs or poorly balanced rules.<br />
<br />
The simplest definition of exploitation is playing the game system instead of playing the game. Also, playing the game in ways it is not meant to be played for any form of personal gain, be it in-game resources or entertainment value. Such definitions are ambiguous at best, however, so they must be further defined and exemplified. To this end, a list shall be maintained in this section of all current exploits that are actionable by the game officials. Please note that this list is subject to change from time to time as the underlying game is strengthened or other bugs/weaknesses are unintentionally introduced. It is the responsibility of all game participants to keep up with this section and, indeed, the rest of this document.<br />
<br />
<br />
The list of all exploits currently forbidden for use by ANY participants:<br />
<br />
===3.3.1 Backstabbing/Sabotage/Spying/Griefing===<br />
Description: A member of a team intentionally firing on teammates, bombing/scrapping planet resources, and/or giving intelligence to the enemy to the detriment of the team.<br />
<br />
Why Its an Exploit: In DarkSpace, team damage is always considered on. Thus, the ability for a player to attack his teammates for no other reason than to disrupt play (or to play saboteur) cannot be easily addressed. In addition, the game design does not provide for the elements of spying or sabotage.<br />
<br />
Elaboration: People who do this solely to disrupt the game are the foremost targets of this rule. In other games, this is often called griefing, or is caused by grief players.<br />
===3.3.2 Safe Zone Camping===<br />
Description: Enemy vessel taking any form of hostile action against a vessel in its own safe zone or using an enemy safe zone for protection while regenerating or repairing.<br />
<br />
Why Its an Exploit: In a vast majority of first-person games, spawn-camping is severely frowned upon, as a player in the process of spawning is generally defenseless or a sitting duck for a short period of time. This is because the game client tends to not start rendering the world/environment for the player before the server starts render the player in the world/environment, leaving his ship/character exposed and vulnerable for a short period. At present, DarkSpace has a 1000 GU no fire safe zone around the spawn gate.<br />
<br />
As such, this area is considered a Non-Combat Area, and henceforth (spawn) Safe Zone Camping is considered an exploit tactic. In addition, enemy vessels camped within the safety zone itself regardless of the action being taken, even if they are just sitting there for protection, are considered to be exploiting the system as this is not their faction safety zone. Using an interdictor just outside the safety zone to prevent ships from entering the game is also considered part of this exploit. Enemy interdictor ships must be 2,000 GU from a home gate so their interdictor field does not extend into the safe zone<br />
<br />
SPECIAL NOTE: This exploit applies to SPAWN (HOME) GATES, not inter-system or inter-cluster JUMP GATES.<br />
<br />
As of September 26, 2006, The safe zones in the MetaVerse server have been expanded to 3000gu in radius. A 5000gu No-Fly zone is also in effect for players of opposing factions.<br />
===3.3.3 Allegiance===<br />
Description: Members of different teams/factions cooperating for mutual prestige gain (IE, build/bomb runs, attack/repair runs, capture/capture runs).<br />
KEEP IN MIND THAT AN ALLIANCE OF 2 SIDES TO ATTACK A 3RD IS PERFECTLY LEGAL!<br />
<br />
Why Its an Exploit: Obviously, opposing teams are not meant to cooperate to gain prestige during war time.<br />
<br />
SPECIAL NOTE: DUELING: Players may duel in the laddered servers at any time. All dueling will be to the Death. Dueling to only a certain % level of hull left (ie 50%, 25%, etc.) and then stopping to allow the other player to leave safely or taking a break to repair falls under this exploit for mutual pres gain.<br />
===3.3.4 Macroing / Automation===<br />
Description: ANY form of programmed or automated manipulation of DarkSpace code which allows users to gain without being present at their computer.<br />
<br />
Why Its an Exploit: DarkSpace is a game which is meant to be played by players, not scripts or programs. Additionally, use of automated systems can provide an unfair advantage over players - in terms of credit accumulation, prestige gain, or other measures. Thus, all macros or automation measures are forbidden.<br />
===3.3.5 Revolt Bombing===<br />
Description: Removing a friendly planet's food supply so it revolts, then bombing it for easy bombing points.<br />
<br />
Why it's an Exploit: Quite simply, this is something totally unrealistic to a space strategic simulation and can have no excuse for it within the context of the game if it happens. It is clearly intended only for personal prestige gain, hence is an exploit by definition.<br />
<br />
===3.3.6 Logging to avoid death===<br />
Description: Logging out under certain conditions will render a ship unable to take damage.<br />
<br />
Why it's an Exploit: Forcing a scenario like this will result in you avoiding death and enhancement cost. It is clearly unintended and will be punished.<br />
<br />
==4 Cheating, Metagaming, and Other Unsportsmanlike Conduct==<br />
<br />
<br />
a. '''Taking vendettas and revenge on Players outside of the context of the game ("out-of-game") is prohibited.'''<br />
If conflicts and rivalry cannot be kept in the context of the game, then the participants in question are taking the rivalry too seriously and may be given some unscheduled "vacation time" to cool down.<br />
<br />
b. '''DarkSpace is not, by definition, a Role-Playing game, but it contains some of the elements of one.'''<br />
Many participants take on a persona while they are playing and may do or say things that they may not otherwise do in real life. While it is not necessary for any participant to exhibit, or respond in kind to, this behavior, participants should at least recognize it for what it is and refrain from taking any perceived offense out-of-game. If a participant does not wish to partake in the Role-Playing atmosphere with others, a simple statement to that effect made to the other Role-Playing participants should suffice to have them cease and desist with respect to the requesting participant.<br />
<br />
c. '''Using "shortcuts" and game "quirks" to gain unfair advantage is frowned upon.'''<br />
While not technically against the rules, such actions nevertheless are unsportsmanlike and unfair to other participants who are playing fair and not using them. Generally, repeated and blatant offenders may draw warnings (as well as more severe actions) from game officials. Examples of such behavior: disconnecting from the game to avoid battle or other loss of prestige; mounting an offensive on the area surrounding the enemy spawn point in Scenario Game Instances ("gate-camping").<br />
<br />
d. '''Some Game Server Instances may have "house rules" in place and participants are expected to follow them.'''<br />
Most often, any such "house rules" will be posted prominently; however, a simple inquiry upon joining a game is very appropriate and will go far to avoid transgressions and misunderstandings.<br />
<br />
e. '''Role-Playing behavior cannot be used as an excuse to break any other rule in the Game.'''<br />
It is generally considered very bad etiquette to attempt to gain an out-of-play advantage via breaking a game rule and covering it up with an excuse like "I was just Role-Playing; my persona/character would do that, so why can't I?".<br />
<br />
f. '''Participants should report any instances of cheating or other Game exploitation at once to the "nearest" Game official.'''<br />
It is the responsibility of the officials to investigate the situation and take appropriate action. Participants can help them do their job by providing as much evidence and information as possible.<br />
<br />
g. '''If any participant witnesses cheating by any other participant, including Moderators or other game officials, the participant should report the incident as soon as possible to a game official (or to the Community Manager or any PaleStar employee, if a game official is suspected of cheating).'''<br />
As part of any report about cheating, always try to gather as much evidence as possible, including screen shots, chat logs, video, witness testimony, et cetera.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Rules_of_Conduct&diff=3072Rules of Conduct2013-08-23T01:04:53Z<p>Pantheon: /* 3.3 Current DarkSpace Game Exploits */</p>
<hr />
<div>==1 Definitions==<br />
<br />
===PaleStar===<br />
The developer and publisher of the DarkSpace Game System and associated intellectual property. <br />
===DarkSpace Game System===<br />
Refers to the entirety of the DarkSpace product, including software (GCQL Lobby, DarkSpace Game Client, DarkSpace Game Server, all web applications, and all server software operating on master servers and database servers); game and web site content; and intellectual property necessary to implement the infrastructure for the DarkSpace Game. <br />
===GCQL Lobby===<br />
The browser-based software component implementing the integrated user interface for the Forums, Chat Rooms, Server List, Clan List, FAQ, Profile Viewer, et al. <br />
===DarkSpace Game Client===<br />
The graphical client software component implementing the actual game on the Player's computer system. <br />
===DarkSpace Game Server===<br />
The software component implementing the game server which creates and maintains the consistent state of a particular game instance for all DarkSpace Game Clients currently connected to that particular server/instance. May also refer to a particular running instance of the game server software rather than just the software itself. <br />
===Game Server Instance===<br />
Refers to the DarkSpace Game Server software actively running on a server hardware platform, accepting connections from Players via the DarkSpace Game Client, and implementing the selected/configured game scenario set by the Server Operator. <br />
DarkSpace Communication Facilities<br />
Refers to the Forums, Chat Rooms, Web Sites, et cetera in the GCQL Lobby, and the In-Game Chat Function in the DarkSpace Game Client. <br />
Players<br />
Registered users who participate in the DarkSpace Game System for the entertainment value it provides. Used synonymously with "users". <br />
===Game Officials / Staff===<br />
Game Officials are generally Players and/or PaleStar employees who fulfill a particular functional role in the DarkSpace Community which supports the infrastructure of the DarkSpace Game System. They fall into the following general categories and basic purposes:<br />
<br />
# PaleStar Employees - Provide for the existence, maintenance, and continued development of the DarkSpace Game System, the DarkSpace Community, and its associated infrastructure.<br />
# Administrators - Maintain critical game functionality and integrity, as well as serve as DarkSpace Community leaders who organize and maintain the integrity of the community.<br />
# Moderators - Aid Players, police Game Communication Facilities and Game Instances for abuse, maintain certain information sources (like the FAQ or manual), and provide help for problems encountered with the operation of the game as well as answer Player questions. Moderators may have specific areas of expertise about which they are known to provide accurate advice. However, they are not expected to be a replacement for the many information sources found in the game, including the FAQ, the Manual, and the Knowledge Base. Their presence serves to augment the existing information base and to resolve issues that Players may encounter with the game or each other.<br />
# Server Operators - Run / maintain the hardware platform and the configuration for DarkSpace Game Instances.<br />
<br />
===Metagaming===<br />
The intent or act of bringing real-world knowledge, actions, and/or conflicts into the context of the game and vice-versa. Applies mainly to Role-Playing games and, though DarkSpace is not, by definition or genre, a Role-Playing game, its participants can nevertheless utilize RPG elements to enhance the overall experience for themselves and others. It is generally viewed in a negative light by both the staff and the Players and is something to be avoided as much as possible. <br />
===Exploitation===<br />
The simplest definition is "playing the game system instead of playing the game". Also, playing the game in ways it is not meant to be played for any form of personal gain, be it in-game resources or entertainment value.<br />
<br />
==2 Service Agreement==<br />
Updated 12th March 2010<br />
<br />
BY ACTIVATING AN ACCOUNT AND PARTICIPATING IN THE PALESTAR DARKSPACE GAME AND USER COMMUNITY, THE APPLICANT ACKNOWLEDGES AGREEMENT, WITHOUT MODIFICATIONS, TO THE TERMS, CONDITIONS, POLICIES, AND NOTICES CONTAINED HEREIN, AND THAT THE APPLICANT WILL ADHERE TO THEM AT ALL TIMES.<br />
IN THE EVENT THE APPLICANT FAILS TO COMPLY WITH ANY OF THESE PROVISIONS, PALESTAR RESERVES THE RIGHT TO DEACTIVATE THE APPLICANT'S ACCOUNT, WITH NO FORM OF RECOMPENSE FROM PALESTAR. DEACTIVATION MAY RESULT IN THE PERMANENT LOSS OF ALL PRESTIGE, RANK, AND ADDITIONAL AWARDS, AT THE SOLE DISCRETION OF PALESTAR.<br />
IN ADDITION, THE APPLICANT ALSO ACKNOWLEDGES THAT HE OR SHE IS AT LEAST 18 YEARS OLD. MINORS MUST USE AN ACCOUNT SPONSORED BY A PARENT OR GUARDIAN WHO CONSENTS TO ABIDE BY THE TERMS AND CONDITIONS OF THIS AGREEMENT, BOTH FOR THEMSELVES AND ON BEHALF OF THE MINOR. FURTHER, THE APPLICANT ACKNOWLEDGES RESPONSIBILITY FOR ANY AND ALL ACTIVITY ON THE APPLICANT'S ACCOUNT AND IS PERSONALLY RESPONSIBLE FOR THE CONSEQUENCES (INCLUDING TERMINATION OF THE ACCOUNT) THAT MAY RESULT IF ANY PERSON AUTHORIZED TO USE THE APPLICANT'S ACCOUNT VIOLATES ANY PROVISION CONTAINED HEREIN. APPLICANT AGREES TO TAKE ALL REASONABLE MEASURES TO SECURE HIS OR HER ACCOUNT FROM UNAUTHORIZED USE, AND TO REPORT SUCH ABUSE IMMEDIATELY UPON DISCOVERY IN ORDER TO MINIMIZE BOTH THE APPLICANT'S LIABILITY AND THE IMPACT ON THE INTEGRITY OF THE DARKSPACE GAME ITSELF.<br />
PALESTAR MAY OCCASIONALLY FIND IT NECESSARY TO MAKE CHANGES TO, OR RESET PORTIONS OF, THE DARKSPACE GAME SYSTEM OR CONTENT. THIS MAY INCLUDE, BUT IS NOT LIMITED TO: CHANGES IN RANK STRUCTURE, CHANGES IN SHIP OR EQUIPMENT, OR A PROFILE RESET RESULTING IN DATA LOSS.<br />
PALESTAR RESERVES THE RIGHT TO AMEND THIS AGREEMENT AT ANY TIME, GIVING THE APPLICANT REASONABLE NOTIFICATION OF SUCH AMENDMENTS AND MAKING THEM AVAILABLE TO THE APPLICANT IN THEIR ENTIRETY. APPLICANT AGREES TO MAKE ALL REASONABLE EFFORTS TO ASCERTAIN ANY SUCH AMENDMENTS AND MAY TERMINATE HIS OR HER ACCOUNT AT ANY TIME IF HE OR SHE FINDS THE AMENDMENTS UNACCEPTABLE. PALESTAR RESERVES THE RIGHT TO MODIFY THE TERMS OF ANY SUBSCRIPTION AGREEMENT FOR SERVICE OR SERVICES IN RELATION TO THE DARKSPACE GAME SYSTEM OR CONTENT. UNDER THESE CIRCUMSTANCES, PALESTAR IS UNDER NO OBLIGATION TO OFFER ANY FORM OF COMPENSATION FOR SUCH CANCELLATION.<br />
<br />
===Disclaimers===<br />
<br />
<br />
* The DarkSpace Communications Facility provides forums for public communications. PaleStar provides no facilities of any kind for private communications and in no way guarantees that any messages stored in and/or transmitted via any part of the DarkSpace Communications Facilities will be kept private. PaleStar guarantees only to make all reasonable efforts and take all reasonable precautions to maintain the integrity and security of all personally identifiable information for all players and staff.<br />
* PaleStar is under no obligation to monitor or supervise the DarkSpace Communications Facilities and, as such, expressly disclaims any obligation to do so, but also expressly reserves the right to monitor or supervise them, in PaleStar's sole discretion.<br />
* PaleStar does not control the content of any non-PaleStar postings in the DarkSpace Communications Facilities and, thus, does not guarantee their accuracy, integrity, or quality.<br />
* PaleStar is not responsible for the content of any hypertext links ("hyperlinks", "URLs", et cetera) which link to content outside of the PaleStar-owned DarkSpace Facilities; regardless of whether the context was posted by PaleStar staff or any players. This includes, but is not limited to, information found in the Forums, FAQs, and/or Chat Rooms.<br />
<br />
==3 Rules of Conduct==<br />
The Long and Short of It<br />
<br />
In an effort to maintain brevity, yet maintain a semblance of completeness, the various rules listed in the following sections are listed with a "short" version in bold type and then followed by more descriptive and complete explanations. This way, the gist of the rules can be gleaned from the short initial rule summary in bold and any confusion encountered due to brevity, word selection, or grammar can (hopefully) be reduced by the expanded information following the summary.<br />
<br />
This is not to say that the "short and sweet" version of the rules defines the entirety of what is expected of each and every participant in the DarkSpace Community. Everyone is expected to know, understand, and adhere to the rules in their entirety. The summarization is there for quick verification and familiarization with concepts that a particular Player may already understand. In all cases, game officials are required to know and understand the entirety of these rules (as well as keep current with them), as they are the ones charged with their enforcement.<br />
<br />
It is presumed that the majority of DarkSpace Players are mature enough to understand, appreciate, and adhere to these rules, so that the use of individual self-restraint will obviate the need for cumbersome and inefficient technical solutions to behavioral issues. However, between such technological measures and the constant vigilance of the DarkSpace Staff, the environment fostered by the existence of these rules will be possible to maintain.<br />
<br />
==3.1 Code of Conduct for Players==<br />
===3.1.1 General===<br />
<br />
<br />
a. '''DarkSpace is a community.'''<br />
DarkSpace is more than simply a multi Player game; it is a Community of people who have come together for the purpose of mutual entertainment. As such, acknowledgement of this simple truth and its implications is of paramount importance for all to get the most enjoyment out of their participation in the Community.<br />
<br />
b. '''Rules of Conduct in the DarkSpace Community are, as in any community, necessary.'''<br />
Rules of Conduct generally serve two purposes: to let participants know where the boundaries are (boundaries like an imaginary line, rather than a brick wall) and to serve as a guide for moderators to know when Player behavior exceeds those bounds. Once established and published, all users are expected to follow them from day one; as such, immediate reprimands are justified as no one can claim ignorance of the rules. Rules of Conduct also serve to eliminate assumptions and ambiguities in what is acceptable/unacceptable behavior in the context of the particular venue (forum, chat room, in-game, et cetera).<br />
<br />
c. '''Out-of-Game, we are all human and we all still make mistakes.'''<br />
In all cases, both Players and Staff should realize and accept this simple truth. All participants are asked to be vigilant in policing their own conduct while giving due consideration to this simple fact of life. After all, gaming is all about entertainment. When it ceases to be entertaining, it is time to "turn it off" and do something else.<br />
<br />
d. '''All Players should adhere to the Code of Sportsmanship.'''<br />
As a game involving more than one Player, all Players should abide by this prime rule: Be honest and fair to one another at all times; win well and lose well; and always keep in mind that it IS just a game. Have fun and share it.<br />
<br />
===3.1.2 Punishment and Appeal===<br />
<br />
<br />
a. '''All participants are required to adhere to the requests of the various game officials acting in such a capacity.'''<br />
Ignoring, mocking, or arguing with game officials is grounds for punitive action. If a Player feels that the game official's request is out-of-line, he/she should follow it for the moment and then may bring it up at a later time for discussion in the appropriate DarkSpace Communication Facility venue (there is a forum dedicated to Moderator Feedback). If the Player does not understand the request, then pertinent questions may be asked about the nature of the request, but resistance to the request will not be tolerated.<br />
<br />
b. '''Players are generally warned before any specific action is taken.'''<br />
All game officials (moderators, admins, PaleStar employees, et cetera) adhere to strict rules in dealing with problem Players. Generally, when an infraction occurs, the offending Player will be given a warning by a game official. The game official is obligated only to specify the nature of the infraction to the offending Player and answer pertinent questions about the infraction. If the Player continues to misbehave, the official can take the necessary action to enforce the rules, usually by kicking the Player from the game (or pushing him/her from the Game Server), for example. In extreme cases, where the integrity of the DarkSpace Game System or the DarkSpace Community is at stake, drastic actions may be taken against a Player or a group of Players without any such warning and without regard to any previous history of other infractions.<br />
<br />
c. '''Any Player who has been subjected to any form of punitive action may appeal the action.'''<br />
This can be done by either emailing the Community Manager (community@palestar.com), or by filling out a grievance form on the DarkSpace web site. Note that any request for an appeal should be accompanied by as much information as possible supporting the Player's position. All information, warnings, punitive actions and appeals with respect to a particular Player's conduct while participating in the DarkSpace User Community are maintained in the Player's profile as history. Such information will be taken into account while considering the Player's appeal.<br />
<br />
d. '''All official messages and requests made by game staff are prefixed with "[MODERATOR]" in the chat rooms and "MOD:" in the game servers.'''<br />
If any game official says or asks anything without the "[MODERATOR]" or "MOD:" prefix, then the message/request comes from them personally and NOT as a representative of PaleStar. This is mainly done to prevent confusion about whether the message/request is official, or if it is merely in-game banter. Also, players are asked to not use the prefix, even for another purpose, as it can cause confusion and could be considered impersonating a moderator.<br />
<br />
e. '''No player subject to a punitive measure or a meeting regarding said measure is required to stay online or to attend such a meeting.'''<br />
This is a game, and the staff does not expect any player to go beyond that context if they don't want to, even if they've broken rules. However, when choosing to log off during a confrontation, all players should carefully consider their situation and standing with the staff, as some confrontations cannot and should not be avoided if the player wishes to continue to be a part of the community.<br />
<br />
<br />
===3.1.3 Harassment===<br />
<br />
<br />
a. '''Players may not act in an overtly harassing manner towards other Players and staff.'''<br />
Some amount of competitive language within the context of the game is acceptable for the conflict-oriented nature of the game itself, but direct personal attacks on other Players (rather than their game personas) will not be tolerated. Stalking and harassing other Players outside the context of the game is also forbidden.<br />
<br />
b. '''Any form of hate-mongering behavior outside of the context of the game will absolutely not be tolerated.'''<br />
PaleStar takes a dim view of those who seek to use the DarkSpace Game System and its Facilities to hurt others. As such, immediate and effective punitive measures will be taken with regard to the offender, most likely with little or no warning.<br />
<br />
c. '''As in any Community, Players are expected to respect one another and the PaleStar/DarkSpace Staff at all times while participating in the game system and its facilities.'''<br />
Showing blatant and repeated disrespect towards other Players or Staff members is grounds for punitive action, especially right after being warned about poor conduct. Also, Players are discouraged from initiating or participating in any out-of-game-context acts that negatively impact the gaming experience for any other Player.<br />
<br />
d. '''The creation, organization, and/or participation of any squad, clan, or group within the DarkSpace Game System that is based on or otherwise promotes any out-of-game-context bias against any race, gender, religion, ethnic background, sexual orientation, or any other hate-mongering philosophy is expressly forbidden.'''<br />
Simply put, using any real-world (non-fictional) contexts for the purpose of in-or-out-of-game bigotry, of ANY kind, is forbidden.<br />
<br />
e. '''The use of the DarkSpace Communication Facilities to confuse other users is forbidden.'''<br />
This includes using any means to "spoof" official game system messages and/or communications as well as utilizing special browser coding to make messages appear to come from another participant in the chat room or forums.<br />
<br />
===3.1.4 Proper Language===<br />
<br />
<br />
a. '''The use of overtly offensive, profane, sexually explicit, or abusive language, outside of any venue where it is explicitly permitted, is forbidden.'''<br />
This includes any form of communication that is derogatory or obscene, including but not limited to biased comments based on gender, sexuality, age, race, ethnicity, or religion. This also includes Player and Clan names and is forbidden in all venues of the DarkSpace Communication System, including Clan Pages on the DarkSpace web site, official DarkSpace and PaleStar Forums, and the Chat Rooms, EXCEPT any specific ones where it is explicitly permitted. In addition, communicating links to material outside of the DarkSpace Game System with such content outside of the proper venue is forbidden.<br />
<br />
b. '''The DarkSpace Game System may utilize language filters to reduce the obvious use of such language, but it should not be viewed as an excuse to use such language in the first place. Self censoring, character replacement, and alternate spellings are also not acceptable as the vulgar intent is still portrayed.'''<br />
Abstinence is always the best policy. Very few people enjoy "gutter-gums", unless they go out of their way to find a venue where it is permitted/encouraged.<br />
<br />
c. '''PaleStar will strive to maintain an environment for the general audience comprising all Players where such content is minimized.'''<br />
However, the risk of exposure to content that is offensive, indecent, or otherwise objectionable is still possible due to the unpredictable nature of human behavior and the fact that content is not (and, in many cases, can not be) screened prior to publishing. Repeating a statement made above: it is presumed that the majority of DarkSpace Players are mature enough to understand, appreciate, and adhere to these rules, so that the use of individual self-restraint will obviate the need for cumbersome and inefficient technical solutions to behavioral issues.<br />
<br />
===3.1.5 Venue-Specific Behavior===<br />
<br />
<br />
a. '''Players should refrain any form of disruptive behavior in the Chat Rooms.'''<br />
This includes, but is not limited to spamming or flooding, sending a large number of repeated messages in a short time period, sending unnecessarily large blocks of text, sending repeated irrelevant messages (singing song lyrics to no one in particular, for example), using repeated and/or large numbers of actions (emotes) in a short time period, complaining, whining, innane chatter, etc.<br />
<br />
b. '''Players should refrain from posting spam messages in the forums.'''<br />
This includes things like sig tests (which can be viewed easily in your Profile). Showing them off will be accomplished by posting normally, so there is no need for exhibitions, as it unnecessarily burdens staff members who manage the forums.<br />
<br />
c. '''The discussion of any controversial or otherwise inappropriate/illegal topic should be minimized.'''<br />
Palestar Staff try to maintain a Lobby, Forum and Game environment in which such content is avoided. Such discussions, when allowed to proliferate beyond a certain line, can only lead to a riot-like atmosphere in which contempt can run high between apposing sides of the argument. Other forms of inappopriate conversation can be damaging to minors, especially younger, impressionable ones who may be listening. If players wish to take part in discussions such as these, they should go to private forums or private password protected rooms in the GameCQ Lobby.<br />
<br />
d. '''Any exchange that alludes to or creates sexual innuendo or implies any form of sexually explicit behavior is forbidden.''<br />
It is possible to be explicit without using explicit language directly. Such conversations or suggestions are highly inappropriate and offensive in any public venue, and are likewise considered so in the DarkSpace public communication systems. The difference that they are written publicly on screen rather than spoken or whispered directly is irrelevant.<br />
<br />
e. '''Debate or argument of political opinions or points of view is expressly forbidden.'''<br />
It is a tried and true fact that any argument over politics will unavoidably become political. Political debates, while they can be controlled by their opposing sides to a respectable, allowable degree, are often little more than flame wars between the two different points of view. This is a degrading state of the Lobby and it will be prevented. When this transformation takes place, all sides should immediately cease their discussion to avoid further degradation.<br />
<br />
f. '''Debate or argument of religious opinions or points of view is expressly forbidden.'''<br />
Again, just like the above rule regarding politics, the result is similar when expressing ones beliefs regarding religion. As with all above taboo discussions, if you wish to participate, please take the discussion to a private password protected room where participants are on invite only access<br />
<br />
g. '''Discussion or flaunting of any illegal or controlled drug or other such substances, and/or the non-medical affects of said substances are expressly forbidden.'''<br />
Discussions, especially prolonged, detailed ones, regarding the use (past, present or future) use of any illegal substance is very damaging to younger players, the Palestar community, and its reputation. Whether a chemically altering substance is legal in your area or not, discussions involving the effects of the drug in the context of pleasure or other non-medical contexts are likewise frowned upon. Such reminiscing is extremely inappropriate under any circumstances, in anyones presence, in any venue other than a private password protected room.<br />
<br />
===3.1.6 Accuracy / Deception / Privacy===<br />
<br />
<br />
a. '''Players are required to provide true and accurate personal information to PaleStar in order to register for a DarkSpace account.'''<br />
Failure to do so is grounds for immediate account deactivation and expulsion from all current and future PaleStar-sponsored venues. All participants may select a "handle" to be displayed to other participants in the various Communication Facilities, however real personally-identifiable information must still be supplied to PaleStar for accounting and legal requirements.<br />
<br />
b. '''All personally identifiable information about other Players must be kept confidential, unless the person concerned gives explicit permission to disseminate such information.'''<br />
This includes, but is not limited to, real names, addresses, phone numbers, payment/financial information, passwords, et cetera. The best policy is to allow the person himself/herself to provide such information to an interested third party.<br />
<br />
c. '''Impersonating any other Player, game official, or PaleStar staff member or employee is expressly forbidden.'''<br />
Infractions of this nature are considered a serious threat to the integrity of the DarkSpace Community and the DarkSpace game itself, and will be dealt with swiftly and effectively.<br />
<br />
d. '''Likewise, using official game resource names without prior explicit permission is expressly forbidden.'''<br />
This includes server names.<br />
<br />
e. '''Palestar will not be held responsible for any problems resulting from the selling, exchange or giving away of accounts between a pair or group of players.'''<br />
Put simply, Palestar discourages the practice, as it violates the Terms of Service (password privacy and personal culpability), and will not take any actions with regards to people who engage in such activities, except in terms of standard functionality as provided by the game/ToS for password resets and account/billing issues.<br />
<br />
===3.1.7 Advertisements===<br />
<br />
<br />
a. '''Advertising of any sort is prohibited.'''<br />
Under no circumstances may Players or non-employee staff utilize the DarkSpace Communication Facilities to market, promote or solicit interest in, or orders for, any product or service, including but not limited to the dissemination of advertising materials, multi-level marketing, and chain mail.<br />
<br />
b. '''All potential advertising requests must be submitted to PaleStar directly.'''<br />
The DarkSpace Game may support advertising at some point in the future, but it will only be allowed through well-established channels.<br />
<br />
===3.1.8 Applicable Law===<br />
<br />
<br />
a. '''Players must adhere to all local, state, national, and international laws / regulations imposed by their current country of occupation, and the laws of the United States (as they may apply to the Player in his/her locale).'''<br />
Failure to abide by all applicable laws while participating in DarkSpace is grounds for immediate account termination and permanent expulsion from all PaleStar-sponsored products and venues.<br />
<br />
b. '''Any attempt to utilize any part of the DarkSpace Game System or its Facilities to arrange for the transfer of pirated software or other unlawful products will be dealt with severely.'''<br />
Such activity is a clear and present threat to the integrity of the DarkSpace Game System and Community, and will be dealt with swiftly and severely.<br />
<br />
c. '''Only original materials and content which are created by the Player, or which the Player has been granted proper rights to distribute by the author or holder of the copyright to said material, can be posted, uploaded, or transmitted via the DarkSpace Game System and Communication Facilities.'''<br />
The best policy is to refrain from posting materials and content which were not created by the poster. All documentation regarding granted rights must be made available on request to PaleStar; however, providing such documentation up front is the best policy in this case.<br />
<br />
===3.1.9 Cracking / System Exploitation===<br />
<br />
<br />
a. '''Cracking, modifying, or otherwise altering any part of the DarkSpace Game System is expressly forbidden.'''<br />
While it may be legal in particular locales, Community participants are required to refrain from such activities if they wish to remain participants.<br />
<br />
b. '''Intercepting, interfering, deciphering, or otherwise tampering with any network traffic to or from any servers relevant to the DarkSpace Game System is forbidden.'''<br />
This includes using any network analysis tools to intercept/alter any data packets sent to or from a DarkSpace Game System client or server for the purposes of cheating or denying service to other Players.<br />
<br />
c. '''Circumvention of any security measure controlling access and/or authentication to any DarkSpace Game System facility or resource is expressly forbidden.'''<br />
Violations of this and similar rules by any person may be subject to prosecution under various computer/cybercrime statutes in the United States as well as the offender's current country of occupation.<br />
<br />
d. '''Exploiting any bug or weakness in the DarkSpace Game System is forbidden.'''<br />
This includes not only the exploits listed in section 3.3 of this document, Game Exploits, but also anything that clearly provides an advantage for some over others, and is not designed to be that way. Players are required to communicate any bugs or weaknesses they discover to PaleStar via email or any official bug-reporting facilities provided by PaleStar. Distribution and/or publication of information about any bugs or weaknesses in the DarkSpace Game System for the purposes of encouraging exploitation by any other DarkSpace Players and/or Staff is forbidden.<br />
<br />
e. '''Only the official software components and game content authorized and distributed by PaleStar (or any authorized mirror) can be used to participate in the DarkSpace Game System.'''<br />
The creation, support, and/or use of any emulated DarkSpace software component or utility as well as participation in any unauthorized reproduction of the DarkSpace Game System is expressly forbidden. No utilities or other software tools related to the DarkSpace Game System may be created or published without the authorization and permission of PaleStar.<br />
<br />
f. '''Unauthorized use of any account, security passcode, or other DarkSpace Game System facility or resource is expressly forbidden.'''<br />
This includes using unauthorized trusted server access codes to create faked official prestige gain servers.<br />
<br />
g. '''Participation in any acts that are dangerous to Players or detrimental to PaleStar's ability to regulate, monitor, maintain, service, or update the DarkSpace Game System is forbidden.'''<br />
The transmission of any viruses or programs that are detrimental to the DarkSpace Game System or the DarkSpace Community is expressly forbidden.<br />
<br />
h. '''Re-joining a Lobby or chat room to undo a MUTE by a Staffmember is completely unacceptable.'''<br />
Any member of the community has the right to leave the room at any point if they are not enjoying themselves or their circumstances. This includes logging off or leaving when one is muted for misbehavior. However, the act of immediately returning so that the mute can be undone is both an exploitation of the system and an improper means of standing up to the staff. As a mute is normally commuted after an offense has already taken place, violation of this rule will result in appropriate kick/ban measures being taken.<br />
<br />
i. '''Using multiple accounts in-game to provide an advantage over a single ship is prohibited.'''<br />
A single player commanding multiple ships in a single game server is forbidden, as it provides that player an unfair advantage over others. Whereas DarkSpace is at its core a team game, and ships are balanced assuming that one person controls one ship, having multiple ships can provide a clear advantage for a single player. This is therefore forbidden.<br />
<br />
==3.2 Code of Conduct for Staff (Moderators)==<br />
<br />
A Moderator is one who presides over an assembly, meeting, or discussion: as<br />
* the presiding officer of a Presbyterian governing body<br />
* the nonpartisan presiding officer of a town meeting<br />
* the chairman of a discussion group.<br />
Within the Dark Space environment our Moderators are here to<br />
# Help players with game inquiries and or problems when needed.<br />
# To enforce the Rules of Conduct.<br />
# For players to have a opportunity to be part of the Dark Space team.<br />
<br />
<br />
===3.2.1 General===<br />
<br />
a. '''At all times, Staff members should exercise fairness, patience, tolerance, and understanding when dealing with Players and each other.'''<br />
When dealing with problems, always attempt conversation with a Player first and help him/her understand the rules. Chances are, Players will be more amenable and cooperative with a polite request than with a terse warning. Remember, most people don't intend to offend; often, they are just ignorant of the rules or may simply not recognize that their behavior exceeds them.<br />
<br />
b. '''Staff members are only human and will make mistakes.'''<br />
When a mistake is made, simply acknowledge it, apologize as necessary, and move on.<br />
<br />
c. '''Staff members are expected to act impartially (neutral, unbiased) towards all Players while performing their duties.'''<br />
Avoid showing favoritism towards any specific Player or group of Players.<br />
<br />
d. '''Even though most Staff positions are voluntary, Staff members must show respect for Players and other Staff members.'''<br />
Anything an identifiable Staff member says is taken to heart by the Players. As a Staff member, you are a so-called spokesman for the whole Community in general and the way you conduct yourself reflects on everyone.<br />
<br />
e. '''The abuse of any privileges granted for the performance of a particular Staff position, or abusing Players and/or Staff as a Moderator will cause said privileges and position to be revoked.'''<br />
A great deal of power, trust, and responsibility are awarded to a participant who is given a Staff position. If that trust turns out to be misplaced, the power and responsibility will be revoked.<br />
<br />
f. '''Staff members should take their position and responsibilities seriously.'''<br />
This does not mean that they are not to enjoy themselves while doing so. The entire goal of DarkSpace is entertainment for all participants. To that end, PaleStar will strive to reduce the "overhead" for Staff members so that it can be fun rather than being a "job".<br />
<br />
g. '''Staff members can view the history of any DarkSpace participant at any time.'''<br />
In addition, they should do so before issuing any warnings or executing any punitive actions against a participant. <br />
<br />
===3.2.2 Language Issues===<br />
<br />
a. '''Misunderstandings due to language (and cultural) barriers are not only possible, but are very common.'''<br />
DarkSpace Players and Staff live in several different countries and speak different languages. This problem is aggravated when the speaker is under duress, under the effects of heightened emotions, in a hurry, or in a tense situation. Under these circumstances, if what the speaker says seems offensive, ask him or her for clarification before taking offense. Chances are, the extra time afforded will allow the speaker to clearly re-think his or her words and clarify what he or she is trying to convey. Always remember these three virtues: patience, tolerance, and understanding.<br />
<br />
b. '''When faced with language constructs that you do not understand, ask other native speakers of the language in question to translate and/or explain the usage context.'''<br />
Sometimes colloquialisms (local idioms and other dialectic jargon) may seem to be offensive, but may not actually be so. If in doubt, ask. There is no shame in ignorance; only in remaining so.<br />
<br />
c. '''Since the chat room has a profanity filter, warnings to Players (and kick/bans) need to be limited to excessive use (spamming and/or abuse directed at another Player).'''<br />
The chat room profanity filter protects others from seeing offending words, not the speaker. The speaker sees what he or she types as it was typed. If a Player asks what a filtered word means (who may most likely be a minor), just tell them it's a cuss word, nothing more. In other words, play it down.<br />
<br />
d. '''At no time should a Staff member use harsh or vulgar language in any DarkSpace Communication facility.'''<br />
This is especially important while on duty and when helping other participants.<br />
<br />
e. '''Lists of banned words/phrases for each language will be generated and given to PaleStar for the profanity filters in the chat room.'''<br />
In addition, the lists will be made available to Moderators so that they can recognize the words in the forums and in-game, neither of which are utilizing chat filters at present. <br />
<br />
===3.2.3 Chat Room-Specific Behavior (Including In-Game Chat)===<br />
<br />
<br />
a. '''Staff members should not quarrel with other Players or Game Staff in public.'''<br />
Simple disagreement may be voiced, but intense, heated debate should be kept in the proper venue, to private messages ("whispers"), or to email.<br />
<br />
b. '''Staff members should not simply log into the game and sit in the public chat rooms, then go "away from keyboard" and do something else.'''<br />
This is called "poweridling" and is frowned upon for many reasons; not the least of which is that it gives Players the impression that they have nothing better to do than show off their status and ignore Player requests for help.<br />
<br />
===3.2.4 Knowledge Management===<br />
<br />
<br />
a. '''Staff members are expected to know and understand the entirety of the Rules of Conduct and adhere to them at all times.'''<br />
All Staff members should always try to serve as models of Community behavior.<br />
<br />
b. '''Staff members should make a sincere effort to keep up-to-date with current changes in, and status of, the DarkSpace Game System and User Community.'''<br />
Unless it is not normally within their scope of responsibility, Staff members must keep up-to-date if they are to be effective at performing their duties.<br />
<br />
c. '''In the case of Staff members who have specific areas of knowledge, and are asked a question to which they do not know the answer (i.e., is not within their specific "area of knowledge"), or are not sure of the answer, then they should (if possible) direct the Player to the best possible location/person to find the answer, or attempt to answer the question while impressing on the Player their uncertainty about the accuracy of the answer.'''<br />
Nothing more can be expected of any Staff member, excepting courtesy and patience in the delivery of such an answer.<br />
<br />
===3.2.5 Privacy Issues===<br />
<br />
<br />
a. '''Dissemination of private Game- or Player-specific information by any Staff member to anyone else without the explicit permission of PaleStar is expressly forbidden, PERIOD.'''<br />
Staff members may be granted access to private information contained within the DarkSpace Game System concerning the Game itself or its participants in order to perform their duties. Abuse of such a privilege is grounds for immediate revocation of all Staff privileges and responsibilities.<br />
<br />
===3.2.6 Responsibilities===<br />
<br />
a. '''Moderators and other Staff members should try to help all participants with problems or questions to the best of their ability.'''<br />
Always try to show as much patience as possible while doing so. If you are not sure about a question refer them to the web site help section. It is quite possible it may contain the answer they are seeking.<br />
<br />
b. '''If a Player reports witnessing what he or she believes to be another participant cheating, a Moderator should first verify the situation by investigating it further.'''<br />
If it can be verified that the participant is cheating, the Moderator should make the appropriate warnings and/or take the appropriate actions, based on the nature of the infraction and the participant's history. As part of any investigation into cheating, gather as much evidence as possible, including screen shots, chat logs, video, witness testimony, et cetera.<br />
<br />
c. '''On-duty Moderators are expected to police the particular venue in which they are currently participating and enforce these Rules of Conduct as well as act as the voice of reason when things get out of hand.'''<br />
While it is a mark of a good Moderator to never have to resort to punishing users, it is a mark of a bad Moderator to not act and mete out punishments when the situation necessitates such.<br />
<br />
d. '''Staff members charged with maintaining assigned game resources (the Rules of Conduct, FAQ, Knowledgebase, et cetera) should do so in a timely fashion.'''<br />
Stale game and community resources are of little value to the participants; no one likes visiting a dilapidated dwelling for very long. All game resources should have at least one Staff member and one backup acting to maintain the assigned resource. <br />
<br />
===3.2.7 Dealing with Problem Players: Warnings and Actions===<br />
<br />
<br />
a. '''Before pushing Players off a server for exploits, be sure that the behavior is a known exploit.'''<br />
If unsure, bring it up as soon as possible in the Moderator forum and/or email the PaleStar staff. Players should only be pushed for known exploits unless their behavior poses a critical threat to the integrity of the game.<br />
<br />
b. '''Players should not be pushed/banned for in-game ignorance.'''<br />
However, in-game stupidity (intentional ignorance bordering on malice which negatively impacts game play for other Players) is another matter, and needs to be dealt with accordingly.<br />
<br />
c. '''Never take punitive actions against anyone without due cause or a reasonable explanation.'''<br />
Especially avoid "impulsive" responses to Player behavior. Always mete out admonishments with an even hand. Punitive actions should only be used as a last resort when all other attempts to entice the Player to voluntarily correct his/her behavior have been exhausted.<br />
<br />
d. '''Always warn a user before you take any action against them.'''<br />
As stated above, some users after being warned will realize their actions and stop. Then again, there are some that want to cause as much grief as possible to other participants. However, never hesitate to take action if you see a person causing repeated trouble to participants, whether it be vulgar language, racial comments, or a total disrespect for others. This is grounds for an immediate kick action.<br />
<br />
e. '''For most basic infractions, Moderators should use the following formula for dealing with problem Players:'''<br />
<br />
* First Offense: Polite request<br />
* Second Offense: Issue warning<br />
* Third Offense: Kick/Push the user for 10 minutes.<br />
* Fourth Offense: Issue second warning<br />
* Fifth Offense: Ban the user for 24 hours.<br />
* Sixth Offense: Final warning<br />
* Seventh Offense: Expulsion/Account Termination<br />
<br />
f. '''Use basic escalation techniques to deal with problem participants.'''<br />
First, warn the offending participant. It is suggested to use a minimum of a polite request and one warning and then take action on the third offense ("three strikes" ). Use Push and Kick first after the initial warning. Ban should be reserved for repeat/chronic offenders or anything that is perceived to be a serious threat to the stability and integrity of the game. It is recommended that all "official" warnings issued be made in PRIVATE messages to the Player; publicly "dressing-down" a Player is a poor way to handle the situation. However, the initial "polite request" should be made public, so that other participants can see that the behavior in question is drawing attention and concern from Staff members; this helps others present see an exemplification of the Rules of Conduct and the consequences of continually violating them in action.<br />
<br />
g. '''All official warnings should be logged and all punitive actions taken MUST be logged.'''<br />
Whenever a participant is banned, please inform the Community Manager or another PaleStar employee at once, so they will have a heads-up.<br />
<br />
h. '''All official messages and requests MUST be sent with either /modsend or /modsay.'''<br />
This is to prevent confusion when staff members are either off-duty, playing the game, or are making non-official statements/requests. If any game official says or asks anything that is not specifically identified as official, or when the context of their comments has not been previously established as official, then the message/request comes from them personally and NOT as a representative of PaleStar. Once a game official establishes the context of their communication with any particular player(s) as official, subsequent messages need not be specifically identified as such, and players should assume that they still are such until the context ends, or are told otherwise.<br />
<br />
===3.2.8 Dealing with Problem Staff Members: Warnings and Actions===<br />
<br />
a. '''Always remember that the offender is a peer.'''<br />
The offender has also been given some level of responsibility and trust which, hopefully, was not misplaced when he/she was made a Staff member. Always investigate the situation fully before taking action and give the offender the benefit of a doubt.<br />
<br />
b. '''If the infraction is minor, attempt to communicate with the offender and/or get him/her out of the situation.'''<br />
Generally, Staff members who are causing problems may be in a bad mood or may have gotten themselves in a situation where their emotions have gotten the better of them. Try to get them to leave the public eye in order to let them calm down and think about what they have done.<br />
<br />
c. '''If the infraction is major and the integrity of the Game or Community is at stake, take immediate action.'''<br />
In these cases, it is always better to ask for forgiveness later rather than suffer the consequences of the offender's actions in the present.<br />
<br />
d. '''ALWAYS ALWAYS ALWAYS report problems with other Staff members, regardless of outcome, at once to the Community Manager and/or to PaleStar directly.'''<br />
Failure to do so does not do the Community any favors and, since every Staff member's first duty is to the Community, this can be seen as an infraction in and of itself. <br />
<br />
==3.3 Current DarkSpace Game Exploits==<br />
<br />
Exploitation is one of the most common problems in many multiplayer games. It can take many forms, with effects upon the game ranging from very subtle to game-breakingly grandiose. Primarily, it has to do with players taking advantage of weaknesses in the game system or content in order to gain an unfair advantage over other players. Most of the time, these weaknesses are caused by bugs or poorly balanced rules.<br />
<br />
The simplest definition of exploitation is playing the game system instead of playing the game. Also, playing the game in ways it is not meant to be played for any form of personal gain, be it in-game resources or entertainment value. Such definitions are ambiguous at best, however, so they must be further defined and exemplified. To this end, a list shall be maintained in this section of all current exploits that are actionable by the game officials. Please note that this list is subject to change from time to time as the underlying game is strengthened or other bugs/weaknesses are unintentionally introduced. It is the responsibility of all game participants to keep up with this section and, indeed, the rest of this document.<br />
<br />
<br />
The list of all exploits currently forbidden for use by ANY participants:<br />
<br />
===3.3.1 Backstabbing/Sabotage/Spying/Griefing===<br />
Description: A member of a team intentionally firing on teammates, bombing/scrapping planet resources, and/or giving intelligence to the enemy to the detriment of the team.<br />
<br />
Why Its an Exploit: In DarkSpace, team damage is always considered on. Thus, the ability for a player to attack his teammates for no other reason than to disrupt play (or to play saboteur) cannot be easily addressed. In addition, the game design does not provide for the elements of spying or sabotage.<br />
<br />
Elaboration: People who do this solely to disrupt the game are the foremost targets of this rule. In other games, this is often called griefing, or is caused by grief players.<br />
===3.3.2 Safe Zone Camping===<br />
Description: Enemy vessel taking any form of hostile action against a vessel in its own safe zone or using an enemy safe zone for protection while regenerating or repairing.<br />
<br />
Why Its an Exploit: In a vast majority of first-person games, spawn-camping is severely frowned upon, as a player in the process of spawning is generally defenseless or a sitting duck for a short period of time. This is because the game client tends to not start rendering the world/environment for the player before the server starts render the player in the world/environment, leaving his ship/character exposed and vulnerable for a short period. At present, DarkSpace has a 1000 GU no fire safe zone around the spawn gate.<br />
<br />
As such, this area is considered a Non-Combat Area, and henceforth (spawn) Safe Zone Camping is considered an exploit tactic. In addition, enemy vessels camped within the safety zone itself regardless of the action being taken, even if they are just sitting there for protection, are considered to be exploiting the system as this is not their faction safety zone. Using an interdictor just outside the safety zone to prevent ships from entering the game is also considered part of this exploit. Enemy interdictor ships must be 2,000 GU from a home gate so their interdictor field does not extend into the safe zone<br />
<br />
SPECIAL NOTE: This exploit applies to SPAWN (HOME) GATES, not inter-system or inter-cluster JUMP GATES.<br />
<br />
As of September 26, 2006, The safe zones in the MetaVerse server have been expanded to 3000gu in radius. A 5000gu No-Fly zone is also in effect for players of opposing factions.<br />
===3.3.3 Allegiance===<br />
Description: Members of different teams/factions cooperating for mutual prestige gain (IE, build/bomb runs, attack/repair runs, capture/capture runs).<br />
KEEP IN MIND THAT AN ALLIANCE OF 2 SIDES TO ATTACK A 3RD IS PERFECTLY LEGAL!<br />
<br />
Why Its an Exploit: Obviously, opposing teams are not meant to cooperate to gain prestige during war time.<br />
<br />
SPECIAL NOTE: DUELING: Players may duel in the laddered servers at any time. All dueling will be to the Death. Dueling to only a certain % level of hull left (ie 50%, 25%, etc.) and then stopping to allow the other player to leave safely or taking a break to repair falls under this exploit for mutual pres gain.<br />
===3.3.4 Macroing / Automation===<br />
Description: ANY form of programmed or automated manipulation of DarkSpace code which allows users to gain without being present at their computer.<br />
<br />
Why Its an Exploit: DarkSpace is a game which is meant to be played by players, not scripts or programs. Additionally, use of automated systems can provide an unfair advantage over players - in terms of credit accumulation, prestige gain, or other measures. Thus, all macros or automation measures are forbidden.<br />
===3.3.5 Revolt Bombing===<br />
Description: Removing a friendly planet's food supply so it revolts, then bombing it for easy bombing points.<br />
<br />
Why it's an Exploit: Quite simply, this is something totally unrealistic to a space strategic simulation and can have no excuse for it within the context of the game if it happens. It is clearly intended only for personal prestige gain, hence is an exploit by definition.<br />
<br />
===3.3.6 Logging to avoid death===<br />
Description: Logging out under certain conditions will render a ship unable to take damage.<br />
<br />
Why it's an Exploit: Forcing a scenario like this will result in you avoiding death and enhancement cost. It is clearly unintended and will be punished.<br />
<br />
==4 Cheating, Metagaming, and Other Unsportsmanlike Conduct==<br />
<br />
<br />
a. '''Taking vendettas and revenge on Players outside of the context of the game ("out-of-game") is prohibited.'''<br />
If conflicts and rivalry cannot be kept in the context of the game, then the participants in question are taking the rivalry too seriously and may be given some unscheduled "vacation time" to cool down.<br />
<br />
b. '''DarkSpace is not, by definition, a Role-Playing game, but it contains some of the elements of one.'''<br />
Many participants take on a persona while they are playing and may do or say things that they may not otherwise do in real life. While it is not necessary for any participant to exhibit, or respond in kind to, this behavior, participants should at least recognize it for what it is and refrain from taking any perceived offense out-of-game. If a participant does not wish to partake in the Role-Playing atmosphere with others, a simple statement to that effect made to the other Role-Playing participants should suffice to have them cease and desist with respect to the requesting participant.<br />
<br />
c. '''Using "shortcuts" and game "quirks" to gain unfair advantage is frowned upon.'''<br />
While not technically against the rules, such actions nevertheless are unsportsmanlike and unfair to other participants who are playing fair and not using them. Generally, repeated and blatant offenders may draw warnings (as well as more severe actions) from game officials. Examples of such behavior: disconnecting from the game to avoid battle or other loss of prestige; mounting an offensive on the area surrounding the enemy spawn point in Scenario Game Instances ("gate-camping").<br />
<br />
d. '''Some Game Server Instances may have "house rules" in place and participants are expected to follow them.'''<br />
Most often, any such "house rules" will be posted prominently; however, a simple inquiry upon joining a game is very appropriate and will go far to avoid transgressions and misunderstandings.<br />
<br />
e. '''Role-Playing behavior cannot be used as an excuse to break any other rule in the Game.'''<br />
It is generally considered very bad etiquette to attempt to gain an out-of-play advantage via breaking a game rule and covering it up with an excuse like "I was just Role-Playing; my persona/character would do that, so why can't I?".<br />
<br />
f. '''Participants should report any instances of cheating or other Game exploitation at once to the "nearest" Game official.'''<br />
It is the responsibility of the officials to investigate the situation and take appropriate action. Participants can help them do their job by providing as much evidence and information as possible.<br />
<br />
g. '''If any participant witnesses cheating by any other participant, including Moderators or other game officials, the participant should report the incident as soon as possible to a game official (or to the Community Manager or any PaleStar employee, if a game official is suspected of cheating).'''<br />
As part of any report about cheating, always try to gather as much evidence as possible, including screen shots, chat logs, video, witness testimony, et cetera.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=UGTO&diff=3056UGTO2013-06-04T12:29:17Z<p>Pantheon: This does not belong here, and is personal preferance rather than fact</p>
<hr />
<div><blockquote><br />
''"A common defense for the interests of Humanity across the Galaxy."''<br />
: -- UGTO Charter.<br />
</blockquote><br />
<br />
The '''United Galactic Trade Organization''' is the oldest human faction in darkspace. Based from the human home of Earth, the UGTO was formed on April 10, 2218. Its main function was to consolidate the military resources of Lunar, Mars and GCC (Earth) after the goverments of Lunar, Mars and GCC could not come to an agreement on dealing with the 1st steller war.<br />
<br />
Currently the UGTO is seen as 'Imperialist' ruling with an iron fist on their colonies, causing much sediment against them. This style of leadership and government lead to the formation of the Farstars, and then later, the ICC.<br />
<br />
===Formation and History===<br />
<br />
The United Galactic Trade Organization was formed on April 10th, 2218 at 13:00:00 SST (Sol Standard Time), however it can trace it's roots right back to 2062 with the formation of the Global Corporate Council. In the years leading up to 2062, a period known as the '2nd Dark Ages' was in full swing. Multiple Nuclear and Biological weapons had been used in the last sixty-two years, with the resulting fallout nearly causing the collapse of Earth's Biosphere. On February 18, 2066, the GCC was ready to take the reigns back. At 00:01:00 GMT, the GCC shut the world off. At once, every power station, every communications station, every fuel pump in every vehicle, every computer, and anything else that they had been able to introduce their control circuitry into, was shut off. What little remained of the world’s economy ground to a complete halt. At the same time, certain equipment that was directly operated by the GCC had been spared the blackout. Covert and elite strike teams had been moved into positions. As these Para-military forces struck at the current leaders of these tyrant nations, word was spread using carefully placed operatives in communities all over the Earth. “Join us, liberty is at hand!” was the message spread throughout communities on the Earth.<br />
<br />
Soon, the world was united under the rule of the GCC. But the damage had already been done, only 1.5 billion humans now lived and with the GCC now trying to rebuild what had been lost over the last sixty-two years, a massive manpower shortage came into effect. Over the Next fifty years, the GCC grew and life was finally getting to pre-darkage levels once again. However At 02:15:12 GMT on June 6, 2118, the SDO discovered a stellar object approximately eight months away from possible impact with the Earth. About 62 km in diameter, this solid chunk of rock would pass within just a couple of thousand kilometers of the Earth. Damage estimates were such that the already weakened biosphere would be rendered uninhabitable by Human life. <br />
<br />
Construction on two ships, the Hope and the Genesis, had started in orbit before the new Fusion drive technology was even developed. So quickly were they built, that their construction scaffolds were actually completed two days after these vessels were ready for initial system tests. It took three months to complete construction and outfit both vessels, but on October 30, 2118 both the Hope and the Genesis had left Earth's orbit for their destinations. <br />
<br />
Hope was set on course for Luna, where automated construction systems had been working for the last four months. After the initial population was deployed, it would return to Earth for the continual ferrying of the population to the new Luna base; where new personnel on Luna would then throw themselves into the construction process for their new home. <br />
<br />
Genesis was a one-time use vessel. She was much larger than her sister ship, Hope. Her total passenger compliment was eight thousand; four times that of the Hope. Additionally, her hull was designed to be broken down for the initial colony base, making her journey a one-way trip. <br />
<br />
Both ships performed remarkably well in their assigned duties. Neither had any major system failures, and both completed their missions on time. All told, the Hope had been able to move 12,000 people to the Luna Dome, and the Genesis was successfully disassembled into the Mars Dome 16 days after her launch. <br />
<br />
In secret, the GCC had been playing a major gambit. In stationary orbit over the North Pole, the GCC had been working on a ship construction yard for the last year and a half. Designated "Bifrost Station", it was originally designed to build long range probes and colony ships to the rest of the worlds in the Sol system for possible use in the rebuilding of Earth. Now, she had a different mission. Hoping for the best, the GCC decided to build a torpedo warship in Bifrost Station’s births. Designated the Guardian, this ship was specifically designed to get to Ragnarok and deliver as much weapons fire as possible in the hopes of diverting it’s path. Small by today’s standards, her crew of twenty-eight pledged to keep the asteroid from hitting Earth, or die trying. She was launched on November 21, 2118 at 20:04:00 GMT.<br />
<br />
On December 7, 2118 CE: Several attempts are made to push Ragnarok using the Guardian’s engines. They prove far too weak to make any kind of appreciable change in the asteroid’s vector. At 09:54:12 they send a simple message to Earth, “We give our lives for the lives of Humanity. May you all see better days.” Shortly there after, the Guardian explodes in a massive uncontrolled fusion reaction, consuming all of her torpedo and engine fuel in one cataclysmic blast. And on Jan 4th the following year Ragnarok misses the Earth and a great sigh of relief showed on all and the people of Earth party for one month straight.<br />
<br />
With Earth saved, Interplanetary trade and travel began. The GCC, begins to turn its eye towards Venus. Bifrost Station begins to produce merchant ships, as well as creating two more Guardian class ships, just in case. Scientific efforts remain directed at space exploration and development. And over the next few decades independent mining colonies pop up in the outer solar system and pirates are soon discovered. The ensuing conflict puts strain on the GCC and it soon begins it's trademark action of increasing taxes on the outer colonies to pay for the new ships to fight the pirates.<br />
<br />
By 2203, The GCC, Lunar colonial government and the Mars Colonial government cannot come to agreements on the pirate issues. So Rather than spark a devastating war that would undoubtedly lead to some kind of damage to Venus, the most habitable planet in Sol, Luna and Mars are granted full independence. They are also granted one quarter of the outer system colonies each.<br />
<br />
However, pirate activity continues to increase and by 2218 a decision was made by the 'Big Three', the GCC, Lunar, and Mars. And finally on April 10th, 2218 at 13:00:00 SST (Sol Standard Time, the United Galactic Trade Organization is officially formed. Its initial charter is to provide “a common defense for the interests of Humanity across the Galaxy”. The ruling council is made up of representatives of Mars, Luna, and the GCC. Provisions are made for the inclusion of other members in the future. This council would be called the Senate. All military assets of each member are unified and put under the direct command of the UGTO. Additionally, a provision is made that “in times of war there will be voted into being an individual who would hold the title of Grand Chancellor.” This individual is to coordinate and direct all military activities from a central voice, allowing for fast and decisive decisions to be made. By April 21, 2218 CE Through shrewd manipulation and maneuvering, Westley Whitworth is elected the first Grand Chancellor, to “deal with the pirate threat”.<br />
<br />
===First Stellar War===<br />
<br />
After Several decades of vigorous interplanetary trade. Trade routes were well established, and major colonies had been constructed on most of the major worlds in the Sol system. To date, five merchant ships had now disappeared. The LaCroix, Hounds Tooth, Gabrielle, Murmensk, and Yoshiro. Midst building pressure from the GCC, the SDO conducts a covert operation to determine what is going on. Agents are specially trained and distributed among almost all of the merchant ships of the time. They make a startling discovery when their agent on board the LaSalle reports back that his ship is being boarded and captured by unknown assailants. The homing beacon their agent smuggled on board leads the SDO to a hidden asteroid base being used as a pirate outpost. Here they find not only two of the other missing ships, but a thriving black market. Realizing that there current fleet was under powered, a massive build up of ships was ordered. And in 2190 the first battle between space faring ships in Human space occurs. Leading their force of eight ships, the SDO overwhelms the pirate asteroid, but during after action clean up's more bases are discovered. And quickly a war with pirates remains of the pirate wars of the 17th and 18th century quickly broke out. Firstly the GCC were pushing the pirates back, but soon pirate ships become so bold as to attack the inner solar system, and even Earth. Between 2218-2224 CE The UGTO prosecutes its war against the pirates with much success. While he is accused of being a bit…heavy handed, Chancellor Whitworth proves he is a man who can get things done. Venus, the Jupiter Alliance, and the Saturn Mining Interests each join the UGTO during this tumultuous time. The war is furious and violent. The pirates are well equipped, with battle-hardened troops. The UGTO has superior resources and technology. In the middle of the fracas are caught the normal people. Several corporations do a brisk business in selling jump capable ships to people who want to get away from the war and start anew in a different system. These ships are very cheaply available, primarily because the corporations that manufacture and sell them require their owners to sign a contract giving the selling corporation ownership of any colony they establish. The vast majority of the colonists never notice this clause. They just want to get as far from the UGTO, pirates, and the Sol system as possible. <br />
<br />
On January 15th 2228 CE The last pirate base is destroyed in the Sol system, and the First Stellar War comes to an end. The people of Sol celebrate, but only briefly.<br />
<br />
===2nd Stellar War===<br />
<br />
Because of a new wave of oppression and taxation, an underground organization called the Stellar Freedom Alliance was born. Organized in cells, the SFA was a revolutionary civilian group dedicated to bringing about change in the UGTO government. The SFA started its career with simple protests and minor acts of civil disobedience. The Grand Chancellor would brook no opposition to his absolute unquestioned rule. He had the leaders of the SFA hunted down and assassinated. Into this power void, a new and more violent group of individuals stepped. The SFA under this new leadership became a tool for terrorism and violence, dedicated to the utter collapse of the UGTO government. Bombings of government and loyalist businesses started to occur. The 2nd Stellar War had Begun.<br />
<br />
By 2245 CE The Stellar Freedom Alliance grew impatient. Ever since Grand Chancellor Messinia took office, their covert support from the UGTO had dried up. They begin to escalate their activities, to bring across the message to the new Grand Chancellor that they are not a group to be trifled with. For his part, Grand Chancellor Messinia had no real understanding of the dealings that his predecessor had engaged in. On September 18th, 2248 CE The SFA got fed up, and hijacks ten freighters, six patrol frigates, and two passenger liners while they are in port at Redemption station orbiting Ocotat. They put forth several demands, including the release of several political prisoners and a very large sum of money. Grand Chancellor Messinia decides to confer with his security council and the senate before acting on this threat. The time this requires only serves to anger the SFA, who detonate two of the patrol frigates with all hands on board. This infuriates the Grand Chancellor, who sends the first, fourth, and sixth fleets all after the fleeing SFA. A massive campaign is launched by the UGTO against the SFA and any worlds that supported them. <br />
<br />
June 29, 2249 CE: The UGTO has been successfully preventing advances of the SFA forces. In order to attempt to finish the war more quickly so as to reduce expenditures and loss of UGTO military lives and assets, on June 29, 2249 at 09:23:19, Grand Chancellor Messinia signs a classified approval for the use of biological weapons developed on Charon against an SFA-aligned planet. <br />
<br />
Seeking to demonstrate their technological superiority, the specially tailored virus is released on Price, in Delta Pavonis. The virus is designed to spread quickly and the scientists estimated the entire population would be infected within a month. <br />
<br />
On July 9, 2249, at 12:17 precisely, the exact radiation to trigger the virus is directed at Price; the scientists involved said it should cause total nervous system failure and cause death within 30 seconds. And because of the early activation, estimates were that only some 20% of the population would be affected. This was seen as an effective way to demonstrate to the SFA that its cause was hopeless and the UGTO was resolved to take any steps necessary to win. <br />
<br />
However, the virus apparently mutates soon after introduction. Rather than quick deaths, most suffer a flare-up of the nervous system, causing swelling, pain, and degradation. All nerve receptors are stimulated by the virus, causing massive mental overload and unbelievable pain; the swelling damages internal organs and causes brain hemorrhaging. Additionally, 30 seconds to death is a dream to those affected, many of them taking days to finally die.<br />
<br />
By the end of the year, the disease claims all the residents of Delta Pavonis. <br />
<br />
On May 2nd, 2250 CE The last world holding out in support for the SFA falls. The Second Stellar War has raged across 7 systems including Sol, and claimed all human lives in an entire system. However, the UGTO was able to maintain a crushing weight of military power behind their efforts. Grand Chancellor Messinia’s last act in office is to declare the war over. <br />
<br />
<br />
===3rd stellar War===<br />
<br />
On July 23rd, 2258 CE The UGTO Senate lead by Grand Chancellor Falica declares war on the ICC, citing piracy as its reasons. The ICC, under the leadership of High Councilor Fredrickson, had been preparing for an inevitable conflict with another stellar power. The Third Stellar War ensues. <br />
<br />
The UGTO Navy, who during the peace after the 2nd stellar war had lagged behind technological and tactically. The ICC however hadn't, and the Confederate Navy decimated the Trade Navy in multiple battles. Finally on May 12th, 2260 CE The UGTO successfully sue the ICC for peace. Territory lost by the UGTO is seceded to the ICC. This more than doubles the amount of space under ICC rule. The UGTO senate, outraged at what they call administrative bungling, suspends Grand Chancellor Falicia and places Vice Chancellor Margret Cooper as interim Grand Chancellor. The Third Stellar War comes to an end. <br />
<br />
<br />
===UGTO Government===<br />
<br />
The UGTO Government is based on Earth in the Sol system. The body that rules the UGTO is known as the senate, with every member world, and corporation with more than one million employees granted a seat in the senate. The leader of the UGTO is known as the Grand Chancellor who is elected on a termly basis by the people. The Grand Chancellor is both head of state and the head of government, eventually resolving into an elected Dictator, he/she has the ability to veto any law with under 3/4's vote and he/she is the commander and chief of the UGTO military. The UGTO government's leadership is very autocratic and Imperialistic so it's not surprising the UGTO government rules with an Iron fist, with unquestionable loyalty demanded of all citizens. Those who take part, or support acts of civil disobedience against the UGTO, especially against the government are quickly 'dealt' with, almost always in the form of torture and execution. Although technically a democracy, Corruption is very much apart of the UGTO government. With profits and the will of corporations always put before those of the people, creating a huge unbalance in the senate, causing the Inner-colonies to take much favor with the outer colonies seen just as tax revenue, which has caused uprisings many times over including the Stellar Freedom Alliance and the Interstellar Cultural Confederation to name a few.<br />
<br />
The Ninth and Current Grand Chancellor is Grand Chancellor Margret Cooper amid allegations of a fixed election, however this does not diminish her popularity with the core worlds. Currently Grand Chancellor Cooper realizes that the UGTO requires more money than it currently has available in order to complete its military buildup. Rather than levy yet another tax, the Chancellor began an aggressive campaign to route out waste and corruption in the current UGTO government. This has made her no end of enemies, but any who too vigorously oppose her tend to come to some kind of premature end, either politically or entirely.<br />
<br />
===UGTO Military===<br />
<br />
The UGTO Military is the primary spender under the current government budget. It's total manpower is in the millions, however precise numbers have been kept close under raps. Not much is known about the UGTO army and Air force, with the Navy and Marines the primary fighters.<br />
<br />
UGTO Marine Corps: The UGTO Marine corps is heavily based of that of the Pre drak-age United States Marine Corps. They are soilders who fight from ships, normaly part as raid to capture enemy ships and planet side infrastructure.<br />
<br />
UGTO Navy: The UGTO Navy, known as the 'Trade Navy' is the oldest Human Space Navy currently in existence. With roots tracing right back to after the first Guardian ship in the 2060's, it is known as the 'senior service' for this. UGTO ship designs are of sleek rounded, white washed vessels, with an even amount of firepower vs Armour. UGTO ships therefore are the mid-range fighters in the current situation. Although the ships seem to suit close range fighting coupled with UGTO ships known for their combat durability, able to take a massive amount of punishment before they need to retreat for repairs they are force to be reckoned with.<br />
<br />
UGTO Ships are based around Armour, first seen on the 2nd generation Guardian Ships from the late 2100's, Armour research has gained the UGTO the upper-hand in armor tech, with all combat rated ships having a minimum of two layers of Combat armor giving UGTO ships the ability to tank a massive amount of damage. But this added weight has caused UGTO ships to have the poorest handling of all known combat ships, they have large turning radius and very slow acceleration and deceleration. Their weapons are based around proton and EMP technology making them a balanced faction in relation to K'Luth and ICC.<br />
<br />
UGTO naval doctrine focuses on the tried and true method of simply getting real close to the enemy and unloading their weapons. UGTO ship commanders use this, coupled with the UGTO ships ability to take a large amount of damage to devastating effect against the long ranged focused ICC ships, especially the Command and Missile Dreadnoughts seen in the rear lines and the lightly armored K'Luth who's ships cannot simply take the damage that the UGTO ships dish out in close range fights.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=User:Talien&diff=3032User:Talien2013-03-25T12:30:51Z<p>Pantheon: </p>
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<div>----<br />
[[Image:Trusted_banner.png]]<br />
<br />
Granted by [[User:BackSlash|BackSlash]] [[Image:Mod.png]]</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Main_Page&diff=3031Main Page2013-03-23T23:06:07Z<p>Pantheon: /* Wiki Rules */</p>
<hr />
<div>'''Darkspace Wiki.''' - ''The wiki where infinity has just begun''<br />
<br />
* This WIKI uses the same username & password as your DarkSpace account. Please remove any spaces or special characters (_,[,],^,?,*,{,},-) from your username when logging into this WIKI.<br />
* The MAIN purpose of this website is to allow the players to contribute tips & techniques when it comes to playing DarkSpace. Everyone is invited to contribute to this WIKI.<br />
* You can go back to the main site by clicking on this link http://www.darkspace.net<br />
<br />
==Important Links==<br />
[[Quickstarter]] - Attention new recruits! This guide will help you take your first steps into the infinity.<br />
<br />
[[Manual]] - Everything and anything about the game, and then some.<br />
<br />
[[Tutorial Videos]] - Uploaded videos of different aspects in the game.<br />
<br />
[[FAQ]] - Frequently Asked Questions, in case you didn't know.<br />
<br />
[[History Galactica]] - The in-universe history of Darkspace's universe.<br />
<br />
[[DarkSpace Database]] - A guide to ships, systems, planets, buildings and everything else in the darkspace universe.<br />
<br />
[[Contacts]] - Find people, references and details.<br />
<br />
==Wiki Rules==<br />
* '''The Darkspace [[Rules of Conduct]] apply, so any abuse is liable to result in loss of wiki privileges AND a ban from the game.'''<br />
* Please include your player ID on your talk page.<br />
* Use talk pages to discuss changes.<br />
* Sign your comments on talk pages (Three tildes gives your user name, four includes a time stamp).<br />
<br />
== Useful stuff ==<br />
* [http://meta.wikimedia.org/wiki/Help:Editing Basic Guide] on wiki formatting.<br />
* [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Template:Ship&diff=3009Template:Ship2012-10-25T04:19:45Z<p>Pantheon: </p>
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|-<br />
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|-<br />
|'''{{{faction}}}''' {{{rank}}} {{{class}}}<br />
|-<br />
|Requirements: || {{{badge}}}<br />
|-<br />
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|-<br />
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|-<br />
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|-<br />
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|-<br />
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|-<br />
|}</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Manual&diff=3006Manual2012-10-23T00:19:53Z<p>Pantheon: /* Credits */</p>
<hr />
<div>==Introduction==<br />
<br />
Prepare to be immersed in a universe more intricate and involving than anything you have ever seen before. <br />
<br />
Here, your destiny is in your own hands as you struggle for total dominion over the stars. <br />
: Join the front lines as a member of the oppressive [[UGTO]], the rebellious [[ICC]], or the mysterious aliens known only as the [[K'Luth]].<br />
: Fight in fast-paced, ship-to-ship battles on stunning planetary backdrops and discover distant star systems.<br />
: Ruthlessly bomb the surface of planets, leveling the enemy's structures and crippling their production and economy as you move in to expand your territory. <br />
: Control each planet under your power, from its power grid, to its population, to its defensive capabilities. <br />
: Customize your ship with weapons and equipment. <br />
: In so doing, you will gain prestige and influence, granting you rank and interstellar acclaim, as well as access to the most devastating vessels in the galaxy. <br />
<br />
All of these possibilities and much more are at your fingertips, all for the benefit of your faction, or purely for the increase of your own profit and influence. Welcome to DarkSpace. <br />
<br />
DarkSpace is an online game and community founded by PaleStar in early 2001. Both the game and the community are widely revered among their long-time patrons as being the greatest space game and best online gaming community ever assembled. The game is regularly updated with new content, making DarkSpace an evolving game on an epic scale. In DarkSpace, players have the choice of several different modes of play, from the fast-paced Scenario match to the persistent MetaVerse, where any battle can, at any moment, make long-lasting differences. <br />
<br />
Players start out as a Midshipman, with access to basic ships of several classes ranging from scouts to transports. As they make use of their limited choices, either by combat, scouting, building, bombing, supplying, or capturing planets, they gain points for each activity. These contribute to a [[Prestige]] total, and as it rises, the player gains rank. Eventually, a player can attain the high honor of Chief Marshal, with access to every ship ranging from the most powerfully configured scouts to the most devastating orbital stations. Prestige is persistent server to server, so players can gain points anywhere at any time. <br />
<br />
This Online Manual is provided to so that you can learn anything and everything there is to know about our game. Read on to discover just how immersive DarkSpace can be.<br />
<br />
===Editor's Disclaimer===<br />
Thank you for your interest in DarkSpace. If you are new to the game, it is our sincere hope that you will see, through this Manual or through our website, whatever it is you are looking for in your ideal space game. We hope that what you discover here makes you a long-lasting member of our community. <br />
<br />
As helpful as the moderators and players are, the phrase "RTM" is just as applicable here as anywhere else, we've got a lot of detailed information on a wide variety of topics pertaining to the game from the obvious to the obscure. This document is intended as a comprehensive (some might say, exhaustive) guide to playing DarkSpace. We hope you'll read, learn from, and regularly reference the Manual, whenever you have a question about some aspect of the game. <br />
<br />
<br />
Since DarkSpace does get updated, we do our best to keep the Manual current with the state of the game with accurate information. However, with the quantity of information, some things might slip through the cracks and be missed or even omitted. If you find something is missing, incomplete, inaccurate, or just too hard to understand, please let the staff know so that we can correct it, we do this for the benefit of you, the player. <br />
<br />
Enjoy. <br />
<br />
Doran <br />
Manual Editor <br />
October 11, 2008<br />
<br />
==Sections of the Manual==<br />
[[File:Divider1.jpg]]<br><br />
[[Installation]]<br><br />
[[Getting ready]]<br><br />
[[Warming up]]<br><br />
[[Player-Guide|The Player's Guide to Darkspace]]<br><br />
[[Navigation|Inter-Stellar Navigation]]<br><br />
[[Space Combat]]<br><br />
[[Construction|Planet Governance and Construction]]<br><br />
[[Bombing]]<br><br />
[[Capturing]]<br><br />
[[Supplying]]<br><br />
[[Faction]]s<br><br />
[[Ship|Ship Layouts and Functions]]<br><br />
[[Basic Ship Tactics]]<br><br />
[[Perks of GameCQ]]<br />
<br />
== Credits ==<br />
<i>Engine/Game/Server Programming</i><br />
:*Richard "Faustus" Lyle <br />
:*Jack Wallace<br />
<br />
<i>Development Team</i><br><br />
:*Richard "Faustus" Lyle <br />
:*Jeff "Maverick" Everett <br />
:*Shawn "Nimby" Foreman <br />
:*Shawn "Selvarian" Stamps <br />
:*Leigh "Dr Evil" Reimers <br />
:*Sean "Taelron" O'Connor <br />
:*Christian "Chromix" Morgenstern <br />
:*Josh "Gideon" Smith <br />
:*Elizabeth "Coleen" Smith <br />
:*Patrick "Patrowsky" Lukowsky <br />
:*Christian "sunshine" Weyand <br />
:*Markus "TheBumble" Hummel <br />
:*Robert "Reason" Gorschels <br />
:*Kevin "tragicx" Weitkam <br />
:*Shigernafy <br />
:*Robert "Drafell" Kelford <br />
:*Jack Wallace <br />
:*Smartin <br />
:*Doran <br />
<br />
<i>Art</i> <br />
:*Joseph Santori <br />
:*Mike Washburn <br />
:*Aaron "Otsunashi" Keesee <br />
:*Elizabeth "Coleen" Smith <br />
:*Josh "Gideon" Smith <br />
:*Robert Kelford <br />
:*Matt "Sanity Assassin" McClatchey <br />
:*Steve "Meko" Lee <br />
<br />
<i>Music/Sound</i> <br />
:*Paul Baker<br />
:*Nenad Vugrinec<br />
:*Matt Sayre<br />
:*Robert Kelford<br />
<br />
<i>Lobby Programming / Tutorials </i> <br />
:*Christian "Chromix" Morgenstern <br />
:*Jack Wallace <br />
<br />
<i>Web Programming</i> <br />
:*Oliver "StarDust" Poetzelberger <br />
:*Shigernafy <br />
:*Jack Wallace <br />
<br />
<i>Story</i> <br />
:*Shawn "Nimby" Foreman <br />
:*Josh "Gideon" Smith <br />
<br />
<i>Online Manual</i> <br />
:*Miles "Demorian" Moffit <br />
:*Matt "Vinco" Taylor <br />
:*Christian "sunshine" Weyand <br />
:*David "Dwarden" Foltýn <br />
:*Axianda <br />
:*Rock <br />
:*Doran <br />
<br />
<i>Website Translation</i> <br />
:*Eledore Massis - Dutch Translation <br />
:*Kamil ''LobbyZombie'' B - Swedish Translation <br />
<br />
<i>Community Administration</i> <br />
:*Sean "Taelron" O'Connor <br />
:*Kevin "Trag" Weitkam <br />
:*Markus "TheBumble" Hummel <br />
:*Robert Kelford <br />
:*Doran <br />
:*Shigernafy <br />
:*Jack Wallace <br />
<br />
<i>Special Thanks</i> <br />
:*David "Dwarden" Foltýn <br />
:*Tracy Demaret <br />
:*Kevin Sturdivant <br />
:*Thomas Hertzler <br />
:*Mark Hall <br />
:*Jeffrey Heyman <br />
:*Jason Templeman <br />
:*Todd Templeman <br />
:*Dennis Gyor <br />
:*David Klein <br />
:*Al Corey <br />
:*Troy Lowe <br />
:*Leigh "Dr Evil" Reimers <br />
:*Rodger "TheEvilGriffin" Griffin <br />
:*Patrick "Patrowsky" Lukowsky <br />
:*Christian "sunshine" Weyand <br />
:*Daniel "Samweis" Klug<br />
<br><br><br />
Thanks to all of PaleStar's volunteer staff, too numerous to mention, who have done so much for so long to make this community so great.<br />
<br />
= Revision History Of Old Manual=<br />
o 10/14/08 - Updated Manual for 1.500 - Doran <br />
<br />
o 03/11/06 - Added Device class descriptions in the Device List - Doran <br />
<br />
o 07/27/05 - Added Key List. - Doran <br />
<br />
o 07/18/05 - Updated Manual for 1.483. - Doran <br />
<br />
o 10/21/04 - Completed rewrite of 1.481 Manual. - Demorian and Vinco <br />
<br />
o 10/05/02 - Began major cleanup and revision of the online manual -Faustus <br />
<br />
o 08/22/02 - Updated five manual screens to feature the new interface so as not to confuse new players. -Demorian <br />
<br />
o 07/22/02 - Added a new Cargo screenshot to make this section a little more comprehensive/comprehensible. -Demorian <br />
<br />
o 07/21/02 - Translated sections trough 3.2 of the manual to spanish. -Kortoz</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Template:Missile&diff=3005Template:Missile2012-10-19T19:57:31Z<p>Pantheon: </p>
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|-<br />
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|-<br />
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|-<br />
|Damage: || {{{damage}}}<br />
|-<br />
|Random Damage: || up to {{{damage-random}}}<br />
|-<br />
|Splash Radius: || {{{radius}}} GU<br />
|-<br />
|Splash Damage: || {{{blast-damage}}}<br />
|-<br />
|Random Splash Damage: || up to {{{blast-damage-random}}}<br />
|-<br />
|Falloff: || {{{falloff}}}%<br />
|-<br />
|Reverse Falloff: || {{{rev-falloff}}}<br />
|}</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Template:Missile&diff=3004Template:Missile2012-10-19T19:53:57Z<p>Pantheon: </p>
<hr />
<div>{|style="float:right;width:285px;text-align:justified;"<br />
|-<br />
!colspan=2|{{{name}}}<br />
|-<br />
!colspan=2|[[image:{{{image}}}.jpg|225px]]<br />
|-<br />
|Faction: || {{{faction}}}<br />
|-<br />
|Technology Level: || {{{tech}}}<br />
|-<br />
|Resource Cost: || {{{resource}}}<br />
|-<br />
|Ammunition: || {{{ammo}}}<br />
|-<br />
|Energy Cost: || {{{energy}}}<br />
|-<br />
|Recharge Rate: || {{{drain}}}<br />
|-<br />
|Velocity: || {{{speed}}} GU/s<br />
|-<br />
|Max Range: || {{{max-range}}} GU<br />
|-<br />
|Min Range: || {{{min-range}}} GU<br />
|-<br />
|Turn Rate: || {{{turnrate}}} Degrees/s<br />
|-<br />
|Damage Type: || {{{damage-type}}}<br />
|-<br />
|Damage: || {{{damage}}}<br />
|-<br />
|Random Damage: || up to {{{damage-random}}}<br />
|-<br />
|Splash Radius: || {{{radius}}} GU<br />
|-<br />
|Splash Damage: || {{{blast-damage}}}<br />
|-<br />
|Random Splash Damage: || up to {{{blast-damage-random}}}<br />
|-<br />
|Falloff: || {{{falloff}}}%<br />
|-<br />
|Reverse Falloff: || {{{rev-falloff}}}<br />
|}</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Missiles&diff=3003Missiles2012-10-18T05:59:32Z<p>Pantheon: /* Harpex Missile */</p>
<hr />
<div><blockquote><br />
''"Well, you kind of have to admire their tenacity."<br />
: - 1st Lieutenant Gira Banks, on spending minutes attempting to evade a swarm of Ion Tracker missiles in a scout''<br />
</blockquote><br />
<br />
Once humanity discovered the benefits of sticking some fins on a rocket-propelled cylinder, little was it realized at that point what an incredibly devastating weapon it would prove to be long after they traveled to the stars.<br />
<br />
Missiles are a long range weapon, used by dedicated missile ships to support direct combat ships in battle by raining fire from afar. They have a wide area of effect detonation and are well guided, although smaller ships have less trouble than bigger ones.<br />
<br />
Although powerful, most ships can't hold a very large amount and are expensive energy wise to maintain firing for a long period of time. as such, the ships they are on tend to be vulnerable to close range attacks as missiles have a minimum firing and detonation range.<br />
<br />
==Missiles==<br />
<br />
Human Missiles come in three tiers; <br><br />
Tier 1 are the smallest missiles and usually equiped on Frigates or even Corvettes. <br><br />
Tier 2 the medium one's to be found on Destroyers and Cruisers. <br><br />
Tier 3 missiles are the largest and are designed to be wielded by Dreadnoughts and Stations. <br><br />
The Tiers scale in power and range but are typically found on ships dedicated to their use due to their high energy costs.<br />
<br />
===Anti-Radar Missile===<br />
<br />
{{Missile|name=Anti-Radar Missile|faction=Humans|tech=0|resource=88|ammo=27|energy=0.96|drain=0.16|speed=125|max-range=1500|min-range=300|turnrate=0.8|damage-type=Kinetic|damage=4000|damage-random=3500|radius=14.0|blast-damage=1750|blast-damage-random=900|falloff=0|rev-falloff=False}}<br />
<br />
During the Stellar Conflicts, there were always weapons that people would sell to the highest bidder.<br />
<br />
And thus, the first of these weapons, the Interceptor-class Anti-Radar missile, was procured. Sold eventually and still regularly to both human factions, the Anti-Radar missile is an old favorite of Frigate captains and an old enemy to enemy destroyers. Speedy, lightweight, and incredibly hard to detect, this low-payload missile is hard to shoot down and even harder to dodge, making it the bane of Destroyer captains everywhere.<br />
<br />
Even though it's payload is considered the lowest of all the missiles, this is merely in comparison - it's still an extremely powerful shaped charge that has claimed more than one over-confident pilot. This Interceptor-class missile has the lowest range of all the missiles, but it's also the least energy demanding. Like all the missiles, it is fired in an arc designed to avoid nearby friendly targets.<br />
<br />
This missile is ammo based, and can be switched with both the Peregrine missile (100 resources, 0 tech) or the Sparrow missile (110 resources, 10 tech.) It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Peregrine missiles===<br />
<br />
{{Missile|name=Peregrine Missile|faction=Humans|tech=0|resource=100|ammo=23|energy=1.26|drain=0.18|speed=120|max-range=1560|min-range=336|turnrate=1.0|damage-type=Kinetic|damage=4600|damage-random=4150|radius=15.0|blast-damage=2090|blast-damage-random=1040|falloff=0|rev-falloff=False}}<br />
<br />
The second of the first new Interceptor-class missiles that were sold to both human factions, the Peregrine missile is the definitive missile for a balance of speed, range, and power. It is useful equally well both against both large and small capital ships, providing a tremendous amount of damage with a favorable amount of range and maneuverability. These traits combined make an excellent anti-Cruiser weapon, though Frigate captains are advised to not draw their attention, as Cruisers are notorious for being devastating against smaller picket ships. <br />
<br />
This weapon is ammo based, and can replace bother the Anti-Radar Missile (88 resources, 0 tech) and the Sparrow Missile (110 resources, 10 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Sparrow Missile===<br />
<br />
{{Missile|name=Sparrow Missile|faction=Humans|tech=10|resource=110|ammo=20|energy=1.6|drain=0.2|speed=115|max-range=1610|min-range=356.5|turnrate=1.2|damage-type=Kinetic|damage=5350|damage-random=4700|radius=16.0|blast-damage=2340|blast-damage-random=1210|falloff=0|rev-falloff=False}}<br />
<br />
From the same independent manufacturer that developed the original Anti-Radar missiles, the Sparrow was the name of the first of many new missile designs that were sold to both human factions.<br />
<br />
The Sparrow missile belongs to the Interceptor class of missiles, and is used by Frigates as an anti-capital ship weapon. Featuring the heaviest payload of all the Interceptor class of missiles, this weapon also comes with the farthest range. Designed to punch straight through armor, the area damage of this weapon isn't nearly as noticeable as it is with the larger missiles available, but its still noticeable enough to cause extreme damage.<br />
<br />
Fitted mostly on stealthier ships, the missile fires in an arc, designed to be fired around ships and other objects. At a cost of its heavy payload however, it is the least maneuverable of the Interceptor-class missiles.<br />
<br />
This weapon is ammo based, and can replace both the Anti-Radar Missile (88 resources, 0 tech) and the Peregrine Missile (100 resources, 0 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Raptor Missile===<br />
<br />
{{Missile|name=Raptor Missile|faction=Humans|tech=40|resource=175|ammo=22|energy=2.16|drain=0.24|speed=110|max-range=1540|min-range=374|turnrate=4.0|damage-type=Kinetic|damage=9500|damage-random=7000|radius=18.0|blast-damage=3500|blast-damage-random=1800|falloff=0|rev-falloff=False}}<br />
<br />
While attempting to recreate the success of the Anti-Radar missile, it proved an impossible task to mask a higher payload on a Tier-2 missile. Undaunted, independent manufacturers settled on a high payload missile that was just as accurate, and the Raptor was born.<br />
<br />
First overlooked by UGTO captains in favor of the more devastating Phoenix missiles, the Raptor proved to be a valuable asset for their ships when one adventuresome captain decided to outfit a missile cruiser with Raptor class missiles. Undaunted by the jesting of such a weak choice, this captain successfully defended against a squadron of Heavy Cruisers that the Phoenix missiles has trouble reaching. The superior maneuverability and speed of Raptor missiles proves time and again to the surprise of many to be an effective counter to smaller capital ships, and with its heavy payload far outstripping its Tier 1 counterparts, manages to repeatedly proves its worth as an anti-picket weapon.<br />
<br />
This T2 missile has the lowest range of all T2 missiles and the lowest damage, but makes up for it with its massive advantages in speed, accuracy, energy management, and ammo capacity.<br />
<br />
This weapon is ammo based, and can be switched out for the Ion Tracker missile (200 resources, 45 technology) or the Phoenix missile (225 resources, 50 technology). It can be found on all allied worlds, and is available to both human factions.<br />
<div style="clear:both"><br />
----<br />
<br />
===Ion Tracking Missile===<br />
<br />
{{Missile|name=Ion Tracker Missile|faction=Humans|tech=45|resource=200|ammo=20|energy=2.6|drain=0.26|speed=105|max-range=1785|min-range=399|turnrate=4.25|damage-type=Kinetic|damage=10500|damage-random=7250|radius=19.0|blast-damage=4150|blast-damage-random=2200|falloff=0|rev-falloff=False}}<br />
<br />
After the success of the Anti-Radar missile, independent manufacturers eventually released a more powerful version intended for Destroyer and Cruiser class ships. Dubbed by both human factions as Tier 2 missiles, the Ion Tracker missile was the first of these. Named after its homing mechanism in which it targeted the ion trail left by ships engines, the IT missile has been an old standby missile for countless years. Due to how quickly and easily they are both built and deployed, large amounts of these missiles were fielded by ICC in particular, who needed a less expensive approach to fighting capital ships. The inexpensive IT missile is what began the ICC's eventual shift towards larger and more powerful missile boats. <br />
<br />
Featuring an excellent balance of power, maneuverability, and range, the IT missile is a powerful warhead to be deployed against both medium capital ships and ever feared Dreadnoughts. While not as maneuverable as its Tier 1 counterparts, it still manages to hit home time and again against foolish ships that stray too far from a picket escort.<br />
<br />
This weapon is ammo based, and can be switched out for the Phoenix missile (225 resources, 50 technology) or the Raptor missile (175 resources, 45 technology). It is available on allied worlds and to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Phoenix Missile===<br />
<br />
{{Missile|name=Pheonix Missile|faction=Humans|tech=50|resource=225|ammo=18|energy=3.08|drain=0.28|speed=100|max-range=1900|min-range=430|turnrate=4.5|damage-type=Kinetic|damage=12000|damage-random=7500|radius=20.0|blast-damage=4400|blast-damage-random=2500|falloff=0|rev-falloff=False}}<br />
<br />
With the success of two new Interceptor-class missiles, the same independent manufacturers began designs on improving the Ion-Tracker missile as well, and before long, the first to be released and sold to both factions was named the Phoenix missile.<br />
<br />
Being the most powerful medium missile to ever be fielded by UGTO or ICC, capital ships initially didn't have the armor or hull capability to withstand more than a few salvos before being forced to retreat, and the brilliant glow of the missile's high powered nuclear explosions gave credence to its namesake. Being able to drill directly into then feeble armor plates allowed its tremendous amount of force to nearly obliterate any armor with little effort. It wouldn't be long however before the armoring was improved, and while not as powerful as before, they still deal an incredible amount of damage, and over an area.<br />
<br />
These missiles feature the greatest range and damage of all T2 missiles, but suffer from extreme energy requirements as well and poor maneuverability and lower ammo capacity. Use wisely against larger targets, as they are easily shot down by picket ships.<br />
<br />
This weapon is ammo based, and can be switched out for the Raptor missile (175 resources, 45 technology) or the Ion Tracker missile (200 resources, 45 technology). It is available to both human factions on allied worlds.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Linear Drive Missile===<br />
<br />
{{Missile|name=Linear Drive Missile|faction=Humans|tech=60|resource=350|ammo=20|energy=3.84|drain=0.32|speed=95|max-range=1995|min-range=456|turnrate=9.5|damage-type=Kinetic & Energy|damage=19000|damage-random=12200|radius=21.0|blast-damage=7000|blast-damage-random=3600|falloff=0|rev-falloff=False}}<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Proton Cruise Missile===<br />
<br />
{{Missile|name=Proton Cruise Missile|faction=Humans|tech=65|resource=400|ammo=18|energy=4.42|drain=0.34|speed=80|max-range=2160|min-range=464|turnrate=10.0|damage-type=Kinetic & Energy|damage=20750|damage-random=12600|radius=22.0|blast-damage=7800|blast-damage-random=4000|falloff=0|rev-falloff=False}}<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Harpex Missile===<br />
<br />
{{Missile|name=Harpex Missile|faction=Humans|tech=70|resource=450|ammo=16|energy=5.04|drain=0.36|speed=70|max-range=2240|min-range=476|turnrate=11.0|damage-type=Kinetic & Energy|damage=22500|damage-random=13300|radius=23.0|blast-damage=8500|blast-damage-random=4300|falloff=0|rev-falloff=False}}<br />
<br />
<div style="clear:both"><br />
----</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Missiles&diff=3002Missiles2012-10-18T05:59:00Z<p>Pantheon: /* Proton Cruise Missile */</p>
<hr />
<div><blockquote><br />
''"Well, you kind of have to admire their tenacity."<br />
: - 1st Lieutenant Gira Banks, on spending minutes attempting to evade a swarm of Ion Tracker missiles in a scout''<br />
</blockquote><br />
<br />
Once humanity discovered the benefits of sticking some fins on a rocket-propelled cylinder, little was it realized at that point what an incredibly devastating weapon it would prove to be long after they traveled to the stars.<br />
<br />
Missiles are a long range weapon, used by dedicated missile ships to support direct combat ships in battle by raining fire from afar. They have a wide area of effect detonation and are well guided, although smaller ships have less trouble than bigger ones.<br />
<br />
Although powerful, most ships can't hold a very large amount and are expensive energy wise to maintain firing for a long period of time. as such, the ships they are on tend to be vulnerable to close range attacks as missiles have a minimum firing and detonation range.<br />
<br />
==Missiles==<br />
<br />
Human Missiles come in three tiers; <br><br />
Tier 1 are the smallest missiles and usually equiped on Frigates or even Corvettes. <br><br />
Tier 2 the medium one's to be found on Destroyers and Cruisers. <br><br />
Tier 3 missiles are the largest and are designed to be wielded by Dreadnoughts and Stations. <br><br />
The Tiers scale in power and range but are typically found on ships dedicated to their use due to their high energy costs.<br />
<br />
===Anti-Radar Missile===<br />
<br />
{{Missile|name=Anti-Radar Missile|faction=Humans|tech=0|resource=88|ammo=27|energy=0.96|drain=0.16|speed=125|max-range=1500|min-range=300|turnrate=0.8|damage-type=Kinetic|damage=4000|damage-random=3500|radius=14.0|blast-damage=1750|blast-damage-random=900|falloff=0|rev-falloff=False}}<br />
<br />
During the Stellar Conflicts, there were always weapons that people would sell to the highest bidder.<br />
<br />
And thus, the first of these weapons, the Interceptor-class Anti-Radar missile, was procured. Sold eventually and still regularly to both human factions, the Anti-Radar missile is an old favorite of Frigate captains and an old enemy to enemy destroyers. Speedy, lightweight, and incredibly hard to detect, this low-payload missile is hard to shoot down and even harder to dodge, making it the bane of Destroyer captains everywhere.<br />
<br />
Even though it's payload is considered the lowest of all the missiles, this is merely in comparison - it's still an extremely powerful shaped charge that has claimed more than one over-confident pilot. This Interceptor-class missile has the lowest range of all the missiles, but it's also the least energy demanding. Like all the missiles, it is fired in an arc designed to avoid nearby friendly targets.<br />
<br />
This missile is ammo based, and can be switched with both the Peregrine missile (100 resources, 0 tech) or the Sparrow missile (110 resources, 10 tech.) It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Peregrine missiles===<br />
<br />
{{Missile|name=Peregrine Missile|faction=Humans|tech=0|resource=100|ammo=23|energy=1.26|drain=0.18|speed=120|max-range=1560|min-range=336|turnrate=1.0|damage-type=Kinetic|damage=4600|damage-random=4150|radius=15.0|blast-damage=2090|blast-damage-random=1040|falloff=0|rev-falloff=False}}<br />
<br />
The second of the first new Interceptor-class missiles that were sold to both human factions, the Peregrine missile is the definitive missile for a balance of speed, range, and power. It is useful equally well both against both large and small capital ships, providing a tremendous amount of damage with a favorable amount of range and maneuverability. These traits combined make an excellent anti-Cruiser weapon, though Frigate captains are advised to not draw their attention, as Cruisers are notorious for being devastating against smaller picket ships. <br />
<br />
This weapon is ammo based, and can replace bother the Anti-Radar Missile (88 resources, 0 tech) and the Sparrow Missile (110 resources, 10 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Sparrow Missile===<br />
<br />
{{Missile|name=Sparrow Missile|faction=Humans|tech=10|resource=110|ammo=20|energy=1.6|drain=0.2|speed=115|max-range=1610|min-range=356.5|turnrate=1.2|damage-type=Kinetic|damage=5350|damage-random=4700|radius=16.0|blast-damage=2340|blast-damage-random=1210|falloff=0|rev-falloff=False}}<br />
<br />
From the same independent manufacturer that developed the original Anti-Radar missiles, the Sparrow was the name of the first of many new missile designs that were sold to both human factions.<br />
<br />
The Sparrow missile belongs to the Interceptor class of missiles, and is used by Frigates as an anti-capital ship weapon. Featuring the heaviest payload of all the Interceptor class of missiles, this weapon also comes with the farthest range. Designed to punch straight through armor, the area damage of this weapon isn't nearly as noticeable as it is with the larger missiles available, but its still noticeable enough to cause extreme damage.<br />
<br />
Fitted mostly on stealthier ships, the missile fires in an arc, designed to be fired around ships and other objects. At a cost of its heavy payload however, it is the least maneuverable of the Interceptor-class missiles.<br />
<br />
This weapon is ammo based, and can replace both the Anti-Radar Missile (88 resources, 0 tech) and the Peregrine Missile (100 resources, 0 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Raptor Missile===<br />
<br />
{{Missile|name=Raptor Missile|faction=Humans|tech=40|resource=175|ammo=22|energy=2.16|drain=0.24|speed=110|max-range=1540|min-range=374|turnrate=4.0|damage-type=Kinetic|damage=9500|damage-random=7000|radius=18.0|blast-damage=3500|blast-damage-random=1800|falloff=0|rev-falloff=False}}<br />
<br />
While attempting to recreate the success of the Anti-Radar missile, it proved an impossible task to mask a higher payload on a Tier-2 missile. Undaunted, independent manufacturers settled on a high payload missile that was just as accurate, and the Raptor was born.<br />
<br />
First overlooked by UGTO captains in favor of the more devastating Phoenix missiles, the Raptor proved to be a valuable asset for their ships when one adventuresome captain decided to outfit a missile cruiser with Raptor class missiles. Undaunted by the jesting of such a weak choice, this captain successfully defended against a squadron of Heavy Cruisers that the Phoenix missiles has trouble reaching. The superior maneuverability and speed of Raptor missiles proves time and again to the surprise of many to be an effective counter to smaller capital ships, and with its heavy payload far outstripping its Tier 1 counterparts, manages to repeatedly proves its worth as an anti-picket weapon.<br />
<br />
This T2 missile has the lowest range of all T2 missiles and the lowest damage, but makes up for it with its massive advantages in speed, accuracy, energy management, and ammo capacity.<br />
<br />
This weapon is ammo based, and can be switched out for the Ion Tracker missile (200 resources, 45 technology) or the Phoenix missile (225 resources, 50 technology). It can be found on all allied worlds, and is available to both human factions.<br />
<div style="clear:both"><br />
----<br />
<br />
===Ion Tracking Missile===<br />
<br />
{{Missile|name=Ion Tracker Missile|faction=Humans|tech=45|resource=200|ammo=20|energy=2.6|drain=0.26|speed=105|max-range=1785|min-range=399|turnrate=4.25|damage-type=Kinetic|damage=10500|damage-random=7250|radius=19.0|blast-damage=4150|blast-damage-random=2200|falloff=0|rev-falloff=False}}<br />
<br />
After the success of the Anti-Radar missile, independent manufacturers eventually released a more powerful version intended for Destroyer and Cruiser class ships. Dubbed by both human factions as Tier 2 missiles, the Ion Tracker missile was the first of these. Named after its homing mechanism in which it targeted the ion trail left by ships engines, the IT missile has been an old standby missile for countless years. Due to how quickly and easily they are both built and deployed, large amounts of these missiles were fielded by ICC in particular, who needed a less expensive approach to fighting capital ships. The inexpensive IT missile is what began the ICC's eventual shift towards larger and more powerful missile boats. <br />
<br />
Featuring an excellent balance of power, maneuverability, and range, the IT missile is a powerful warhead to be deployed against both medium capital ships and ever feared Dreadnoughts. While not as maneuverable as its Tier 1 counterparts, it still manages to hit home time and again against foolish ships that stray too far from a picket escort.<br />
<br />
This weapon is ammo based, and can be switched out for the Phoenix missile (225 resources, 50 technology) or the Raptor missile (175 resources, 45 technology). It is available on allied worlds and to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Phoenix Missile===<br />
<br />
{{Missile|name=Pheonix Missile|faction=Humans|tech=50|resource=225|ammo=18|energy=3.08|drain=0.28|speed=100|max-range=1900|min-range=430|turnrate=4.5|damage-type=Kinetic|damage=12000|damage-random=7500|radius=20.0|blast-damage=4400|blast-damage-random=2500|falloff=0|rev-falloff=False}}<br />
<br />
With the success of two new Interceptor-class missiles, the same independent manufacturers began designs on improving the Ion-Tracker missile as well, and before long, the first to be released and sold to both factions was named the Phoenix missile.<br />
<br />
Being the most powerful medium missile to ever be fielded by UGTO or ICC, capital ships initially didn't have the armor or hull capability to withstand more than a few salvos before being forced to retreat, and the brilliant glow of the missile's high powered nuclear explosions gave credence to its namesake. Being able to drill directly into then feeble armor plates allowed its tremendous amount of force to nearly obliterate any armor with little effort. It wouldn't be long however before the armoring was improved, and while not as powerful as before, they still deal an incredible amount of damage, and over an area.<br />
<br />
These missiles feature the greatest range and damage of all T2 missiles, but suffer from extreme energy requirements as well and poor maneuverability and lower ammo capacity. Use wisely against larger targets, as they are easily shot down by picket ships.<br />
<br />
This weapon is ammo based, and can be switched out for the Raptor missile (175 resources, 45 technology) or the Ion Tracker missile (200 resources, 45 technology). It is available to both human factions on allied worlds.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Linear Drive Missile===<br />
<br />
{{Missile|name=Linear Drive Missile|faction=Humans|tech=60|resource=350|ammo=20|energy=3.84|drain=0.32|speed=95|max-range=1995|min-range=456|turnrate=9.5|damage-type=Kinetic & Energy|damage=19000|damage-random=12200|radius=21.0|blast-damage=7000|blast-damage-random=3600|falloff=0|rev-falloff=False}}<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Proton Cruise Missile===<br />
<br />
{{Missile|name=Proton Cruise Missile|faction=Humans|tech=65|resource=400|ammo=18|energy=4.42|drain=0.34|speed=80|max-range=2160|min-range=464|turnrate=10.0|damage-type=Kinetic & Energy|damage=20750|damage-random=12600|radius=22.0|blast-damage=7800|blast-damage-random=4000|falloff=0|rev-falloff=False}}<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Harpex Missile===<br />
<br />
{{Missile|name=Harpex Missile|faction=Humans|tech=70|resource=450|ammo=16|energy=5.04|drain=0.36|speed=70|life=32.0|arm-time=6.8|turnrate=11.0|damage-type=Kinetic & Energy|damage=22500|damage-random=13300|radius=23.0|blast-damage=8500|blast-damage-random=4300}}<br />
<br />
<div style="clear:both"><br />
----</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Missiles&diff=3001Missiles2012-10-18T05:58:29Z<p>Pantheon: /* Linear Drive Missile */</p>
<hr />
<div><blockquote><br />
''"Well, you kind of have to admire their tenacity."<br />
: - 1st Lieutenant Gira Banks, on spending minutes attempting to evade a swarm of Ion Tracker missiles in a scout''<br />
</blockquote><br />
<br />
Once humanity discovered the benefits of sticking some fins on a rocket-propelled cylinder, little was it realized at that point what an incredibly devastating weapon it would prove to be long after they traveled to the stars.<br />
<br />
Missiles are a long range weapon, used by dedicated missile ships to support direct combat ships in battle by raining fire from afar. They have a wide area of effect detonation and are well guided, although smaller ships have less trouble than bigger ones.<br />
<br />
Although powerful, most ships can't hold a very large amount and are expensive energy wise to maintain firing for a long period of time. as such, the ships they are on tend to be vulnerable to close range attacks as missiles have a minimum firing and detonation range.<br />
<br />
==Missiles==<br />
<br />
Human Missiles come in three tiers; <br><br />
Tier 1 are the smallest missiles and usually equiped on Frigates or even Corvettes. <br><br />
Tier 2 the medium one's to be found on Destroyers and Cruisers. <br><br />
Tier 3 missiles are the largest and are designed to be wielded by Dreadnoughts and Stations. <br><br />
The Tiers scale in power and range but are typically found on ships dedicated to their use due to their high energy costs.<br />
<br />
===Anti-Radar Missile===<br />
<br />
{{Missile|name=Anti-Radar Missile|faction=Humans|tech=0|resource=88|ammo=27|energy=0.96|drain=0.16|speed=125|max-range=1500|min-range=300|turnrate=0.8|damage-type=Kinetic|damage=4000|damage-random=3500|radius=14.0|blast-damage=1750|blast-damage-random=900|falloff=0|rev-falloff=False}}<br />
<br />
During the Stellar Conflicts, there were always weapons that people would sell to the highest bidder.<br />
<br />
And thus, the first of these weapons, the Interceptor-class Anti-Radar missile, was procured. Sold eventually and still regularly to both human factions, the Anti-Radar missile is an old favorite of Frigate captains and an old enemy to enemy destroyers. Speedy, lightweight, and incredibly hard to detect, this low-payload missile is hard to shoot down and even harder to dodge, making it the bane of Destroyer captains everywhere.<br />
<br />
Even though it's payload is considered the lowest of all the missiles, this is merely in comparison - it's still an extremely powerful shaped charge that has claimed more than one over-confident pilot. This Interceptor-class missile has the lowest range of all the missiles, but it's also the least energy demanding. Like all the missiles, it is fired in an arc designed to avoid nearby friendly targets.<br />
<br />
This missile is ammo based, and can be switched with both the Peregrine missile (100 resources, 0 tech) or the Sparrow missile (110 resources, 10 tech.) It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Peregrine missiles===<br />
<br />
{{Missile|name=Peregrine Missile|faction=Humans|tech=0|resource=100|ammo=23|energy=1.26|drain=0.18|speed=120|max-range=1560|min-range=336|turnrate=1.0|damage-type=Kinetic|damage=4600|damage-random=4150|radius=15.0|blast-damage=2090|blast-damage-random=1040|falloff=0|rev-falloff=False}}<br />
<br />
The second of the first new Interceptor-class missiles that were sold to both human factions, the Peregrine missile is the definitive missile for a balance of speed, range, and power. It is useful equally well both against both large and small capital ships, providing a tremendous amount of damage with a favorable amount of range and maneuverability. These traits combined make an excellent anti-Cruiser weapon, though Frigate captains are advised to not draw their attention, as Cruisers are notorious for being devastating against smaller picket ships. <br />
<br />
This weapon is ammo based, and can replace bother the Anti-Radar Missile (88 resources, 0 tech) and the Sparrow Missile (110 resources, 10 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Sparrow Missile===<br />
<br />
{{Missile|name=Sparrow Missile|faction=Humans|tech=10|resource=110|ammo=20|energy=1.6|drain=0.2|speed=115|max-range=1610|min-range=356.5|turnrate=1.2|damage-type=Kinetic|damage=5350|damage-random=4700|radius=16.0|blast-damage=2340|blast-damage-random=1210|falloff=0|rev-falloff=False}}<br />
<br />
From the same independent manufacturer that developed the original Anti-Radar missiles, the Sparrow was the name of the first of many new missile designs that were sold to both human factions.<br />
<br />
The Sparrow missile belongs to the Interceptor class of missiles, and is used by Frigates as an anti-capital ship weapon. Featuring the heaviest payload of all the Interceptor class of missiles, this weapon also comes with the farthest range. Designed to punch straight through armor, the area damage of this weapon isn't nearly as noticeable as it is with the larger missiles available, but its still noticeable enough to cause extreme damage.<br />
<br />
Fitted mostly on stealthier ships, the missile fires in an arc, designed to be fired around ships and other objects. At a cost of its heavy payload however, it is the least maneuverable of the Interceptor-class missiles.<br />
<br />
This weapon is ammo based, and can replace both the Anti-Radar Missile (88 resources, 0 tech) and the Peregrine Missile (100 resources, 0 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Raptor Missile===<br />
<br />
{{Missile|name=Raptor Missile|faction=Humans|tech=40|resource=175|ammo=22|energy=2.16|drain=0.24|speed=110|max-range=1540|min-range=374|turnrate=4.0|damage-type=Kinetic|damage=9500|damage-random=7000|radius=18.0|blast-damage=3500|blast-damage-random=1800|falloff=0|rev-falloff=False}}<br />
<br />
While attempting to recreate the success of the Anti-Radar missile, it proved an impossible task to mask a higher payload on a Tier-2 missile. Undaunted, independent manufacturers settled on a high payload missile that was just as accurate, and the Raptor was born.<br />
<br />
First overlooked by UGTO captains in favor of the more devastating Phoenix missiles, the Raptor proved to be a valuable asset for their ships when one adventuresome captain decided to outfit a missile cruiser with Raptor class missiles. Undaunted by the jesting of such a weak choice, this captain successfully defended against a squadron of Heavy Cruisers that the Phoenix missiles has trouble reaching. The superior maneuverability and speed of Raptor missiles proves time and again to the surprise of many to be an effective counter to smaller capital ships, and with its heavy payload far outstripping its Tier 1 counterparts, manages to repeatedly proves its worth as an anti-picket weapon.<br />
<br />
This T2 missile has the lowest range of all T2 missiles and the lowest damage, but makes up for it with its massive advantages in speed, accuracy, energy management, and ammo capacity.<br />
<br />
This weapon is ammo based, and can be switched out for the Ion Tracker missile (200 resources, 45 technology) or the Phoenix missile (225 resources, 50 technology). It can be found on all allied worlds, and is available to both human factions.<br />
<div style="clear:both"><br />
----<br />
<br />
===Ion Tracking Missile===<br />
<br />
{{Missile|name=Ion Tracker Missile|faction=Humans|tech=45|resource=200|ammo=20|energy=2.6|drain=0.26|speed=105|max-range=1785|min-range=399|turnrate=4.25|damage-type=Kinetic|damage=10500|damage-random=7250|radius=19.0|blast-damage=4150|blast-damage-random=2200|falloff=0|rev-falloff=False}}<br />
<br />
After the success of the Anti-Radar missile, independent manufacturers eventually released a more powerful version intended for Destroyer and Cruiser class ships. Dubbed by both human factions as Tier 2 missiles, the Ion Tracker missile was the first of these. Named after its homing mechanism in which it targeted the ion trail left by ships engines, the IT missile has been an old standby missile for countless years. Due to how quickly and easily they are both built and deployed, large amounts of these missiles were fielded by ICC in particular, who needed a less expensive approach to fighting capital ships. The inexpensive IT missile is what began the ICC's eventual shift towards larger and more powerful missile boats. <br />
<br />
Featuring an excellent balance of power, maneuverability, and range, the IT missile is a powerful warhead to be deployed against both medium capital ships and ever feared Dreadnoughts. While not as maneuverable as its Tier 1 counterparts, it still manages to hit home time and again against foolish ships that stray too far from a picket escort.<br />
<br />
This weapon is ammo based, and can be switched out for the Phoenix missile (225 resources, 50 technology) or the Raptor missile (175 resources, 45 technology). It is available on allied worlds and to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Phoenix Missile===<br />
<br />
{{Missile|name=Pheonix Missile|faction=Humans|tech=50|resource=225|ammo=18|energy=3.08|drain=0.28|speed=100|max-range=1900|min-range=430|turnrate=4.5|damage-type=Kinetic|damage=12000|damage-random=7500|radius=20.0|blast-damage=4400|blast-damage-random=2500|falloff=0|rev-falloff=False}}<br />
<br />
With the success of two new Interceptor-class missiles, the same independent manufacturers began designs on improving the Ion-Tracker missile as well, and before long, the first to be released and sold to both factions was named the Phoenix missile.<br />
<br />
Being the most powerful medium missile to ever be fielded by UGTO or ICC, capital ships initially didn't have the armor or hull capability to withstand more than a few salvos before being forced to retreat, and the brilliant glow of the missile's high powered nuclear explosions gave credence to its namesake. Being able to drill directly into then feeble armor plates allowed its tremendous amount of force to nearly obliterate any armor with little effort. It wouldn't be long however before the armoring was improved, and while not as powerful as before, they still deal an incredible amount of damage, and over an area.<br />
<br />
These missiles feature the greatest range and damage of all T2 missiles, but suffer from extreme energy requirements as well and poor maneuverability and lower ammo capacity. Use wisely against larger targets, as they are easily shot down by picket ships.<br />
<br />
This weapon is ammo based, and can be switched out for the Raptor missile (175 resources, 45 technology) or the Ion Tracker missile (200 resources, 45 technology). It is available to both human factions on allied worlds.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Linear Drive Missile===<br />
<br />
{{Missile|name=Linear Drive Missile|faction=Humans|tech=60|resource=350|ammo=20|energy=3.84|drain=0.32|speed=95|max-range=1995|min-range=456|turnrate=9.5|damage-type=Kinetic & Energy|damage=19000|damage-random=12200|radius=21.0|blast-damage=7000|blast-damage-random=3600|falloff=0|rev-falloff=False}}<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Proton Cruise Missile===<br />
<br />
{{Missile|name=Proton Cruise Missile|faction=Humans|tech=65|resource=400|ammo=18|energy=4.42|drain=0.34|speed=80|life=27.0|arm-time=5.8|turnrate=10.0|damage-type=Kinetic & Energy|damage=20750|damage-random=12600|radius=22.0|blast-damage=7800|blast-damage-random=4000}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Harpex Missile===<br />
<br />
{{Missile|name=Harpex Missile|faction=Humans|tech=70|resource=450|ammo=16|energy=5.04|drain=0.36|speed=70|life=32.0|arm-time=6.8|turnrate=11.0|damage-type=Kinetic & Energy|damage=22500|damage-random=13300|radius=23.0|blast-damage=8500|blast-damage-random=4300}}<br />
<br />
<div style="clear:both"><br />
----</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Missiles&diff=3000Missiles2012-10-18T05:57:55Z<p>Pantheon: /* Phoenix Missile */</p>
<hr />
<div><blockquote><br />
''"Well, you kind of have to admire their tenacity."<br />
: - 1st Lieutenant Gira Banks, on spending minutes attempting to evade a swarm of Ion Tracker missiles in a scout''<br />
</blockquote><br />
<br />
Once humanity discovered the benefits of sticking some fins on a rocket-propelled cylinder, little was it realized at that point what an incredibly devastating weapon it would prove to be long after they traveled to the stars.<br />
<br />
Missiles are a long range weapon, used by dedicated missile ships to support direct combat ships in battle by raining fire from afar. They have a wide area of effect detonation and are well guided, although smaller ships have less trouble than bigger ones.<br />
<br />
Although powerful, most ships can't hold a very large amount and are expensive energy wise to maintain firing for a long period of time. as such, the ships they are on tend to be vulnerable to close range attacks as missiles have a minimum firing and detonation range.<br />
<br />
==Missiles==<br />
<br />
Human Missiles come in three tiers; <br><br />
Tier 1 are the smallest missiles and usually equiped on Frigates or even Corvettes. <br><br />
Tier 2 the medium one's to be found on Destroyers and Cruisers. <br><br />
Tier 3 missiles are the largest and are designed to be wielded by Dreadnoughts and Stations. <br><br />
The Tiers scale in power and range but are typically found on ships dedicated to their use due to their high energy costs.<br />
<br />
===Anti-Radar Missile===<br />
<br />
{{Missile|name=Anti-Radar Missile|faction=Humans|tech=0|resource=88|ammo=27|energy=0.96|drain=0.16|speed=125|max-range=1500|min-range=300|turnrate=0.8|damage-type=Kinetic|damage=4000|damage-random=3500|radius=14.0|blast-damage=1750|blast-damage-random=900|falloff=0|rev-falloff=False}}<br />
<br />
During the Stellar Conflicts, there were always weapons that people would sell to the highest bidder.<br />
<br />
And thus, the first of these weapons, the Interceptor-class Anti-Radar missile, was procured. Sold eventually and still regularly to both human factions, the Anti-Radar missile is an old favorite of Frigate captains and an old enemy to enemy destroyers. Speedy, lightweight, and incredibly hard to detect, this low-payload missile is hard to shoot down and even harder to dodge, making it the bane of Destroyer captains everywhere.<br />
<br />
Even though it's payload is considered the lowest of all the missiles, this is merely in comparison - it's still an extremely powerful shaped charge that has claimed more than one over-confident pilot. This Interceptor-class missile has the lowest range of all the missiles, but it's also the least energy demanding. Like all the missiles, it is fired in an arc designed to avoid nearby friendly targets.<br />
<br />
This missile is ammo based, and can be switched with both the Peregrine missile (100 resources, 0 tech) or the Sparrow missile (110 resources, 10 tech.) It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Peregrine missiles===<br />
<br />
{{Missile|name=Peregrine Missile|faction=Humans|tech=0|resource=100|ammo=23|energy=1.26|drain=0.18|speed=120|max-range=1560|min-range=336|turnrate=1.0|damage-type=Kinetic|damage=4600|damage-random=4150|radius=15.0|blast-damage=2090|blast-damage-random=1040|falloff=0|rev-falloff=False}}<br />
<br />
The second of the first new Interceptor-class missiles that were sold to both human factions, the Peregrine missile is the definitive missile for a balance of speed, range, and power. It is useful equally well both against both large and small capital ships, providing a tremendous amount of damage with a favorable amount of range and maneuverability. These traits combined make an excellent anti-Cruiser weapon, though Frigate captains are advised to not draw their attention, as Cruisers are notorious for being devastating against smaller picket ships. <br />
<br />
This weapon is ammo based, and can replace bother the Anti-Radar Missile (88 resources, 0 tech) and the Sparrow Missile (110 resources, 10 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Sparrow Missile===<br />
<br />
{{Missile|name=Sparrow Missile|faction=Humans|tech=10|resource=110|ammo=20|energy=1.6|drain=0.2|speed=115|max-range=1610|min-range=356.5|turnrate=1.2|damage-type=Kinetic|damage=5350|damage-random=4700|radius=16.0|blast-damage=2340|blast-damage-random=1210|falloff=0|rev-falloff=False}}<br />
<br />
From the same independent manufacturer that developed the original Anti-Radar missiles, the Sparrow was the name of the first of many new missile designs that were sold to both human factions.<br />
<br />
The Sparrow missile belongs to the Interceptor class of missiles, and is used by Frigates as an anti-capital ship weapon. Featuring the heaviest payload of all the Interceptor class of missiles, this weapon also comes with the farthest range. Designed to punch straight through armor, the area damage of this weapon isn't nearly as noticeable as it is with the larger missiles available, but its still noticeable enough to cause extreme damage.<br />
<br />
Fitted mostly on stealthier ships, the missile fires in an arc, designed to be fired around ships and other objects. At a cost of its heavy payload however, it is the least maneuverable of the Interceptor-class missiles.<br />
<br />
This weapon is ammo based, and can replace both the Anti-Radar Missile (88 resources, 0 tech) and the Peregrine Missile (100 resources, 0 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Raptor Missile===<br />
<br />
{{Missile|name=Raptor Missile|faction=Humans|tech=40|resource=175|ammo=22|energy=2.16|drain=0.24|speed=110|max-range=1540|min-range=374|turnrate=4.0|damage-type=Kinetic|damage=9500|damage-random=7000|radius=18.0|blast-damage=3500|blast-damage-random=1800|falloff=0|rev-falloff=False}}<br />
<br />
While attempting to recreate the success of the Anti-Radar missile, it proved an impossible task to mask a higher payload on a Tier-2 missile. Undaunted, independent manufacturers settled on a high payload missile that was just as accurate, and the Raptor was born.<br />
<br />
First overlooked by UGTO captains in favor of the more devastating Phoenix missiles, the Raptor proved to be a valuable asset for their ships when one adventuresome captain decided to outfit a missile cruiser with Raptor class missiles. Undaunted by the jesting of such a weak choice, this captain successfully defended against a squadron of Heavy Cruisers that the Phoenix missiles has trouble reaching. The superior maneuverability and speed of Raptor missiles proves time and again to the surprise of many to be an effective counter to smaller capital ships, and with its heavy payload far outstripping its Tier 1 counterparts, manages to repeatedly proves its worth as an anti-picket weapon.<br />
<br />
This T2 missile has the lowest range of all T2 missiles and the lowest damage, but makes up for it with its massive advantages in speed, accuracy, energy management, and ammo capacity.<br />
<br />
This weapon is ammo based, and can be switched out for the Ion Tracker missile (200 resources, 45 technology) or the Phoenix missile (225 resources, 50 technology). It can be found on all allied worlds, and is available to both human factions.<br />
<div style="clear:both"><br />
----<br />
<br />
===Ion Tracking Missile===<br />
<br />
{{Missile|name=Ion Tracker Missile|faction=Humans|tech=45|resource=200|ammo=20|energy=2.6|drain=0.26|speed=105|max-range=1785|min-range=399|turnrate=4.25|damage-type=Kinetic|damage=10500|damage-random=7250|radius=19.0|blast-damage=4150|blast-damage-random=2200|falloff=0|rev-falloff=False}}<br />
<br />
After the success of the Anti-Radar missile, independent manufacturers eventually released a more powerful version intended for Destroyer and Cruiser class ships. Dubbed by both human factions as Tier 2 missiles, the Ion Tracker missile was the first of these. Named after its homing mechanism in which it targeted the ion trail left by ships engines, the IT missile has been an old standby missile for countless years. Due to how quickly and easily they are both built and deployed, large amounts of these missiles were fielded by ICC in particular, who needed a less expensive approach to fighting capital ships. The inexpensive IT missile is what began the ICC's eventual shift towards larger and more powerful missile boats. <br />
<br />
Featuring an excellent balance of power, maneuverability, and range, the IT missile is a powerful warhead to be deployed against both medium capital ships and ever feared Dreadnoughts. While not as maneuverable as its Tier 1 counterparts, it still manages to hit home time and again against foolish ships that stray too far from a picket escort.<br />
<br />
This weapon is ammo based, and can be switched out for the Phoenix missile (225 resources, 50 technology) or the Raptor missile (175 resources, 45 technology). It is available on allied worlds and to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Phoenix Missile===<br />
<br />
{{Missile|name=Pheonix Missile|faction=Humans|tech=50|resource=225|ammo=18|energy=3.08|drain=0.28|speed=100|max-range=1900|min-range=430|turnrate=4.5|damage-type=Kinetic|damage=12000|damage-random=7500|radius=20.0|blast-damage=4400|blast-damage-random=2500|falloff=0|rev-falloff=False}}<br />
<br />
With the success of two new Interceptor-class missiles, the same independent manufacturers began designs on improving the Ion-Tracker missile as well, and before long, the first to be released and sold to both factions was named the Phoenix missile.<br />
<br />
Being the most powerful medium missile to ever be fielded by UGTO or ICC, capital ships initially didn't have the armor or hull capability to withstand more than a few salvos before being forced to retreat, and the brilliant glow of the missile's high powered nuclear explosions gave credence to its namesake. Being able to drill directly into then feeble armor plates allowed its tremendous amount of force to nearly obliterate any armor with little effort. It wouldn't be long however before the armoring was improved, and while not as powerful as before, they still deal an incredible amount of damage, and over an area.<br />
<br />
These missiles feature the greatest range and damage of all T2 missiles, but suffer from extreme energy requirements as well and poor maneuverability and lower ammo capacity. Use wisely against larger targets, as they are easily shot down by picket ships.<br />
<br />
This weapon is ammo based, and can be switched out for the Raptor missile (175 resources, 45 technology) or the Ion Tracker missile (200 resources, 45 technology). It is available to both human factions on allied worlds.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Linear Drive Missile===<br />
<br />
{{Missile|name=Linear Drive Missile|faction=Humans|tech=60|resource=350|ammo=20|energy=3.84|drain=0.32|speed=95|life=21.0|arm-time=4.8|turnrate=9.5|damage-type=Kinetic & Energy|damage=19000|damage-random=12200|radius=21.0|blast-damage=7000|blast-damage-random=3600}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Proton Cruise Missile===<br />
<br />
{{Missile|name=Proton Cruise Missile|faction=Humans|tech=65|resource=400|ammo=18|energy=4.42|drain=0.34|speed=80|life=27.0|arm-time=5.8|turnrate=10.0|damage-type=Kinetic & Energy|damage=20750|damage-random=12600|radius=22.0|blast-damage=7800|blast-damage-random=4000}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Harpex Missile===<br />
<br />
{{Missile|name=Harpex Missile|faction=Humans|tech=70|resource=450|ammo=16|energy=5.04|drain=0.36|speed=70|life=32.0|arm-time=6.8|turnrate=11.0|damage-type=Kinetic & Energy|damage=22500|damage-random=13300|radius=23.0|blast-damage=8500|blast-damage-random=4300}}<br />
<br />
<div style="clear:both"><br />
----</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Missiles&diff=2999Missiles2012-10-18T05:57:07Z<p>Pantheon: /* Ion Tracking Missile */</p>
<hr />
<div><blockquote><br />
''"Well, you kind of have to admire their tenacity."<br />
: - 1st Lieutenant Gira Banks, on spending minutes attempting to evade a swarm of Ion Tracker missiles in a scout''<br />
</blockquote><br />
<br />
Once humanity discovered the benefits of sticking some fins on a rocket-propelled cylinder, little was it realized at that point what an incredibly devastating weapon it would prove to be long after they traveled to the stars.<br />
<br />
Missiles are a long range weapon, used by dedicated missile ships to support direct combat ships in battle by raining fire from afar. They have a wide area of effect detonation and are well guided, although smaller ships have less trouble than bigger ones.<br />
<br />
Although powerful, most ships can't hold a very large amount and are expensive energy wise to maintain firing for a long period of time. as such, the ships they are on tend to be vulnerable to close range attacks as missiles have a minimum firing and detonation range.<br />
<br />
==Missiles==<br />
<br />
Human Missiles come in three tiers; <br><br />
Tier 1 are the smallest missiles and usually equiped on Frigates or even Corvettes. <br><br />
Tier 2 the medium one's to be found on Destroyers and Cruisers. <br><br />
Tier 3 missiles are the largest and are designed to be wielded by Dreadnoughts and Stations. <br><br />
The Tiers scale in power and range but are typically found on ships dedicated to their use due to their high energy costs.<br />
<br />
===Anti-Radar Missile===<br />
<br />
{{Missile|name=Anti-Radar Missile|faction=Humans|tech=0|resource=88|ammo=27|energy=0.96|drain=0.16|speed=125|max-range=1500|min-range=300|turnrate=0.8|damage-type=Kinetic|damage=4000|damage-random=3500|radius=14.0|blast-damage=1750|blast-damage-random=900|falloff=0|rev-falloff=False}}<br />
<br />
During the Stellar Conflicts, there were always weapons that people would sell to the highest bidder.<br />
<br />
And thus, the first of these weapons, the Interceptor-class Anti-Radar missile, was procured. Sold eventually and still regularly to both human factions, the Anti-Radar missile is an old favorite of Frigate captains and an old enemy to enemy destroyers. Speedy, lightweight, and incredibly hard to detect, this low-payload missile is hard to shoot down and even harder to dodge, making it the bane of Destroyer captains everywhere.<br />
<br />
Even though it's payload is considered the lowest of all the missiles, this is merely in comparison - it's still an extremely powerful shaped charge that has claimed more than one over-confident pilot. This Interceptor-class missile has the lowest range of all the missiles, but it's also the least energy demanding. Like all the missiles, it is fired in an arc designed to avoid nearby friendly targets.<br />
<br />
This missile is ammo based, and can be switched with both the Peregrine missile (100 resources, 0 tech) or the Sparrow missile (110 resources, 10 tech.) It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Peregrine missiles===<br />
<br />
{{Missile|name=Peregrine Missile|faction=Humans|tech=0|resource=100|ammo=23|energy=1.26|drain=0.18|speed=120|max-range=1560|min-range=336|turnrate=1.0|damage-type=Kinetic|damage=4600|damage-random=4150|radius=15.0|blast-damage=2090|blast-damage-random=1040|falloff=0|rev-falloff=False}}<br />
<br />
The second of the first new Interceptor-class missiles that were sold to both human factions, the Peregrine missile is the definitive missile for a balance of speed, range, and power. It is useful equally well both against both large and small capital ships, providing a tremendous amount of damage with a favorable amount of range and maneuverability. These traits combined make an excellent anti-Cruiser weapon, though Frigate captains are advised to not draw their attention, as Cruisers are notorious for being devastating against smaller picket ships. <br />
<br />
This weapon is ammo based, and can replace bother the Anti-Radar Missile (88 resources, 0 tech) and the Sparrow Missile (110 resources, 10 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Sparrow Missile===<br />
<br />
{{Missile|name=Sparrow Missile|faction=Humans|tech=10|resource=110|ammo=20|energy=1.6|drain=0.2|speed=115|max-range=1610|min-range=356.5|turnrate=1.2|damage-type=Kinetic|damage=5350|damage-random=4700|radius=16.0|blast-damage=2340|blast-damage-random=1210|falloff=0|rev-falloff=False}}<br />
<br />
From the same independent manufacturer that developed the original Anti-Radar missiles, the Sparrow was the name of the first of many new missile designs that were sold to both human factions.<br />
<br />
The Sparrow missile belongs to the Interceptor class of missiles, and is used by Frigates as an anti-capital ship weapon. Featuring the heaviest payload of all the Interceptor class of missiles, this weapon also comes with the farthest range. Designed to punch straight through armor, the area damage of this weapon isn't nearly as noticeable as it is with the larger missiles available, but its still noticeable enough to cause extreme damage.<br />
<br />
Fitted mostly on stealthier ships, the missile fires in an arc, designed to be fired around ships and other objects. At a cost of its heavy payload however, it is the least maneuverable of the Interceptor-class missiles.<br />
<br />
This weapon is ammo based, and can replace both the Anti-Radar Missile (88 resources, 0 tech) and the Peregrine Missile (100 resources, 0 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Raptor Missile===<br />
<br />
{{Missile|name=Raptor Missile|faction=Humans|tech=40|resource=175|ammo=22|energy=2.16|drain=0.24|speed=110|max-range=1540|min-range=374|turnrate=4.0|damage-type=Kinetic|damage=9500|damage-random=7000|radius=18.0|blast-damage=3500|blast-damage-random=1800|falloff=0|rev-falloff=False}}<br />
<br />
While attempting to recreate the success of the Anti-Radar missile, it proved an impossible task to mask a higher payload on a Tier-2 missile. Undaunted, independent manufacturers settled on a high payload missile that was just as accurate, and the Raptor was born.<br />
<br />
First overlooked by UGTO captains in favor of the more devastating Phoenix missiles, the Raptor proved to be a valuable asset for their ships when one adventuresome captain decided to outfit a missile cruiser with Raptor class missiles. Undaunted by the jesting of such a weak choice, this captain successfully defended against a squadron of Heavy Cruisers that the Phoenix missiles has trouble reaching. The superior maneuverability and speed of Raptor missiles proves time and again to the surprise of many to be an effective counter to smaller capital ships, and with its heavy payload far outstripping its Tier 1 counterparts, manages to repeatedly proves its worth as an anti-picket weapon.<br />
<br />
This T2 missile has the lowest range of all T2 missiles and the lowest damage, but makes up for it with its massive advantages in speed, accuracy, energy management, and ammo capacity.<br />
<br />
This weapon is ammo based, and can be switched out for the Ion Tracker missile (200 resources, 45 technology) or the Phoenix missile (225 resources, 50 technology). It can be found on all allied worlds, and is available to both human factions.<br />
<div style="clear:both"><br />
----<br />
<br />
===Ion Tracking Missile===<br />
<br />
{{Missile|name=Ion Tracker Missile|faction=Humans|tech=45|resource=200|ammo=20|energy=2.6|drain=0.26|speed=105|max-range=1785|min-range=399|turnrate=4.25|damage-type=Kinetic|damage=10500|damage-random=7250|radius=19.0|blast-damage=4150|blast-damage-random=2200|falloff=0|rev-falloff=False}}<br />
<br />
After the success of the Anti-Radar missile, independent manufacturers eventually released a more powerful version intended for Destroyer and Cruiser class ships. Dubbed by both human factions as Tier 2 missiles, the Ion Tracker missile was the first of these. Named after its homing mechanism in which it targeted the ion trail left by ships engines, the IT missile has been an old standby missile for countless years. Due to how quickly and easily they are both built and deployed, large amounts of these missiles were fielded by ICC in particular, who needed a less expensive approach to fighting capital ships. The inexpensive IT missile is what began the ICC's eventual shift towards larger and more powerful missile boats. <br />
<br />
Featuring an excellent balance of power, maneuverability, and range, the IT missile is a powerful warhead to be deployed against both medium capital ships and ever feared Dreadnoughts. While not as maneuverable as its Tier 1 counterparts, it still manages to hit home time and again against foolish ships that stray too far from a picket escort.<br />
<br />
This weapon is ammo based, and can be switched out for the Phoenix missile (225 resources, 50 technology) or the Raptor missile (175 resources, 45 technology). It is available on allied worlds and to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Phoenix Missile===<br />
<br />
{{Missile|name=Pheonix Missile|faction=Humans|tech=50|resource=225|ammo=18|energy=3.08|drain=0.28|speed=100|life=19.0|arm-time=4.3|turnrate=4.5|damage-type=Kinetic|damage=12000|damage-random=7500|radius=20.0|blast-damage=4400|blast-damage-random=2500}}<br />
<br />
With the success of two new Interceptor-class missiles, the same independent manufacturers began designs on improving the Ion-Tracker missile as well, and before long, the first to be released and sold to both factions was named the Phoenix missile.<br />
<br />
Being the most powerful medium missile to ever be fielded by UGTO or ICC, capital ships initially didn't have the armor or hull capability to withstand more than a few salvos before being forced to retreat, and the brilliant glow of the missile's high powered nuclear explosions gave credence to its namesake. Being able to drill directly into then feeble armor plates allowed its tremendous amount of force to nearly obliterate any armor with little effort. It wouldn't be long however before the armoring was improved, and while not as powerful as before, they still deal an incredible amount of damage, and over an area.<br />
<br />
These missiles feature the greatest range and damage of all T2 missiles, but suffer from extreme energy requirements as well and poor maneuverability and lower ammo capacity. Use wisely against larger targets, as they are easily shot down by picket ships.<br />
<br />
This weapon is ammo based, and can be switched out for the Raptor missile (175 resources, 45 technology) or the Ion Tracker missile (200 resources, 45 technology). It is available to both human factions on allied worlds.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Linear Drive Missile===<br />
<br />
{{Missile|name=Linear Drive Missile|faction=Humans|tech=60|resource=350|ammo=20|energy=3.84|drain=0.32|speed=95|life=21.0|arm-time=4.8|turnrate=9.5|damage-type=Kinetic & Energy|damage=19000|damage-random=12200|radius=21.0|blast-damage=7000|blast-damage-random=3600}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Proton Cruise Missile===<br />
<br />
{{Missile|name=Proton Cruise Missile|faction=Humans|tech=65|resource=400|ammo=18|energy=4.42|drain=0.34|speed=80|life=27.0|arm-time=5.8|turnrate=10.0|damage-type=Kinetic & Energy|damage=20750|damage-random=12600|radius=22.0|blast-damage=7800|blast-damage-random=4000}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Harpex Missile===<br />
<br />
{{Missile|name=Harpex Missile|faction=Humans|tech=70|resource=450|ammo=16|energy=5.04|drain=0.36|speed=70|life=32.0|arm-time=6.8|turnrate=11.0|damage-type=Kinetic & Energy|damage=22500|damage-random=13300|radius=23.0|blast-damage=8500|blast-damage-random=4300}}<br />
<br />
<div style="clear:both"><br />
----</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Missiles&diff=2998Missiles2012-10-18T05:56:24Z<p>Pantheon: /* Raptor Missile */</p>
<hr />
<div><blockquote><br />
''"Well, you kind of have to admire their tenacity."<br />
: - 1st Lieutenant Gira Banks, on spending minutes attempting to evade a swarm of Ion Tracker missiles in a scout''<br />
</blockquote><br />
<br />
Once humanity discovered the benefits of sticking some fins on a rocket-propelled cylinder, little was it realized at that point what an incredibly devastating weapon it would prove to be long after they traveled to the stars.<br />
<br />
Missiles are a long range weapon, used by dedicated missile ships to support direct combat ships in battle by raining fire from afar. They have a wide area of effect detonation and are well guided, although smaller ships have less trouble than bigger ones.<br />
<br />
Although powerful, most ships can't hold a very large amount and are expensive energy wise to maintain firing for a long period of time. as such, the ships they are on tend to be vulnerable to close range attacks as missiles have a minimum firing and detonation range.<br />
<br />
==Missiles==<br />
<br />
Human Missiles come in three tiers; <br><br />
Tier 1 are the smallest missiles and usually equiped on Frigates or even Corvettes. <br><br />
Tier 2 the medium one's to be found on Destroyers and Cruisers. <br><br />
Tier 3 missiles are the largest and are designed to be wielded by Dreadnoughts and Stations. <br><br />
The Tiers scale in power and range but are typically found on ships dedicated to their use due to their high energy costs.<br />
<br />
===Anti-Radar Missile===<br />
<br />
{{Missile|name=Anti-Radar Missile|faction=Humans|tech=0|resource=88|ammo=27|energy=0.96|drain=0.16|speed=125|max-range=1500|min-range=300|turnrate=0.8|damage-type=Kinetic|damage=4000|damage-random=3500|radius=14.0|blast-damage=1750|blast-damage-random=900|falloff=0|rev-falloff=False}}<br />
<br />
During the Stellar Conflicts, there were always weapons that people would sell to the highest bidder.<br />
<br />
And thus, the first of these weapons, the Interceptor-class Anti-Radar missile, was procured. Sold eventually and still regularly to both human factions, the Anti-Radar missile is an old favorite of Frigate captains and an old enemy to enemy destroyers. Speedy, lightweight, and incredibly hard to detect, this low-payload missile is hard to shoot down and even harder to dodge, making it the bane of Destroyer captains everywhere.<br />
<br />
Even though it's payload is considered the lowest of all the missiles, this is merely in comparison - it's still an extremely powerful shaped charge that has claimed more than one over-confident pilot. This Interceptor-class missile has the lowest range of all the missiles, but it's also the least energy demanding. Like all the missiles, it is fired in an arc designed to avoid nearby friendly targets.<br />
<br />
This missile is ammo based, and can be switched with both the Peregrine missile (100 resources, 0 tech) or the Sparrow missile (110 resources, 10 tech.) It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Peregrine missiles===<br />
<br />
{{Missile|name=Peregrine Missile|faction=Humans|tech=0|resource=100|ammo=23|energy=1.26|drain=0.18|speed=120|max-range=1560|min-range=336|turnrate=1.0|damage-type=Kinetic|damage=4600|damage-random=4150|radius=15.0|blast-damage=2090|blast-damage-random=1040|falloff=0|rev-falloff=False}}<br />
<br />
The second of the first new Interceptor-class missiles that were sold to both human factions, the Peregrine missile is the definitive missile for a balance of speed, range, and power. It is useful equally well both against both large and small capital ships, providing a tremendous amount of damage with a favorable amount of range and maneuverability. These traits combined make an excellent anti-Cruiser weapon, though Frigate captains are advised to not draw their attention, as Cruisers are notorious for being devastating against smaller picket ships. <br />
<br />
This weapon is ammo based, and can replace bother the Anti-Radar Missile (88 resources, 0 tech) and the Sparrow Missile (110 resources, 10 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Sparrow Missile===<br />
<br />
{{Missile|name=Sparrow Missile|faction=Humans|tech=10|resource=110|ammo=20|energy=1.6|drain=0.2|speed=115|max-range=1610|min-range=356.5|turnrate=1.2|damage-type=Kinetic|damage=5350|damage-random=4700|radius=16.0|blast-damage=2340|blast-damage-random=1210|falloff=0|rev-falloff=False}}<br />
<br />
From the same independent manufacturer that developed the original Anti-Radar missiles, the Sparrow was the name of the first of many new missile designs that were sold to both human factions.<br />
<br />
The Sparrow missile belongs to the Interceptor class of missiles, and is used by Frigates as an anti-capital ship weapon. Featuring the heaviest payload of all the Interceptor class of missiles, this weapon also comes with the farthest range. Designed to punch straight through armor, the area damage of this weapon isn't nearly as noticeable as it is with the larger missiles available, but its still noticeable enough to cause extreme damage.<br />
<br />
Fitted mostly on stealthier ships, the missile fires in an arc, designed to be fired around ships and other objects. At a cost of its heavy payload however, it is the least maneuverable of the Interceptor-class missiles.<br />
<br />
This weapon is ammo based, and can replace both the Anti-Radar Missile (88 resources, 0 tech) and the Peregrine Missile (100 resources, 0 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Raptor Missile===<br />
<br />
{{Missile|name=Raptor Missile|faction=Humans|tech=40|resource=175|ammo=22|energy=2.16|drain=0.24|speed=110|max-range=1540|min-range=374|turnrate=4.0|damage-type=Kinetic|damage=9500|damage-random=7000|radius=18.0|blast-damage=3500|blast-damage-random=1800|falloff=0|rev-falloff=False}}<br />
<br />
While attempting to recreate the success of the Anti-Radar missile, it proved an impossible task to mask a higher payload on a Tier-2 missile. Undaunted, independent manufacturers settled on a high payload missile that was just as accurate, and the Raptor was born.<br />
<br />
First overlooked by UGTO captains in favor of the more devastating Phoenix missiles, the Raptor proved to be a valuable asset for their ships when one adventuresome captain decided to outfit a missile cruiser with Raptor class missiles. Undaunted by the jesting of such a weak choice, this captain successfully defended against a squadron of Heavy Cruisers that the Phoenix missiles has trouble reaching. The superior maneuverability and speed of Raptor missiles proves time and again to the surprise of many to be an effective counter to smaller capital ships, and with its heavy payload far outstripping its Tier 1 counterparts, manages to repeatedly proves its worth as an anti-picket weapon.<br />
<br />
This T2 missile has the lowest range of all T2 missiles and the lowest damage, but makes up for it with its massive advantages in speed, accuracy, energy management, and ammo capacity.<br />
<br />
This weapon is ammo based, and can be switched out for the Ion Tracker missile (200 resources, 45 technology) or the Phoenix missile (225 resources, 50 technology). It can be found on all allied worlds, and is available to both human factions.<br />
<div style="clear:both"><br />
----<br />
<br />
===Ion Tracking Missile===<br />
<br />
{{Missile|name=Ion Tracker Missile|faction=Humans|tech=45|resource=200|ammo=20|energy=2.6|drain=0.26|speed=105|life=17.0|arm-time=3.8|turnrate=4.25|damage-type=Kinetic|damage=10500|damage-random=7250|radius=19.0|blast-damage=4150|blast-damage-random=2200}}<br />
<br />
After the success of the Anti-Radar missile, independent manufacturers eventually released a more powerful version intended for Destroyer and Cruiser class ships. Dubbed by both human factions as Tier 2 missiles, the Ion Tracker missile was the first of these. Named after its homing mechanism in which it targeted the ion trail left by ships engines, the IT missile has been an old standby missile for countless years. Due to how quickly and easily they are both built and deployed, large amounts of these missiles were fielded by ICC in particular, who needed a less expensive approach to fighting capital ships. The inexpensive IT missile is what began the ICC's eventual shift towards larger and more powerful missile boats. <br />
<br />
Featuring an excellent balance of power, maneuverability, and range, the IT missile is a powerful warhead to be deployed against both medium capital ships and ever feared Dreadnoughts. While not as maneuverable as its Tier 1 counterparts, it still manages to hit home time and again against foolish ships that stray too far from a picket escort.<br />
<br />
This weapon is ammo based, and can be switched out for the Phoenix missile (225 resources, 50 technology) or the Raptor missile (175 resources, 45 technology). It is available on allied worlds and to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Phoenix Missile===<br />
<br />
{{Missile|name=Pheonix Missile|faction=Humans|tech=50|resource=225|ammo=18|energy=3.08|drain=0.28|speed=100|life=19.0|arm-time=4.3|turnrate=4.5|damage-type=Kinetic|damage=12000|damage-random=7500|radius=20.0|blast-damage=4400|blast-damage-random=2500}}<br />
<br />
With the success of two new Interceptor-class missiles, the same independent manufacturers began designs on improving the Ion-Tracker missile as well, and before long, the first to be released and sold to both factions was named the Phoenix missile.<br />
<br />
Being the most powerful medium missile to ever be fielded by UGTO or ICC, capital ships initially didn't have the armor or hull capability to withstand more than a few salvos before being forced to retreat, and the brilliant glow of the missile's high powered nuclear explosions gave credence to its namesake. Being able to drill directly into then feeble armor plates allowed its tremendous amount of force to nearly obliterate any armor with little effort. It wouldn't be long however before the armoring was improved, and while not as powerful as before, they still deal an incredible amount of damage, and over an area.<br />
<br />
These missiles feature the greatest range and damage of all T2 missiles, but suffer from extreme energy requirements as well and poor maneuverability and lower ammo capacity. Use wisely against larger targets, as they are easily shot down by picket ships.<br />
<br />
This weapon is ammo based, and can be switched out for the Raptor missile (175 resources, 45 technology) or the Ion Tracker missile (200 resources, 45 technology). It is available to both human factions on allied worlds.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Linear Drive Missile===<br />
<br />
{{Missile|name=Linear Drive Missile|faction=Humans|tech=60|resource=350|ammo=20|energy=3.84|drain=0.32|speed=95|life=21.0|arm-time=4.8|turnrate=9.5|damage-type=Kinetic & Energy|damage=19000|damage-random=12200|radius=21.0|blast-damage=7000|blast-damage-random=3600}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Proton Cruise Missile===<br />
<br />
{{Missile|name=Proton Cruise Missile|faction=Humans|tech=65|resource=400|ammo=18|energy=4.42|drain=0.34|speed=80|life=27.0|arm-time=5.8|turnrate=10.0|damage-type=Kinetic & Energy|damage=20750|damage-random=12600|radius=22.0|blast-damage=7800|blast-damage-random=4000}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Harpex Missile===<br />
<br />
{{Missile|name=Harpex Missile|faction=Humans|tech=70|resource=450|ammo=16|energy=5.04|drain=0.36|speed=70|life=32.0|arm-time=6.8|turnrate=11.0|damage-type=Kinetic & Energy|damage=22500|damage-random=13300|radius=23.0|blast-damage=8500|blast-damage-random=4300}}<br />
<br />
<div style="clear:both"><br />
----</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Missiles&diff=2997Missiles2012-10-18T05:55:36Z<p>Pantheon: /* Sparrow Missile */</p>
<hr />
<div><blockquote><br />
''"Well, you kind of have to admire their tenacity."<br />
: - 1st Lieutenant Gira Banks, on spending minutes attempting to evade a swarm of Ion Tracker missiles in a scout''<br />
</blockquote><br />
<br />
Once humanity discovered the benefits of sticking some fins on a rocket-propelled cylinder, little was it realized at that point what an incredibly devastating weapon it would prove to be long after they traveled to the stars.<br />
<br />
Missiles are a long range weapon, used by dedicated missile ships to support direct combat ships in battle by raining fire from afar. They have a wide area of effect detonation and are well guided, although smaller ships have less trouble than bigger ones.<br />
<br />
Although powerful, most ships can't hold a very large amount and are expensive energy wise to maintain firing for a long period of time. as such, the ships they are on tend to be vulnerable to close range attacks as missiles have a minimum firing and detonation range.<br />
<br />
==Missiles==<br />
<br />
Human Missiles come in three tiers; <br><br />
Tier 1 are the smallest missiles and usually equiped on Frigates or even Corvettes. <br><br />
Tier 2 the medium one's to be found on Destroyers and Cruisers. <br><br />
Tier 3 missiles are the largest and are designed to be wielded by Dreadnoughts and Stations. <br><br />
The Tiers scale in power and range but are typically found on ships dedicated to their use due to their high energy costs.<br />
<br />
===Anti-Radar Missile===<br />
<br />
{{Missile|name=Anti-Radar Missile|faction=Humans|tech=0|resource=88|ammo=27|energy=0.96|drain=0.16|speed=125|max-range=1500|min-range=300|turnrate=0.8|damage-type=Kinetic|damage=4000|damage-random=3500|radius=14.0|blast-damage=1750|blast-damage-random=900|falloff=0|rev-falloff=False}}<br />
<br />
During the Stellar Conflicts, there were always weapons that people would sell to the highest bidder.<br />
<br />
And thus, the first of these weapons, the Interceptor-class Anti-Radar missile, was procured. Sold eventually and still regularly to both human factions, the Anti-Radar missile is an old favorite of Frigate captains and an old enemy to enemy destroyers. Speedy, lightweight, and incredibly hard to detect, this low-payload missile is hard to shoot down and even harder to dodge, making it the bane of Destroyer captains everywhere.<br />
<br />
Even though it's payload is considered the lowest of all the missiles, this is merely in comparison - it's still an extremely powerful shaped charge that has claimed more than one over-confident pilot. This Interceptor-class missile has the lowest range of all the missiles, but it's also the least energy demanding. Like all the missiles, it is fired in an arc designed to avoid nearby friendly targets.<br />
<br />
This missile is ammo based, and can be switched with both the Peregrine missile (100 resources, 0 tech) or the Sparrow missile (110 resources, 10 tech.) It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Peregrine missiles===<br />
<br />
{{Missile|name=Peregrine Missile|faction=Humans|tech=0|resource=100|ammo=23|energy=1.26|drain=0.18|speed=120|max-range=1560|min-range=336|turnrate=1.0|damage-type=Kinetic|damage=4600|damage-random=4150|radius=15.0|blast-damage=2090|blast-damage-random=1040|falloff=0|rev-falloff=False}}<br />
<br />
The second of the first new Interceptor-class missiles that were sold to both human factions, the Peregrine missile is the definitive missile for a balance of speed, range, and power. It is useful equally well both against both large and small capital ships, providing a tremendous amount of damage with a favorable amount of range and maneuverability. These traits combined make an excellent anti-Cruiser weapon, though Frigate captains are advised to not draw their attention, as Cruisers are notorious for being devastating against smaller picket ships. <br />
<br />
This weapon is ammo based, and can replace bother the Anti-Radar Missile (88 resources, 0 tech) and the Sparrow Missile (110 resources, 10 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Sparrow Missile===<br />
<br />
{{Missile|name=Sparrow Missile|faction=Humans|tech=10|resource=110|ammo=20|energy=1.6|drain=0.2|speed=115|max-range=1610|min-range=356.5|turnrate=1.2|damage-type=Kinetic|damage=5350|damage-random=4700|radius=16.0|blast-damage=2340|blast-damage-random=1210|falloff=0|rev-falloff=False}}<br />
<br />
From the same independent manufacturer that developed the original Anti-Radar missiles, the Sparrow was the name of the first of many new missile designs that were sold to both human factions.<br />
<br />
The Sparrow missile belongs to the Interceptor class of missiles, and is used by Frigates as an anti-capital ship weapon. Featuring the heaviest payload of all the Interceptor class of missiles, this weapon also comes with the farthest range. Designed to punch straight through armor, the area damage of this weapon isn't nearly as noticeable as it is with the larger missiles available, but its still noticeable enough to cause extreme damage.<br />
<br />
Fitted mostly on stealthier ships, the missile fires in an arc, designed to be fired around ships and other objects. At a cost of its heavy payload however, it is the least maneuverable of the Interceptor-class missiles.<br />
<br />
This weapon is ammo based, and can replace both the Anti-Radar Missile (88 resources, 0 tech) and the Peregrine Missile (100 resources, 0 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Raptor Missile===<br />
<br />
{{Missile|name=Raptor Missile|faction=Humans|tech=40|resource=175|ammo=22|energy=2.16|drain=0.24|speed=110|life=14.0|arm-time=3.4|turnrate=4.0|damage-type=Kinetic|damage=9500|damage-random=7000|radius=18.0|blast-damage=3500|blast-damage-random=1800}}<br />
<br />
While attempting to recreate the success of the Anti-Radar missile, it proved an impossible task to mask a higher payload on a Tier-2 missile. Undaunted, independent manufacturers settled on a high payload missile that was just as accurate, and the Raptor was born.<br />
<br />
First overlooked by UGTO captains in favor of the more devastating Phoenix missiles, the Raptor proved to be a valuable asset for their ships when one adventuresome captain decided to outfit a missile cruiser with Raptor class missiles. Undaunted by the jesting of such a weak choice, this captain successfully defended against a squadron of Heavy Cruisers that the Phoenix missiles has trouble reaching. The superior maneuverability and speed of Raptor missiles proves time and again to the surprise of many to be an effective counter to smaller capital ships, and with its heavy payload far outstripping its Tier 1 counterparts, manages to repeatedly proves its worth as an anti-picket weapon.<br />
<br />
This T2 missile has the lowest range of all T2 missiles and the lowest damage, but makes up for it with its massive advantages in speed, accuracy, energy management, and ammo capacity.<br />
<br />
This weapon is ammo based, and can be switched out for the Ion Tracker missile (200 resources, 45 technology) or the Phoenix missile (225 resources, 50 technology). It can be found on all allied worlds, and is available to both human factions.<br />
<div style="clear:both"><br />
----<br />
<br />
===Ion Tracking Missile===<br />
<br />
{{Missile|name=Ion Tracker Missile|faction=Humans|tech=45|resource=200|ammo=20|energy=2.6|drain=0.26|speed=105|life=17.0|arm-time=3.8|turnrate=4.25|damage-type=Kinetic|damage=10500|damage-random=7250|radius=19.0|blast-damage=4150|blast-damage-random=2200}}<br />
<br />
After the success of the Anti-Radar missile, independent manufacturers eventually released a more powerful version intended for Destroyer and Cruiser class ships. Dubbed by both human factions as Tier 2 missiles, the Ion Tracker missile was the first of these. Named after its homing mechanism in which it targeted the ion trail left by ships engines, the IT missile has been an old standby missile for countless years. Due to how quickly and easily they are both built and deployed, large amounts of these missiles were fielded by ICC in particular, who needed a less expensive approach to fighting capital ships. The inexpensive IT missile is what began the ICC's eventual shift towards larger and more powerful missile boats. <br />
<br />
Featuring an excellent balance of power, maneuverability, and range, the IT missile is a powerful warhead to be deployed against both medium capital ships and ever feared Dreadnoughts. While not as maneuverable as its Tier 1 counterparts, it still manages to hit home time and again against foolish ships that stray too far from a picket escort.<br />
<br />
This weapon is ammo based, and can be switched out for the Phoenix missile (225 resources, 50 technology) or the Raptor missile (175 resources, 45 technology). It is available on allied worlds and to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Phoenix Missile===<br />
<br />
{{Missile|name=Pheonix Missile|faction=Humans|tech=50|resource=225|ammo=18|energy=3.08|drain=0.28|speed=100|life=19.0|arm-time=4.3|turnrate=4.5|damage-type=Kinetic|damage=12000|damage-random=7500|radius=20.0|blast-damage=4400|blast-damage-random=2500}}<br />
<br />
With the success of two new Interceptor-class missiles, the same independent manufacturers began designs on improving the Ion-Tracker missile as well, and before long, the first to be released and sold to both factions was named the Phoenix missile.<br />
<br />
Being the most powerful medium missile to ever be fielded by UGTO or ICC, capital ships initially didn't have the armor or hull capability to withstand more than a few salvos before being forced to retreat, and the brilliant glow of the missile's high powered nuclear explosions gave credence to its namesake. Being able to drill directly into then feeble armor plates allowed its tremendous amount of force to nearly obliterate any armor with little effort. It wouldn't be long however before the armoring was improved, and while not as powerful as before, they still deal an incredible amount of damage, and over an area.<br />
<br />
These missiles feature the greatest range and damage of all T2 missiles, but suffer from extreme energy requirements as well and poor maneuverability and lower ammo capacity. Use wisely against larger targets, as they are easily shot down by picket ships.<br />
<br />
This weapon is ammo based, and can be switched out for the Raptor missile (175 resources, 45 technology) or the Ion Tracker missile (200 resources, 45 technology). It is available to both human factions on allied worlds.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Linear Drive Missile===<br />
<br />
{{Missile|name=Linear Drive Missile|faction=Humans|tech=60|resource=350|ammo=20|energy=3.84|drain=0.32|speed=95|life=21.0|arm-time=4.8|turnrate=9.5|damage-type=Kinetic & Energy|damage=19000|damage-random=12200|radius=21.0|blast-damage=7000|blast-damage-random=3600}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Proton Cruise Missile===<br />
<br />
{{Missile|name=Proton Cruise Missile|faction=Humans|tech=65|resource=400|ammo=18|energy=4.42|drain=0.34|speed=80|life=27.0|arm-time=5.8|turnrate=10.0|damage-type=Kinetic & Energy|damage=20750|damage-random=12600|radius=22.0|blast-damage=7800|blast-damage-random=4000}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Harpex Missile===<br />
<br />
{{Missile|name=Harpex Missile|faction=Humans|tech=70|resource=450|ammo=16|energy=5.04|drain=0.36|speed=70|life=32.0|arm-time=6.8|turnrate=11.0|damage-type=Kinetic & Energy|damage=22500|damage-random=13300|radius=23.0|blast-damage=8500|blast-damage-random=4300}}<br />
<br />
<div style="clear:both"><br />
----</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Missiles&diff=2996Missiles2012-10-18T05:54:40Z<p>Pantheon: /* Peregrine missiles */</p>
<hr />
<div><blockquote><br />
''"Well, you kind of have to admire their tenacity."<br />
: - 1st Lieutenant Gira Banks, on spending minutes attempting to evade a swarm of Ion Tracker missiles in a scout''<br />
</blockquote><br />
<br />
Once humanity discovered the benefits of sticking some fins on a rocket-propelled cylinder, little was it realized at that point what an incredibly devastating weapon it would prove to be long after they traveled to the stars.<br />
<br />
Missiles are a long range weapon, used by dedicated missile ships to support direct combat ships in battle by raining fire from afar. They have a wide area of effect detonation and are well guided, although smaller ships have less trouble than bigger ones.<br />
<br />
Although powerful, most ships can't hold a very large amount and are expensive energy wise to maintain firing for a long period of time. as such, the ships they are on tend to be vulnerable to close range attacks as missiles have a minimum firing and detonation range.<br />
<br />
==Missiles==<br />
<br />
Human Missiles come in three tiers; <br><br />
Tier 1 are the smallest missiles and usually equiped on Frigates or even Corvettes. <br><br />
Tier 2 the medium one's to be found on Destroyers and Cruisers. <br><br />
Tier 3 missiles are the largest and are designed to be wielded by Dreadnoughts and Stations. <br><br />
The Tiers scale in power and range but are typically found on ships dedicated to their use due to their high energy costs.<br />
<br />
===Anti-Radar Missile===<br />
<br />
{{Missile|name=Anti-Radar Missile|faction=Humans|tech=0|resource=88|ammo=27|energy=0.96|drain=0.16|speed=125|max-range=1500|min-range=300|turnrate=0.8|damage-type=Kinetic|damage=4000|damage-random=3500|radius=14.0|blast-damage=1750|blast-damage-random=900|falloff=0|rev-falloff=False}}<br />
<br />
During the Stellar Conflicts, there were always weapons that people would sell to the highest bidder.<br />
<br />
And thus, the first of these weapons, the Interceptor-class Anti-Radar missile, was procured. Sold eventually and still regularly to both human factions, the Anti-Radar missile is an old favorite of Frigate captains and an old enemy to enemy destroyers. Speedy, lightweight, and incredibly hard to detect, this low-payload missile is hard to shoot down and even harder to dodge, making it the bane of Destroyer captains everywhere.<br />
<br />
Even though it's payload is considered the lowest of all the missiles, this is merely in comparison - it's still an extremely powerful shaped charge that has claimed more than one over-confident pilot. This Interceptor-class missile has the lowest range of all the missiles, but it's also the least energy demanding. Like all the missiles, it is fired in an arc designed to avoid nearby friendly targets.<br />
<br />
This missile is ammo based, and can be switched with both the Peregrine missile (100 resources, 0 tech) or the Sparrow missile (110 resources, 10 tech.) It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Peregrine missiles===<br />
<br />
{{Missile|name=Peregrine Missile|faction=Humans|tech=0|resource=100|ammo=23|energy=1.26|drain=0.18|speed=120|max-range=1560|min-range=336|turnrate=1.0|damage-type=Kinetic|damage=4600|damage-random=4150|radius=15.0|blast-damage=2090|blast-damage-random=1040|falloff=0|rev-falloff=False}}<br />
<br />
The second of the first new Interceptor-class missiles that were sold to both human factions, the Peregrine missile is the definitive missile for a balance of speed, range, and power. It is useful equally well both against both large and small capital ships, providing a tremendous amount of damage with a favorable amount of range and maneuverability. These traits combined make an excellent anti-Cruiser weapon, though Frigate captains are advised to not draw their attention, as Cruisers are notorious for being devastating against smaller picket ships. <br />
<br />
This weapon is ammo based, and can replace bother the Anti-Radar Missile (88 resources, 0 tech) and the Sparrow Missile (110 resources, 10 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Sparrow Missile===<br />
<br />
{{Missile|name=Sparrow Missile|faction=Humans|tech=10|resource=110|ammo=20|energy=1.6|drain=0.2|speed=115|life=14.0|arm-time=3.1|turnrate=1.2|damage-type=Kinetic|damage=5350|damage-random=4700|radius=16.0|blast-damage=2340|blast-damage-random=1210}}<br />
<br />
From the same independent manufacturer that developed the original Anti-Radar missiles, the Sparrow was the name of the first of many new missile designs that were sold to both human factions.<br />
<br />
The Sparrow missile belongs to the Interceptor class of missiles, and is used by Frigates as an anti-capital ship weapon. Featuring the heaviest payload of all the Interceptor class of missiles, this weapon also comes with the farthest range. Designed to punch straight through armor, the area damage of this weapon isn't nearly as noticeable as it is with the larger missiles available, but its still noticeable enough to cause extreme damage.<br />
<br />
Fitted mostly on stealthier ships, the missile fires in an arc, designed to be fired around ships and other objects. At a cost of its heavy payload however, it is the least maneuverable of the Interceptor-class missiles.<br />
<br />
This weapon is ammo based, and can replace both the Anti-Radar Missile (88 resources, 0 tech) and the Peregrine Missile (100 resources, 0 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Raptor Missile===<br />
<br />
{{Missile|name=Raptor Missile|faction=Humans|tech=40|resource=175|ammo=22|energy=2.16|drain=0.24|speed=110|life=14.0|arm-time=3.4|turnrate=4.0|damage-type=Kinetic|damage=9500|damage-random=7000|radius=18.0|blast-damage=3500|blast-damage-random=1800}}<br />
<br />
While attempting to recreate the success of the Anti-Radar missile, it proved an impossible task to mask a higher payload on a Tier-2 missile. Undaunted, independent manufacturers settled on a high payload missile that was just as accurate, and the Raptor was born.<br />
<br />
First overlooked by UGTO captains in favor of the more devastating Phoenix missiles, the Raptor proved to be a valuable asset for their ships when one adventuresome captain decided to outfit a missile cruiser with Raptor class missiles. Undaunted by the jesting of such a weak choice, this captain successfully defended against a squadron of Heavy Cruisers that the Phoenix missiles has trouble reaching. The superior maneuverability and speed of Raptor missiles proves time and again to the surprise of many to be an effective counter to smaller capital ships, and with its heavy payload far outstripping its Tier 1 counterparts, manages to repeatedly proves its worth as an anti-picket weapon.<br />
<br />
This T2 missile has the lowest range of all T2 missiles and the lowest damage, but makes up for it with its massive advantages in speed, accuracy, energy management, and ammo capacity.<br />
<br />
This weapon is ammo based, and can be switched out for the Ion Tracker missile (200 resources, 45 technology) or the Phoenix missile (225 resources, 50 technology). It can be found on all allied worlds, and is available to both human factions.<br />
<div style="clear:both"><br />
----<br />
<br />
===Ion Tracking Missile===<br />
<br />
{{Missile|name=Ion Tracker Missile|faction=Humans|tech=45|resource=200|ammo=20|energy=2.6|drain=0.26|speed=105|life=17.0|arm-time=3.8|turnrate=4.25|damage-type=Kinetic|damage=10500|damage-random=7250|radius=19.0|blast-damage=4150|blast-damage-random=2200}}<br />
<br />
After the success of the Anti-Radar missile, independent manufacturers eventually released a more powerful version intended for Destroyer and Cruiser class ships. Dubbed by both human factions as Tier 2 missiles, the Ion Tracker missile was the first of these. Named after its homing mechanism in which it targeted the ion trail left by ships engines, the IT missile has been an old standby missile for countless years. Due to how quickly and easily they are both built and deployed, large amounts of these missiles were fielded by ICC in particular, who needed a less expensive approach to fighting capital ships. The inexpensive IT missile is what began the ICC's eventual shift towards larger and more powerful missile boats. <br />
<br />
Featuring an excellent balance of power, maneuverability, and range, the IT missile is a powerful warhead to be deployed against both medium capital ships and ever feared Dreadnoughts. While not as maneuverable as its Tier 1 counterparts, it still manages to hit home time and again against foolish ships that stray too far from a picket escort.<br />
<br />
This weapon is ammo based, and can be switched out for the Phoenix missile (225 resources, 50 technology) or the Raptor missile (175 resources, 45 technology). It is available on allied worlds and to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Phoenix Missile===<br />
<br />
{{Missile|name=Pheonix Missile|faction=Humans|tech=50|resource=225|ammo=18|energy=3.08|drain=0.28|speed=100|life=19.0|arm-time=4.3|turnrate=4.5|damage-type=Kinetic|damage=12000|damage-random=7500|radius=20.0|blast-damage=4400|blast-damage-random=2500}}<br />
<br />
With the success of two new Interceptor-class missiles, the same independent manufacturers began designs on improving the Ion-Tracker missile as well, and before long, the first to be released and sold to both factions was named the Phoenix missile.<br />
<br />
Being the most powerful medium missile to ever be fielded by UGTO or ICC, capital ships initially didn't have the armor or hull capability to withstand more than a few salvos before being forced to retreat, and the brilliant glow of the missile's high powered nuclear explosions gave credence to its namesake. Being able to drill directly into then feeble armor plates allowed its tremendous amount of force to nearly obliterate any armor with little effort. It wouldn't be long however before the armoring was improved, and while not as powerful as before, they still deal an incredible amount of damage, and over an area.<br />
<br />
These missiles feature the greatest range and damage of all T2 missiles, but suffer from extreme energy requirements as well and poor maneuverability and lower ammo capacity. Use wisely against larger targets, as they are easily shot down by picket ships.<br />
<br />
This weapon is ammo based, and can be switched out for the Raptor missile (175 resources, 45 technology) or the Ion Tracker missile (200 resources, 45 technology). It is available to both human factions on allied worlds.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Linear Drive Missile===<br />
<br />
{{Missile|name=Linear Drive Missile|faction=Humans|tech=60|resource=350|ammo=20|energy=3.84|drain=0.32|speed=95|life=21.0|arm-time=4.8|turnrate=9.5|damage-type=Kinetic & Energy|damage=19000|damage-random=12200|radius=21.0|blast-damage=7000|blast-damage-random=3600}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Proton Cruise Missile===<br />
<br />
{{Missile|name=Proton Cruise Missile|faction=Humans|tech=65|resource=400|ammo=18|energy=4.42|drain=0.34|speed=80|life=27.0|arm-time=5.8|turnrate=10.0|damage-type=Kinetic & Energy|damage=20750|damage-random=12600|radius=22.0|blast-damage=7800|blast-damage-random=4000}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Harpex Missile===<br />
<br />
{{Missile|name=Harpex Missile|faction=Humans|tech=70|resource=450|ammo=16|energy=5.04|drain=0.36|speed=70|life=32.0|arm-time=6.8|turnrate=11.0|damage-type=Kinetic & Energy|damage=22500|damage-random=13300|radius=23.0|blast-damage=8500|blast-damage-random=4300}}<br />
<br />
<div style="clear:both"><br />
----</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Missiles&diff=2995Missiles2012-10-18T05:53:39Z<p>Pantheon: /* Anti-Radar Missile */</p>
<hr />
<div><blockquote><br />
''"Well, you kind of have to admire their tenacity."<br />
: - 1st Lieutenant Gira Banks, on spending minutes attempting to evade a swarm of Ion Tracker missiles in a scout''<br />
</blockquote><br />
<br />
Once humanity discovered the benefits of sticking some fins on a rocket-propelled cylinder, little was it realized at that point what an incredibly devastating weapon it would prove to be long after they traveled to the stars.<br />
<br />
Missiles are a long range weapon, used by dedicated missile ships to support direct combat ships in battle by raining fire from afar. They have a wide area of effect detonation and are well guided, although smaller ships have less trouble than bigger ones.<br />
<br />
Although powerful, most ships can't hold a very large amount and are expensive energy wise to maintain firing for a long period of time. as such, the ships they are on tend to be vulnerable to close range attacks as missiles have a minimum firing and detonation range.<br />
<br />
==Missiles==<br />
<br />
Human Missiles come in three tiers; <br><br />
Tier 1 are the smallest missiles and usually equiped on Frigates or even Corvettes. <br><br />
Tier 2 the medium one's to be found on Destroyers and Cruisers. <br><br />
Tier 3 missiles are the largest and are designed to be wielded by Dreadnoughts and Stations. <br><br />
The Tiers scale in power and range but are typically found on ships dedicated to their use due to their high energy costs.<br />
<br />
===Anti-Radar Missile===<br />
<br />
{{Missile|name=Anti-Radar Missile|faction=Humans|tech=0|resource=88|ammo=27|energy=0.96|drain=0.16|speed=125|max-range=1500|min-range=300|turnrate=0.8|damage-type=Kinetic|damage=4000|damage-random=3500|radius=14.0|blast-damage=1750|blast-damage-random=900|falloff=0|rev-falloff=False}}<br />
<br />
During the Stellar Conflicts, there were always weapons that people would sell to the highest bidder.<br />
<br />
And thus, the first of these weapons, the Interceptor-class Anti-Radar missile, was procured. Sold eventually and still regularly to both human factions, the Anti-Radar missile is an old favorite of Frigate captains and an old enemy to enemy destroyers. Speedy, lightweight, and incredibly hard to detect, this low-payload missile is hard to shoot down and even harder to dodge, making it the bane of Destroyer captains everywhere.<br />
<br />
Even though it's payload is considered the lowest of all the missiles, this is merely in comparison - it's still an extremely powerful shaped charge that has claimed more than one over-confident pilot. This Interceptor-class missile has the lowest range of all the missiles, but it's also the least energy demanding. Like all the missiles, it is fired in an arc designed to avoid nearby friendly targets.<br />
<br />
This missile is ammo based, and can be switched with both the Peregrine missile (100 resources, 0 tech) or the Sparrow missile (110 resources, 10 tech.) It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Peregrine missiles===<br />
<br />
{{Missile|name=Peregrine Missile|faction=Humans|tech=0|resource=100|ammo=23|energy=1.26|drain=0.18|speed=120|life=13.0|arm-time=2.8|turnrate=1.0|damage-type=Kinetic|damage=4600|damage-random=4150|radius=15.0|blast-damage=2090|blast-damage-random=1040}}<br />
<br />
The second of the first new Interceptor-class missiles that were sold to both human factions, the Peregrine missile is the definitive missile for a balance of speed, range, and power. It is useful equally well both against both large and small capital ships, providing a tremendous amount of damage with a favorable amount of range and maneuverability. These traits combined make an excellent anti-Cruiser weapon, though Frigate captains are advised to not draw their attention, as Cruisers are notorious for being devastating against smaller picket ships. <br />
<br />
This weapon is ammo based, and can replace bother the Anti-Radar Missile (88 resources, 0 tech) and the Sparrow Missile (110 resources, 10 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Sparrow Missile===<br />
<br />
{{Missile|name=Sparrow Missile|faction=Humans|tech=10|resource=110|ammo=20|energy=1.6|drain=0.2|speed=115|life=14.0|arm-time=3.1|turnrate=1.2|damage-type=Kinetic|damage=5350|damage-random=4700|radius=16.0|blast-damage=2340|blast-damage-random=1210}}<br />
<br />
From the same independent manufacturer that developed the original Anti-Radar missiles, the Sparrow was the name of the first of many new missile designs that were sold to both human factions.<br />
<br />
The Sparrow missile belongs to the Interceptor class of missiles, and is used by Frigates as an anti-capital ship weapon. Featuring the heaviest payload of all the Interceptor class of missiles, this weapon also comes with the farthest range. Designed to punch straight through armor, the area damage of this weapon isn't nearly as noticeable as it is with the larger missiles available, but its still noticeable enough to cause extreme damage.<br />
<br />
Fitted mostly on stealthier ships, the missile fires in an arc, designed to be fired around ships and other objects. At a cost of its heavy payload however, it is the least maneuverable of the Interceptor-class missiles.<br />
<br />
This weapon is ammo based, and can replace both the Anti-Radar Missile (88 resources, 0 tech) and the Peregrine Missile (100 resources, 0 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Raptor Missile===<br />
<br />
{{Missile|name=Raptor Missile|faction=Humans|tech=40|resource=175|ammo=22|energy=2.16|drain=0.24|speed=110|life=14.0|arm-time=3.4|turnrate=4.0|damage-type=Kinetic|damage=9500|damage-random=7000|radius=18.0|blast-damage=3500|blast-damage-random=1800}}<br />
<br />
While attempting to recreate the success of the Anti-Radar missile, it proved an impossible task to mask a higher payload on a Tier-2 missile. Undaunted, independent manufacturers settled on a high payload missile that was just as accurate, and the Raptor was born.<br />
<br />
First overlooked by UGTO captains in favor of the more devastating Phoenix missiles, the Raptor proved to be a valuable asset for their ships when one adventuresome captain decided to outfit a missile cruiser with Raptor class missiles. Undaunted by the jesting of such a weak choice, this captain successfully defended against a squadron of Heavy Cruisers that the Phoenix missiles has trouble reaching. The superior maneuverability and speed of Raptor missiles proves time and again to the surprise of many to be an effective counter to smaller capital ships, and with its heavy payload far outstripping its Tier 1 counterparts, manages to repeatedly proves its worth as an anti-picket weapon.<br />
<br />
This T2 missile has the lowest range of all T2 missiles and the lowest damage, but makes up for it with its massive advantages in speed, accuracy, energy management, and ammo capacity.<br />
<br />
This weapon is ammo based, and can be switched out for the Ion Tracker missile (200 resources, 45 technology) or the Phoenix missile (225 resources, 50 technology). It can be found on all allied worlds, and is available to both human factions.<br />
<div style="clear:both"><br />
----<br />
<br />
===Ion Tracking Missile===<br />
<br />
{{Missile|name=Ion Tracker Missile|faction=Humans|tech=45|resource=200|ammo=20|energy=2.6|drain=0.26|speed=105|life=17.0|arm-time=3.8|turnrate=4.25|damage-type=Kinetic|damage=10500|damage-random=7250|radius=19.0|blast-damage=4150|blast-damage-random=2200}}<br />
<br />
After the success of the Anti-Radar missile, independent manufacturers eventually released a more powerful version intended for Destroyer and Cruiser class ships. Dubbed by both human factions as Tier 2 missiles, the Ion Tracker missile was the first of these. Named after its homing mechanism in which it targeted the ion trail left by ships engines, the IT missile has been an old standby missile for countless years. Due to how quickly and easily they are both built and deployed, large amounts of these missiles were fielded by ICC in particular, who needed a less expensive approach to fighting capital ships. The inexpensive IT missile is what began the ICC's eventual shift towards larger and more powerful missile boats. <br />
<br />
Featuring an excellent balance of power, maneuverability, and range, the IT missile is a powerful warhead to be deployed against both medium capital ships and ever feared Dreadnoughts. While not as maneuverable as its Tier 1 counterparts, it still manages to hit home time and again against foolish ships that stray too far from a picket escort.<br />
<br />
This weapon is ammo based, and can be switched out for the Phoenix missile (225 resources, 50 technology) or the Raptor missile (175 resources, 45 technology). It is available on allied worlds and to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Phoenix Missile===<br />
<br />
{{Missile|name=Pheonix Missile|faction=Humans|tech=50|resource=225|ammo=18|energy=3.08|drain=0.28|speed=100|life=19.0|arm-time=4.3|turnrate=4.5|damage-type=Kinetic|damage=12000|damage-random=7500|radius=20.0|blast-damage=4400|blast-damage-random=2500}}<br />
<br />
With the success of two new Interceptor-class missiles, the same independent manufacturers began designs on improving the Ion-Tracker missile as well, and before long, the first to be released and sold to both factions was named the Phoenix missile.<br />
<br />
Being the most powerful medium missile to ever be fielded by UGTO or ICC, capital ships initially didn't have the armor or hull capability to withstand more than a few salvos before being forced to retreat, and the brilliant glow of the missile's high powered nuclear explosions gave credence to its namesake. Being able to drill directly into then feeble armor plates allowed its tremendous amount of force to nearly obliterate any armor with little effort. It wouldn't be long however before the armoring was improved, and while not as powerful as before, they still deal an incredible amount of damage, and over an area.<br />
<br />
These missiles feature the greatest range and damage of all T2 missiles, but suffer from extreme energy requirements as well and poor maneuverability and lower ammo capacity. Use wisely against larger targets, as they are easily shot down by picket ships.<br />
<br />
This weapon is ammo based, and can be switched out for the Raptor missile (175 resources, 45 technology) or the Ion Tracker missile (200 resources, 45 technology). It is available to both human factions on allied worlds.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Linear Drive Missile===<br />
<br />
{{Missile|name=Linear Drive Missile|faction=Humans|tech=60|resource=350|ammo=20|energy=3.84|drain=0.32|speed=95|life=21.0|arm-time=4.8|turnrate=9.5|damage-type=Kinetic & Energy|damage=19000|damage-random=12200|radius=21.0|blast-damage=7000|blast-damage-random=3600}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Proton Cruise Missile===<br />
<br />
{{Missile|name=Proton Cruise Missile|faction=Humans|tech=65|resource=400|ammo=18|energy=4.42|drain=0.34|speed=80|life=27.0|arm-time=5.8|turnrate=10.0|damage-type=Kinetic & Energy|damage=20750|damage-random=12600|radius=22.0|blast-damage=7800|blast-damage-random=4000}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Harpex Missile===<br />
<br />
{{Missile|name=Harpex Missile|faction=Humans|tech=70|resource=450|ammo=16|energy=5.04|drain=0.36|speed=70|life=32.0|arm-time=6.8|turnrate=11.0|damage-type=Kinetic & Energy|damage=22500|damage-random=13300|radius=23.0|blast-damage=8500|blast-damage-random=4300}}<br />
<br />
<div style="clear:both"><br />
----</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Template:Missile&diff=2994Template:Missile2012-10-18T05:53:18Z<p>Pantheon: </p>
<hr />
<div>{|style="float:right;width:285px;text-align:justified;"<br />
|-<br />
!colspan=2|{{{name}}}<br />
|-<br />
!colspan=2|[[image:{{{image}}}.jpg|225px]]<br />
|-<br />
|Faction: || {{{faction}}}<br />
|-<br />
|Technology Level: || {{{tech}}}<br />
|-<br />
|Resource Cost: || {{{resource}}}<br />
|-<br />
|Ammunition: || {{{ammo}}}<br />
|-<br />
|Energy Cost: || {{{energy}}}<br />
|-<br />
|Recharge Rate: || {{{drain}}}<br />
|-<br />
|Velocity: || {{{speed}}} GU/s<br />
|-<br />
|Max Range: || {{{max-range}}} GU<br />
|-<br />
|Min Range: || {{{min-range}}} GU<br />
|-<br />
|Turn Rate: || {{{turnrate}}} Degrees/s<br />
|-<br />
|Damage Type: || {{{damage-type}}}<br />
|-<br />
|Damage: || {{{damage}}}<br />
|-<br />
|Random Damage: || {{{damage-random}}}<br />
|-<br />
|Splash Radius: || {{{radius}}} GU<br />
|-<br />
|Splash Damage: || {{{blast-damage}}}<br />
|-<br />
|Random Splash Damage: || {{{blast-damage-random}}}<br />
|-<br />
|Falloff: || {{{falloff}}}%<br />
|-<br />
|Reverse Falloff: || {{{rev-falloff}}}<br />
|}</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Template:Missile&diff=2993Template:Missile2012-10-18T05:52:46Z<p>Pantheon: </p>
<hr />
<div>{|style="float:right;width:285px;text-align:justified;"<br />
|-<br />
!colspan=2|{{{name}}}<br />
|-<br />
!colspan=2|[[image:{{{image}}}.jpg|225px]]<br />
|-<br />
|Faction: || {{{faction}}}<br />
|-<br />
|Technology Level: || {{{tech}}}<br />
|-<br />
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|-<br />
|Ammunition: || {{{ammo}}}<br />
|-<br />
|Recharge Energy: || {{{energy}}}<br />
|-<br />
|Recharge Rate: || {{{drain}}}<br />
|-<br />
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|-<br />
|Max Range: || {{{max-range}}} GU<br />
|-<br />
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|-<br />
|Turn Rate: || {{{turnrate}}} Degrees/s<br />
|-<br />
|Damage Type: || {{{damage-type}}}<br />
|-<br />
|Damage: || {{{damage}}}<br />
|-<br />
|Random Damage: || {{{damage-random}}}<br />
|-<br />
|Splash Radius: || {{{radius}}} GU<br />
|-<br />
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|-<br />
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|-<br />
|Falloff: || {{{falloff}}}%<br />
|-<br />
|Reverse Falloff: || {{{rev-falloff}}}<br />
|}</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Missiles&diff=2992Missiles2012-10-18T05:51:31Z<p>Pantheon: /* Anti-Radar Missile */</p>
<hr />
<div><blockquote><br />
''"Well, you kind of have to admire their tenacity."<br />
: - 1st Lieutenant Gira Banks, on spending minutes attempting to evade a swarm of Ion Tracker missiles in a scout''<br />
</blockquote><br />
<br />
Once humanity discovered the benefits of sticking some fins on a rocket-propelled cylinder, little was it realized at that point what an incredibly devastating weapon it would prove to be long after they traveled to the stars.<br />
<br />
Missiles are a long range weapon, used by dedicated missile ships to support direct combat ships in battle by raining fire from afar. They have a wide area of effect detonation and are well guided, although smaller ships have less trouble than bigger ones.<br />
<br />
Although powerful, most ships can't hold a very large amount and are expensive energy wise to maintain firing for a long period of time. as such, the ships they are on tend to be vulnerable to close range attacks as missiles have a minimum firing and detonation range.<br />
<br />
==Missiles==<br />
<br />
Human Missiles come in three tiers; <br><br />
Tier 1 are the smallest missiles and usually equiped on Frigates or even Corvettes. <br><br />
Tier 2 the medium one's to be found on Destroyers and Cruisers. <br><br />
Tier 3 missiles are the largest and are designed to be wielded by Dreadnoughts and Stations. <br><br />
The Tiers scale in power and range but are typically found on ships dedicated to their use due to their high energy costs.<br />
<br />
===Anti-Radar Missile===<br />
<br />
{{Missile|name=Anti-Radar Missile|faction=Humans|tech=0|resource=88|ammo=27|energy=0.96|drain=0.16|speed=125|life=12.0|arm-time=2.4|turnrate=0.8|damage-type=Kinetic|damage=4000|damage-random=3500|radius=14.0|blast-damage=1750|blast-damage-random=900|falloff=0|rev-falloff=False}}<br />
<br />
During the Stellar Conflicts, there were always weapons that people would sell to the highest bidder.<br />
<br />
And thus, the first of these weapons, the Interceptor-class Anti-Radar missile, was procured. Sold eventually and still regularly to both human factions, the Anti-Radar missile is an old favorite of Frigate captains and an old enemy to enemy destroyers. Speedy, lightweight, and incredibly hard to detect, this low-payload missile is hard to shoot down and even harder to dodge, making it the bane of Destroyer captains everywhere.<br />
<br />
Even though it's payload is considered the lowest of all the missiles, this is merely in comparison - it's still an extremely powerful shaped charge that has claimed more than one over-confident pilot. This Interceptor-class missile has the lowest range of all the missiles, but it's also the least energy demanding. Like all the missiles, it is fired in an arc designed to avoid nearby friendly targets.<br />
<br />
This missile is ammo based, and can be switched with both the Peregrine missile (100 resources, 0 tech) or the Sparrow missile (110 resources, 10 tech.) It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Peregrine missiles===<br />
<br />
{{Missile|name=Peregrine Missile|faction=Humans|tech=0|resource=100|ammo=23|energy=1.26|drain=0.18|speed=120|life=13.0|arm-time=2.8|turnrate=1.0|damage-type=Kinetic|damage=4600|damage-random=4150|radius=15.0|blast-damage=2090|blast-damage-random=1040}}<br />
<br />
The second of the first new Interceptor-class missiles that were sold to both human factions, the Peregrine missile is the definitive missile for a balance of speed, range, and power. It is useful equally well both against both large and small capital ships, providing a tremendous amount of damage with a favorable amount of range and maneuverability. These traits combined make an excellent anti-Cruiser weapon, though Frigate captains are advised to not draw their attention, as Cruisers are notorious for being devastating against smaller picket ships. <br />
<br />
This weapon is ammo based, and can replace bother the Anti-Radar Missile (88 resources, 0 tech) and the Sparrow Missile (110 resources, 10 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Sparrow Missile===<br />
<br />
{{Missile|name=Sparrow Missile|faction=Humans|tech=10|resource=110|ammo=20|energy=1.6|drain=0.2|speed=115|life=14.0|arm-time=3.1|turnrate=1.2|damage-type=Kinetic|damage=5350|damage-random=4700|radius=16.0|blast-damage=2340|blast-damage-random=1210}}<br />
<br />
From the same independent manufacturer that developed the original Anti-Radar missiles, the Sparrow was the name of the first of many new missile designs that were sold to both human factions.<br />
<br />
The Sparrow missile belongs to the Interceptor class of missiles, and is used by Frigates as an anti-capital ship weapon. Featuring the heaviest payload of all the Interceptor class of missiles, this weapon also comes with the farthest range. Designed to punch straight through armor, the area damage of this weapon isn't nearly as noticeable as it is with the larger missiles available, but its still noticeable enough to cause extreme damage.<br />
<br />
Fitted mostly on stealthier ships, the missile fires in an arc, designed to be fired around ships and other objects. At a cost of its heavy payload however, it is the least maneuverable of the Interceptor-class missiles.<br />
<br />
This weapon is ammo based, and can replace both the Anti-Radar Missile (88 resources, 0 tech) and the Peregrine Missile (100 resources, 0 tech), at any available allied world. It is available to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Raptor Missile===<br />
<br />
{{Missile|name=Raptor Missile|faction=Humans|tech=40|resource=175|ammo=22|energy=2.16|drain=0.24|speed=110|life=14.0|arm-time=3.4|turnrate=4.0|damage-type=Kinetic|damage=9500|damage-random=7000|radius=18.0|blast-damage=3500|blast-damage-random=1800}}<br />
<br />
While attempting to recreate the success of the Anti-Radar missile, it proved an impossible task to mask a higher payload on a Tier-2 missile. Undaunted, independent manufacturers settled on a high payload missile that was just as accurate, and the Raptor was born.<br />
<br />
First overlooked by UGTO captains in favor of the more devastating Phoenix missiles, the Raptor proved to be a valuable asset for their ships when one adventuresome captain decided to outfit a missile cruiser with Raptor class missiles. Undaunted by the jesting of such a weak choice, this captain successfully defended against a squadron of Heavy Cruisers that the Phoenix missiles has trouble reaching. The superior maneuverability and speed of Raptor missiles proves time and again to the surprise of many to be an effective counter to smaller capital ships, and with its heavy payload far outstripping its Tier 1 counterparts, manages to repeatedly proves its worth as an anti-picket weapon.<br />
<br />
This T2 missile has the lowest range of all T2 missiles and the lowest damage, but makes up for it with its massive advantages in speed, accuracy, energy management, and ammo capacity.<br />
<br />
This weapon is ammo based, and can be switched out for the Ion Tracker missile (200 resources, 45 technology) or the Phoenix missile (225 resources, 50 technology). It can be found on all allied worlds, and is available to both human factions.<br />
<div style="clear:both"><br />
----<br />
<br />
===Ion Tracking Missile===<br />
<br />
{{Missile|name=Ion Tracker Missile|faction=Humans|tech=45|resource=200|ammo=20|energy=2.6|drain=0.26|speed=105|life=17.0|arm-time=3.8|turnrate=4.25|damage-type=Kinetic|damage=10500|damage-random=7250|radius=19.0|blast-damage=4150|blast-damage-random=2200}}<br />
<br />
After the success of the Anti-Radar missile, independent manufacturers eventually released a more powerful version intended for Destroyer and Cruiser class ships. Dubbed by both human factions as Tier 2 missiles, the Ion Tracker missile was the first of these. Named after its homing mechanism in which it targeted the ion trail left by ships engines, the IT missile has been an old standby missile for countless years. Due to how quickly and easily they are both built and deployed, large amounts of these missiles were fielded by ICC in particular, who needed a less expensive approach to fighting capital ships. The inexpensive IT missile is what began the ICC's eventual shift towards larger and more powerful missile boats. <br />
<br />
Featuring an excellent balance of power, maneuverability, and range, the IT missile is a powerful warhead to be deployed against both medium capital ships and ever feared Dreadnoughts. While not as maneuverable as its Tier 1 counterparts, it still manages to hit home time and again against foolish ships that stray too far from a picket escort.<br />
<br />
This weapon is ammo based, and can be switched out for the Phoenix missile (225 resources, 50 technology) or the Raptor missile (175 resources, 45 technology). It is available on allied worlds and to both human factions.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Phoenix Missile===<br />
<br />
{{Missile|name=Pheonix Missile|faction=Humans|tech=50|resource=225|ammo=18|energy=3.08|drain=0.28|speed=100|life=19.0|arm-time=4.3|turnrate=4.5|damage-type=Kinetic|damage=12000|damage-random=7500|radius=20.0|blast-damage=4400|blast-damage-random=2500}}<br />
<br />
With the success of two new Interceptor-class missiles, the same independent manufacturers began designs on improving the Ion-Tracker missile as well, and before long, the first to be released and sold to both factions was named the Phoenix missile.<br />
<br />
Being the most powerful medium missile to ever be fielded by UGTO or ICC, capital ships initially didn't have the armor or hull capability to withstand more than a few salvos before being forced to retreat, and the brilliant glow of the missile's high powered nuclear explosions gave credence to its namesake. Being able to drill directly into then feeble armor plates allowed its tremendous amount of force to nearly obliterate any armor with little effort. It wouldn't be long however before the armoring was improved, and while not as powerful as before, they still deal an incredible amount of damage, and over an area.<br />
<br />
These missiles feature the greatest range and damage of all T2 missiles, but suffer from extreme energy requirements as well and poor maneuverability and lower ammo capacity. Use wisely against larger targets, as they are easily shot down by picket ships.<br />
<br />
This weapon is ammo based, and can be switched out for the Raptor missile (175 resources, 45 technology) or the Ion Tracker missile (200 resources, 45 technology). It is available to both human factions on allied worlds.<br />
<br />
<div style="clear:both"><br />
----<br />
<br />
===Linear Drive Missile===<br />
<br />
{{Missile|name=Linear Drive Missile|faction=Humans|tech=60|resource=350|ammo=20|energy=3.84|drain=0.32|speed=95|life=21.0|arm-time=4.8|turnrate=9.5|damage-type=Kinetic & Energy|damage=19000|damage-random=12200|radius=21.0|blast-damage=7000|blast-damage-random=3600}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Proton Cruise Missile===<br />
<br />
{{Missile|name=Proton Cruise Missile|faction=Humans|tech=65|resource=400|ammo=18|energy=4.42|drain=0.34|speed=80|life=27.0|arm-time=5.8|turnrate=10.0|damage-type=Kinetic & Energy|damage=20750|damage-random=12600|radius=22.0|blast-damage=7800|blast-damage-random=4000}}<br />
<br />
<div style="clear:both"><br />
----<br />
===Harpex Missile===<br />
<br />
{{Missile|name=Harpex Missile|faction=Humans|tech=70|resource=450|ammo=16|energy=5.04|drain=0.36|speed=70|life=32.0|arm-time=6.8|turnrate=11.0|damage-type=Kinetic & Energy|damage=22500|damage-random=13300|radius=23.0|blast-damage=8500|blast-damage-random=4300}}<br />
<br />
<div style="clear:both"><br />
----</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Template:Missile&diff=2991Template:Missile2012-10-18T05:51:11Z<p>Pantheon: </p>
<hr />
<div>{|style="float:right;width:285px;text-align:justified;"<br />
|-<br />
!colspan=2|{{{name}}}<br />
|-<br />
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|-<br />
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|-<br />
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|-<br />
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|-<br />
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|}</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Template:Torpedo&diff=2990Template:Torpedo2012-10-18T05:50:00Z<p>Pantheon: </p>
<hr />
<div>{|style="float:right;width:285px;text-align:justified;"<br />
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|-<br />
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|-<br />
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|-<br />
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|-<br />
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|}</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Template:Missile&diff=2989Template:Missile2012-10-18T05:49:43Z<p>Pantheon: </p>
<hr />
<div>{|style="float:right;width:285px;text-align:justified;"<br />
|-<br />
!colspan=2|{{{name}}}<br />
|-<br />
!colspan=2|[[image:{{{image}}}.jpg|225px]]<br />
|-<br />
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|-<br />
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|-<br />
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|-<br />
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|-<br />
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|-<br />
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|}</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Template:Missile&diff=2988Template:Missile2012-10-18T05:48:42Z<p>Pantheon: Removed extra text that wasn't needed, and changed Live times to Range, as it's easier to understand for users</p>
<hr />
<div>{|style="float:right;width:285px;text-align:justified;"<br />
|-<br />
!colspan=2|{{{name}}}<br />
|-<br />
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|-<br />
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|}</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Template:Torpedo&diff=2987Template:Torpedo2012-10-18T05:48:06Z<p>Pantheon: </p>
<hr />
<div>{|style="float:right;width:285px;text-align:justified;"<br />
|-<br />
!colspan=2|{{{name}}}<br />
|-<br />
!colspan=2|[[image:{{{image}}}.jpg|225px]]<br />
|-<br />
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|-<br />
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|-<br />
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|-<br />
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|-<br />
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|-<br />
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|-<br />
|Max Range: || {{{range}}} GU<br />
|-<br />
|Min Range: || {{{min-range}}} GU<br />
|-<br />
|Turn Rate: || {{{turnrate}}} Degrees/s<br />
|-<br />
|Damage Type: || {{{damage-type}}}<br />
|-<br />
|Damage: || {{{damage}}}<br />
|-<br />
|Random Damage: || {{{damage-random}}}<br />
|-<br />
|Splash Radius: || {{{radius}}} GU<br />
|-<br />
|Splash Damage: || {{{blast-damage}}}<br />
|-<br />
|Random Splash Damage: || {{{blast-damage-random}}}<br />
|-<br />
|Falloff: || {{{min-damage}}} %<br />
|-<br />
|}</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Template:Torpedo&diff=2986Template:Torpedo2012-10-18T05:46:19Z<p>Pantheon: </p>
<hr />
<div>{|style="float:right;width:285px;text-align:justified;"<br />
|-<br />
!colspan=2|{{{name}}}<br />
|-<br />
!colspan=2|[[image:{{{image}}}.jpg|225px]]<br />
|-<br />
|Faction: || {{{faction}}}<br />
|-<br />
|Technology Level: || {{{tech}}}<br />
|-<br />
|Resource Cost: || {{{resource}}}<br />
|-<br />
|Ammunition: || {{{ammo}}}<br />
|-<br />
|Energy Cost: || {{{energy}}}<br />
|-<br />
|Recharge Rate: || {{{drain}}}<br />
|-<br />
|Velocity: || {{{speed}}} GU/s<br />
|-<br />
|Max Range: || {{{range}}} GU<br />
|-<br />
|Min Range: || {{{min-range}}} GU<br />
|-<br />
|Turn Rate: || {{{turnrate}}}<br />
|-<br />
|Damage Type: || {{{damage-type}}}<br />
|-<br />
|Damage: || {{{damage}}}<br />
|-<br />
|Random Damage: || {{{damage-random}}}<br />
|-<br />
|Splash Radius: || {{{radius}}} GU<br />
|-<br />
|Splash Damage: || {{{blast-damage}}}<br />
|-<br />
|Random Splash Damage: || {{{blast-damage-random}}}<br />
|-<br />
|Falloff: || {{{min-damage}}} %<br />
|-<br />
|}</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=User:Pantheon&diff=2985User:Pantheon2012-10-18T05:40:07Z<p>Pantheon: </p>
<hr />
<div>Development Team Lead</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=User:PokeYourWaffleHelper&diff=2984User:PokeYourWaffleHelper2012-10-18T05:38:55Z<p>Pantheon: </p>
<hr />
<div><br />
[[Image:Trusted_banner.png]]<br />
<br />
Granted by [[User:BackSlash|BackSlash]] [[Image:Mod.png]]</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Utility&diff=2983Utility2012-10-18T05:36:54Z<p>Pantheon: Reverted edits by Pantheon (Talk); changed back to last version by PokeYourWaffleHelper</p>
<hr />
<div>These Gadgets are non-combat devices used mostly by specialist [[Ship|Ships]]. These devices are used to repair ships, build [[Planets]] and other crucial work. <br />
<br />
==Mining Beam==<br />
Mining Beams are specialized beams equiped on Extractors, Engineering ships and command ships that are used to aquire [[Resource|Resources]] from a [[Planets|Planet]]. Mining Beams are aimed at a planet or asteroid, and while active draw resource units into your cargo bay. Mining Beams are one of the most useful non-combat gadgets, and are vital to early game setup in the Scenario server.<br />
<br />
*Hotkey: G<br />
*Range: 300 + ([[Gadget Level]] * 20) Gu<br />
*Resource Extraction Rate:<br />
**Planet: 15 resources per second<br />
**Asteroid: 30 resources per Second<br />
*Energy Requirement: 0.2/s<br />
*Equippable by: Engineering ships(All Factions), Command Carrier ([[ICC]]), Support station(UGTO, ICC), Extractor(All Factions), Hive([[K'luth]])<br />
Swappable with: Tractor Beam<br />
<br />
==Build Drones==<br />
Build Drones are the most important part of the [[Engineer|Engineering]] Ship, used to construct [[Planetary Structures|Structures]] on the planet surface. To use the Build Drones, select a build slot on the planet surface and select a structure to build from the appering list. It is easiest to do this in the F3 display. Build Drones will automatically deploy from the vessel and begin construction. Build Drones can only construct one structure at a time.<br />
<br />
Alternativly, Build Drones can be used to construct [[Platforms]]. To build a Platfrom, the builder must have the appropriate amount of resources in their cargo hold, and select a point in space. Select the desired Platfrom from the appearing list. Build Drones are not swappable with any other device.<br />
<br />
*Range: 250 + (Gadget Level * 5) Gu <br />
*Equipable by: Engineering ships(All factions), Command Dreadnought(UGTO,ICC), Command Station(UGTO), Sector Command Station(ICC), Colony(K'luth)<br />
<br />
<br />
==Tractor Beam==<br />
Tractor Beams are utility devices used to drag an object from one area to another. Ships, asteroids, and Platforms can be moved with the tractor beam.<br />
<br />
*Hotkey: G<br />
*Range: 150 + (Gadget Level * 20) Gu<br />
*Energy Requirement: 0.02/s<br />
*Equipable by: Engineering ships(All factions), Command Ships of [[ICC]] and [[K'Luth]], Supply stations (All factions), Ultimate Worker (K'Luth)<br />
Swappable by: Mining Beam<br />
<br />
==Supply Drones==<br />
Supply Drones are carried by Supply ships and used to make repairs to the target ship. Supply Drones are an important part to any fleet and are useful as mobile depots, repairing and rearming fleets on the move. Only specialized ships carry Supply Drones, most o which are only lightly armored, and must be defended.<br />
<br />
*Hotkey: Y(Shift-Y for self repair)<br />
*Range: 250 + (Level * 5) Gu<br />
*Ammo: 1000 + (Level * 250)<br />
*Reload Rate: 50<br />
*Repair Rate: 300 + (Level * 10)<br />
*Energy Requirement: 0<br />
*Equipable by: Supply stations (All factions), Combat Supply ships (All factions), Heavy Supply ships (All factions), Ultimate Worker (K'Luth), ME-117 Engineering ship (ICC)<br />
<br />
==Beacons==<br />
With the advent of [[Electronic Warfare (EWAR)#ECM|ECM]] and the discovery of the cloaking K'luth, the human factions needed to develop a device that could facilitate the detection of these hidden ships. The beacon was developed for this role. A projectile, a beacon is launched at an enemy, and if it successfully hits, raises its [[Signature]] significantly.<br />
<br />
*Hotkey: T<br />
*Maximum Range: 500 Gu<br />
*Projectile Count: 1<br />
*Ammo: 15 + (Level * 1)<br />
*Beacon Life: 120 seconds<br />
*Beacon Effect: Raises target signature by 10<br />
*Recharge Time: 1 seconds<br />
*Energy Required: 0.8<br />
*Equipable by: Covert Ops Scout (UGTO), Recon Scout (ICC), Fang (K'Luth)<br />
<br />
==Interdictor Device==<br />
Originally developed to help UGTO Inner System forces capture Pirate vessels and later stolen by ICC spies, the Interdictor has seen more use in the recent Steller Conflicts. Equiped on specialised cruiser hulls, these devices disable all Jumping within their range, keeping enemy ships from escaping, and enemy reinforcements from coming in. A special planetary version has been developed as well, and are now ubiquitous in the [[MetaVerse]] today.<br />
<br />
*Hotkey: I<br />
*Range: 1000 Gu<br />
*Area Effect: Prevents Jumping in area for enemy ships<br />
*Energy Required: 0.6/s<br />
*Equipable by: Interdictor Cruiser(UGTO,ICC), Piercer(K'luth)<br />
<br />
==Auxiliary Fusion Reactor==<br />
When converting their freighter fleets into a viable offensive force, it was quickly realized by ICC technicians that the existing power systems would be woefully inadequate to operate weapons and sheilds. Seeing that these were fairly important to the war effort, it was determined that an extra boost would be needed if these ships were to ever directly confront UGTO cruisers in battle. Within 6 months, the Auxiliary Fusion Reactor was born. Built to be as small as possible, and mounted on a miniaturerized frame, these reactors give the extra energy needed to make ICC ships frontline worthy starcraft.<br />
<br />
*Faction: [[ICC]]<br />
*Energy Capacity: 6.0<br />
*Energy Production: 0.3/s<br />
*Swapable with: [[Shields#Auxilary Shield Generator|Auxiliary Shield Generator]]<br />
<br />
==Fusion Reactor==<br />
Realizing that the ICC ships they were confronting had vastly more power avaliable then their age would suggest, orders were givin by UGTO Command to capture and determine the reason. UGTO researchers then discovered the ICC's Aux Reactor and determined that a similar technology could easily be introduced to the UGTO fleet. Reverse-Engineered from the ICC, the Fusion Reactor works on the same miniaturized frame as it's ICC counterpart, and has a higher total energy capacity, but at the cost of energy production per second.<br />
<br />
*Faction: [[UGTO]]<br />
*Energy Capacity: 7.5<br />
*Energy Production: 0.25/s<br />
<br />
==K'luth Fusion Reactor==<br />
Due to the energy heavy nature of K'luth attack strategies it is thought by Human scientists that it is unlikely the aliens do not have an alternative power option similar to the Auxiliary Fusion Reactor/Fusion Reactor. If so, the technicians have devised the relevant statistics from recovered sensor data.<br />
<br />
*Faction: [[K'luth]]<br />
*Energy Capacity: 7.5<br />
*Energy Production: 0.25/s</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Utility&diff=2982Utility2012-10-18T05:35:51Z<p>Pantheon: Ship Level, not Gadget Level</p>
<hr />
<div>These Gadgets are non-combat devices used mostly by specialist [[Ship|Ships]]. These devices are used to repair ships, build [[Planets]] and other crucial work. <br />
<br />
==Mining Beam==<br />
Mining Beams are specialized beams equiped on Extractors, Engineering ships and command ships that are used to aquire [[Resource|Resources]] from a [[Planets|Planet]]. Mining Beams are aimed at a planet or asteroid, and while active draw resource units into your cargo bay. Mining Beams are one of the most useful non-combat gadgets, and are vital to early game setup in the Scenario server.<br />
<br />
*Hotkey: G<br />
*Range: 300 + ([[Ship Level]] * 20) Gu<br />
*Resource Extraction Rate:<br />
**Planet: 15 resources per second<br />
**Asteroid: 30 resources per Second<br />
*Energy Requirement: 0.2/s<br />
*Equippable by: Engineering ships(All Factions), Command Carrier ([[ICC]]), Support station(UGTO, ICC), Extractor(All Factions), Hive([[K'luth]])<br />
Swappable with: Tractor Beam<br />
<br />
==Build Drones==<br />
Build Drones are the most important part of the [[Engineer|Engineering]] Ship, used to construct [[Planetary Structures|Structures]] on the planet surface. To use the Build Drones, select a build slot on the planet surface and select a structure to build from the appering list. It is easiest to do this in the F3 display. Build Drones will automatically deploy from the vessel and begin construction. Build Drones can only construct one structure at a time.<br />
<br />
Alternativly, Build Drones can be used to construct [[Platforms]]. To build a Platfrom, the builder must have the appropriate amount of resources in their cargo hold, and select a point in space. Select the desired Platfrom from the appearing list. Build Drones are not swappable with any other device.<br />
<br />
*Range: 250 + (Ship Level * 5) Gu <br />
*Equipable by: Engineering ships(All factions), Command Dreadnought(UGTO,ICC), Command Station(UGTO), Sector Command Station(ICC), Colony(K'luth)<br />
<br />
<br />
==Tractor Beam==<br />
Tractor Beams are utility devices used to drag an object from one area to another. Ships, asteroids, and Platforms can be moved with the tractor beam.<br />
<br />
*Hotkey: G<br />
*Range: 150 + (Ship Level * 20) Gu<br />
*Energy Requirement: 0.02/s<br />
*Equipable by: Engineering ships(All factions), Command Ships of [[ICC]] and [[K'Luth]], Supply stations (All factions), Ultimate Worker (K'Luth)<br />
Swappable by: Mining Beam<br />
<br />
==Supply Drones==<br />
Supply Drones are carried by Supply ships and used to make repairs to the target ship. Supply Drones are an important part to any fleet and are useful as mobile depots, repairing and rearming fleets on the move. Only specialized ships carry Supply Drones, most o which are only lightly armored, and must be defended.<br />
<br />
*Hotkey: Y(Shift-Y for self repair)<br />
*Range: 250 + (Level * 5) Gu<br />
*Ammo: 1000 + (Level * 250)<br />
*Reload Rate: 50<br />
*Repair Rate: 300 + (Level * 10)<br />
*Energy Requirement: 0<br />
*Equipable by: Supply stations (All factions), Combat Supply ships (All factions), Heavy Supply ships (All factions), Ultimate Worker (K'Luth), ME-117 Engineering ship (ICC)<br />
<br />
==Beacons==<br />
With the advent of [[Electronic Warfare (EWAR)#ECM|ECM]] and the discovery of the cloaking K'luth, the human factions needed to develop a device that could facilitate the detection of these hidden ships. The beacon was developed for this role. A projectile, a beacon is launched at an enemy, and if it successfully hits, raises its [[Signature]] significantly.<br />
<br />
*Hotkey: T<br />
*Maximum Range: 500 Gu<br />
*Projectile Count: 1<br />
*Ammo: 15 + (Level * 1)<br />
*Beacon Life: 120 seconds<br />
*Beacon Effect: Raises target signature by 10<br />
*Recharge Time: 1 seconds<br />
*Energy Required: 0.8<br />
*Equipable by: Covert Ops Scout (UGTO), Recon Scout (ICC), Fang (K'Luth)<br />
<br />
==Interdictor Device==<br />
Originally developed to help UGTO Inner System forces capture Pirate vessels and later stolen by ICC spies, the Interdictor has seen more use in the recent Steller Conflicts. Equiped on specialised cruiser hulls, these devices disable all Jumping within their range, keeping enemy ships from escaping, and enemy reinforcements from coming in. A special planetary version has been developed as well, and are now ubiquitous in the [[MetaVerse]] today.<br />
<br />
*Hotkey: I<br />
*Range: 1000 Gu<br />
*Area Effect: Prevents Jumping in area for enemy ships<br />
*Energy Required: 0.6/s<br />
*Equipable by: Interdictor Cruiser(UGTO,ICC), Piercer(K'luth)<br />
<br />
==Auxiliary Fusion Reactor==<br />
When converting their freighter fleets into a viable offensive force, it was quickly realized by ICC technicians that the existing power systems would be woefully inadequate to operate weapons and sheilds. Seeing that these were fairly important to the war effort, it was determined that an extra boost would be needed if these ships were to ever directly confront UGTO cruisers in battle. Within 6 months, the Auxiliary Fusion Reactor was born. Built to be as small as possible, and mounted on a miniaturerized frame, these reactors give the extra energy needed to make ICC ships frontline worthy starcraft.<br />
<br />
*Faction: [[ICC]]<br />
*Energy Capacity: 6.0<br />
*Energy Production: 0.3/s<br />
*Swapable with: [[Shields#Auxilary Shield Generator|Auxiliary Shield Generator]]<br />
<br />
==Fusion Reactor==<br />
Realizing that the ICC ships they were confronting had vastly more power avaliable then their age would suggest, orders were givin by UGTO Command to capture and determine the reason. UGTO researchers then discovered the ICC's Aux Reactor and determined that a similar technology could easily be introduced to the UGTO fleet. Reverse-Engineered from the ICC, the Fusion Reactor works on the same miniaturized frame as it's ICC counterpart, and has a higher total energy capacity, but at the cost of energy production per second.<br />
<br />
*Faction: [[UGTO]]<br />
*Energy Capacity: 7.5<br />
*Energy Production: 0.25/s<br />
<br />
==K'luth Fusion Reactor==<br />
Due to the energy heavy nature of K'luth attack strategies it is thought by Human scientists that it is unlikely the aliens do not have an alternative power option similar to the Auxiliary Fusion Reactor/Fusion Reactor. If so, the technicians have devised the relevant statistics from recovered sensor data.<br />
<br />
*Faction: [[K'luth]]<br />
*Energy Capacity: 7.5<br />
*Energy Production: 0.25/s</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=MetaVerse&diff=2937MetaVerse2012-10-17T00:06:46Z<p>Pantheon: </p>
<hr />
<div>The Metaverse is the main game mode for DarkSpace, and consists of several constellations that make up the DarkSpace universe.<br />
<br />
==About==<br />
<br />
(Insert About here)<br />
<br />
==Constellations==<br />
<br />
The Metaverse server, called Hydra, consists of seven constellations. Each of these constellations contains a group of systems that are connected to the other constellations via a JumpGate.<br />
<br />
The constellations are:<br />
<br />
*Cassiopeia<br />
<br />
*Ursa Minor<br />
<br />
*Canis Minor<br />
<br />
*Rogens Rift<br />
<br />
*Saggittarius<br />
<br />
*Lacerta<br />
<br />
*Andromeda<br />
<br />
<br />
===Cassiopeia===<br />
<br />
Cassiopeia is the home system of the [[ICC]].<br />
<br />
====Stars & Planets====<br />
*<span id="61 Cyg A">61 Cyg A</span><br />
**Azuk<br />
**Naix<br />
**Af<br />
**Zo<br />
**61 Cyg B<br />
**(Faobian Cluster)<br />
***Faobian<br />
***Lya<br />
***Ozark<br />
***Jenthra<br />
***Ahaza<br />
***Junction<br />
***Amy's Moon<br />
***Ambrosia<br />
**(Dhao Cluster)<br />
***Dhao<br />
***Boonie I<br />
***Boonie II<br />
***Lesser Boonie<br />
<br />
<br />
<br />
*<span id="Schedar">Schedar</span><br />
**Segin<br />
**Atefeo<br />
<br />
<br />
<br />
*<span id="Ross 248">Ross 248</span><br />
**(Zazap Cluster)<br />
***Zazap<br />
***Gofbag<br />
***Quinin<br />
***Re<br />
***Hadabba<br />
***Anklo<br />
***Azchu<br />
**(Eaoub Cluster)<br />
***Eaoub<br />
***Ebraham<br />
***Hathache<br />
***Enous<br />
<br />
<br />
<br />
*<span id="CD+36*15693">CD+36*15693</span><br />
**Exathra ([[ICC]] [[Planets#Home_planets|Home World]])<br />
**Minuete<br />
**Filloth<br />
**Pangasic<br />
**Lilly<br />
**(Exsegar Cluster)<br />
***Exsegar<br />
***Tetyn<br />
***Hivarin<br />
***Kunata<br />
**(Aan Cluster)<br />
***Aan<br />
***Wallengoad<br />
***Aaya<br />
***Bothfix<br />
***Oasha<br />
***Uaelas<br />
***Kiegje<br />
***Kowone<br />
***Arwep<br />
**(Randis Cluster)<br />
***Randis<br />
***Ghad Jwero<br />
***Zanny<br />
***Illambic<br />
**(Siehald Cluster)<br />
***Siehald<br />
***Skass<br />
***Duna<br />
***Porin<br />
<br />
<br />
*<span id="BD+4344">BD+4344</span><br />
**Evast<br />
**Fae<br />
**Nhezack<br />
**Ghext<br />
**Foesta<br />
**Ahwa<br />
**Andy's Planet<br />
**(Ghixty Cluster)<br />
***Ghixty<br />
***Mhaon<br />
***Isquasam<br />
***Ooi<br />
***Avalon<br />
***Queenie<br />
***Rhalago<br />
***Awaiad<br />
***Loakmay<br />
<br />
<br />
<br />
*<span id="Kapteyn's Star">Kapteyn's Star</span><br />
**Arges<br />
**Brontes<br />
**Briaeraus<br />
**(Hectaton Cluster)<br />
***Hectaton<br />
***Cottus<br />
***Gyes<br />
***Thypho<br />
<br />
====Misc. Info====<br />
<br />
===Ursa Minor===<br />
<br />
<br />
<br />
===Canis Minor===<br />
<br />
<br />
<br />
===Rogen's Rift===<br />
<br />
<br />
<br />
===Sagittarius===<br />
<br />
<br />
<br />
===Lacerta===<br />
<br />
<br />
<br />
===Andromeda===<br />
<br />
<br />
==Technical Info==<br />
<br />
The Metaverse, unlike the Scenario game mode, is actually a group of game maps linked together via JumpGate's. These maps are what you see as constellations in the game, and how we divide the server load to ensure the game runs as smooth as possible, as each constellation is actually its own server. Each server is mapped to its own core to ensure a heavily loaded server does not impact the others, allowing for players to spill over into another server should gameplay become affected to the point where we have to disallow further logins to that particular node.<br />
<br />
When we create a map, each transfer JumpGate is given a linking name. Upon server bootup, each server will constantly poll the other servers under the same name to see if it contains a map with the destination transfer JumpGate. When this is done, the JumpGate's allow transfers between the servers which allows us to have a much larger map than previously possible. It is worth noting that a transfer JumpGate, although identical to normal JumpGate's, does not function in the same way. A transfer JumpGate that cannot find a destination source will act as a HomeGate and allow players to gate their ships by entering it.<br />
<br />
The servers will only look for other servers of the same name, which is why no matter which nodes may be online, the server name stays the same. The map positions within the server are setup via a Universe Port, which allows us to dictate where a given map is placed when the server boots up. Although all objects within all maps are set around the same 0,0,0 xyz coordinates, the server will first lookup where the map should be located within the Universe Port, and offset the locations within the map based on where the location of the map on the server lies.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=MetaVerse&diff=2936MetaVerse2012-10-17T00:06:25Z<p>Pantheon: </p>
<hr />
<div>The Metaverse is the main game mode for DarkSpace, and consists of several constellations that make up the DarkSpace universe.<br />
<br />
==About==<br />
<br />
(Insert About here)<br />
<br />
==Constellations==<br />
<br />
The Metaverse server, called Hydra, consists of seven constellations. Each of these constellations contains a group of systems that are connected to the other constellations via a JumpGate.<br />
<br />
The Systems are:<br />
<br />
*Cassiopeia<br />
<br />
*Ursa Minor<br />
<br />
*Canis Minor<br />
<br />
*Rogens Rift<br />
<br />
*Saggittarius<br />
<br />
*Lacerta<br />
<br />
*Andromeda<br />
<br />
<br />
===Cassiopeia===<br />
<br />
Cassiopeia is the home system of the [[ICC]].<br />
<br />
====Stars & Planets====<br />
*<span id="61 Cyg A">61 Cyg A</span><br />
**Azuk<br />
**Naix<br />
**Af<br />
**Zo<br />
**61 Cyg B<br />
**(Faobian Cluster)<br />
***Faobian<br />
***Lya<br />
***Ozark<br />
***Jenthra<br />
***Ahaza<br />
***Junction<br />
***Amy's Moon<br />
***Ambrosia<br />
**(Dhao Cluster)<br />
***Dhao<br />
***Boonie I<br />
***Boonie II<br />
***Lesser Boonie<br />
<br />
<br />
<br />
*<span id="Schedar">Schedar</span><br />
**Segin<br />
**Atefeo<br />
<br />
<br />
<br />
*<span id="Ross 248">Ross 248</span><br />
**(Zazap Cluster)<br />
***Zazap<br />
***Gofbag<br />
***Quinin<br />
***Re<br />
***Hadabba<br />
***Anklo<br />
***Azchu<br />
**(Eaoub Cluster)<br />
***Eaoub<br />
***Ebraham<br />
***Hathache<br />
***Enous<br />
<br />
<br />
<br />
*<span id="CD+36*15693">CD+36*15693</span><br />
**Exathra ([[ICC]] [[Planets#Home_planets|Home World]])<br />
**Minuete<br />
**Filloth<br />
**Pangasic<br />
**Lilly<br />
**(Exsegar Cluster)<br />
***Exsegar<br />
***Tetyn<br />
***Hivarin<br />
***Kunata<br />
**(Aan Cluster)<br />
***Aan<br />
***Wallengoad<br />
***Aaya<br />
***Bothfix<br />
***Oasha<br />
***Uaelas<br />
***Kiegje<br />
***Kowone<br />
***Arwep<br />
**(Randis Cluster)<br />
***Randis<br />
***Ghad Jwero<br />
***Zanny<br />
***Illambic<br />
**(Siehald Cluster)<br />
***Siehald<br />
***Skass<br />
***Duna<br />
***Porin<br />
<br />
<br />
*<span id="BD+4344">BD+4344</span><br />
**Evast<br />
**Fae<br />
**Nhezack<br />
**Ghext<br />
**Foesta<br />
**Ahwa<br />
**Andy's Planet<br />
**(Ghixty Cluster)<br />
***Ghixty<br />
***Mhaon<br />
***Isquasam<br />
***Ooi<br />
***Avalon<br />
***Queenie<br />
***Rhalago<br />
***Awaiad<br />
***Loakmay<br />
<br />
<br />
<br />
*<span id="Kapteyn's Star">Kapteyn's Star</span><br />
**Arges<br />
**Brontes<br />
**Briaeraus<br />
**(Hectaton Cluster)<br />
***Hectaton<br />
***Cottus<br />
***Gyes<br />
***Thypho<br />
<br />
====Misc. Info====<br />
<br />
===Ursa Minor===<br />
<br />
<br />
<br />
===Canis Minor===<br />
<br />
<br />
<br />
===Rogen's Rift===<br />
<br />
<br />
<br />
===Sagittarius===<br />
<br />
<br />
<br />
===Lacerta===<br />
<br />
<br />
<br />
===Andromeda===<br />
<br />
<br />
==Technical Info==<br />
<br />
The Metaverse, unlike the Scenario game mode, is actually a group of game maps linked together via JumpGate's. These maps are what you see as constellations in the game, and how we divide the server load to ensure the game runs as smooth as possible, as each constellation is actually its own server. Each server is mapped to its own core to ensure a heavily loaded server does not impact the others, allowing for players to spill over into another server should gameplay become affected to the point where we have to disallow further logins to that particular node.<br />
<br />
When we create a map, each transfer JumpGate is given a linking name. Upon server bootup, each server will constantly poll the other servers under the same name to see if it contains a map with the destination transfer JumpGate. When this is done, the JumpGate's allow transfers between the servers which allows us to have a much larger map than previously possible. It is worth noting that a transfer JumpGate, although identical to normal JumpGate's, does not function in the same way. A transfer JumpGate that cannot find a destination source will act as a HomeGate and allow players to gate their ships by entering it.<br />
<br />
The servers will only look for other servers of the same name, which is why no matter which nodes may be online, the server name stays the same. The map positions within the server are setup via a Universe Port, which allows us to dictate where a given map is placed when the server boots up. Although all objects within all maps are set around the same 0,0,0 xyz coordinates, the server will first lookup where the map should be located within the Universe Port, and offset the locations within the map based on where the location of the map on the server lies.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=MetaVerse&diff=2933MetaVerse2012-10-17T00:02:00Z<p>Pantheon: </p>
<hr />
<div>The Metaverse is the main game mode for DarkSpace, and consists of several constellations that make up the DarkSpace universe.<br />
<br />
==About==<br />
<br />
(Insert About here)<br />
<br />
==Constellations==<br />
<br />
The MetaVerse server, called Hydra, consists of seven constellations. Each of these constellations contains a group of systems that are connected to the other constellations via a JumpGate.<br />
<br />
The Systems are:<br />
<br />
*Cassiopeia<br />
<br />
*Ursa Minor<br />
<br />
*Canis Minor<br />
<br />
*Rogens Rift<br />
<br />
*Saggittarius<br />
<br />
*Lacerta<br />
<br />
*Andromeda<br />
<br />
<br />
===Cassiopeia===<br />
<br />
Cassiopeia is the home system of the [[ICC]].<br />
<br />
====Stars & Planets====<br />
*<span id="61 Cyg A">61 Cyg A</span><br />
**Azuk<br />
**Naix<br />
**Af<br />
**Zo<br />
**61 Cyg B<br />
**(Faobian Cluster)<br />
***Faobian<br />
***Lya<br />
***Ozark<br />
***Jenthra<br />
***Ahaza<br />
***Junction<br />
***Amy's Moon<br />
***Ambrosia<br />
**(Dhao Cluster)<br />
***Dhao<br />
***Boonie I<br />
***Boonie II<br />
***Lesser Boonie<br />
<br />
<br />
<br />
*<span id="Schedar">Schedar</span><br />
**Segin<br />
**Atefeo<br />
<br />
<br />
<br />
*<span id="Ross 248">Ross 248</span><br />
**(Zazap Cluster)<br />
***Zazap<br />
***Gofbag<br />
***Quinin<br />
***Re<br />
***Hadabba<br />
***Anklo<br />
***Azchu<br />
**(Eaoub Cluster)<br />
***Eaoub<br />
***Ebraham<br />
***Hathache<br />
***Enous<br />
<br />
<br />
<br />
*<span id="CD+36*15693">CD+36*15693</span><br />
**Exathra ([[ICC]] [[Planets#Home_planets|Home World]])<br />
**Minuete<br />
**Filloth<br />
**Pangasic<br />
**Lilly<br />
**(Exsegar Cluster)<br />
***Exsegar<br />
***Tetyn<br />
***Hivarin<br />
***Kunata<br />
**(Aan Cluster)<br />
***Aan<br />
***Wallengoad<br />
***Aaya<br />
***Bothfix<br />
***Oasha<br />
***Uaelas<br />
***Kiegje<br />
***Kowone<br />
***Arwep<br />
**(Randis Cluster)<br />
***Randis<br />
***Ghad Jwero<br />
***Zanny<br />
***Illambic<br />
**(Siehald Cluster)<br />
***Siehald<br />
***Skass<br />
***Duna<br />
***Porin<br />
<br />
<br />
*<span id="BD+4344">BD+4344</span><br />
**Evast<br />
**Fae<br />
**Nhezack<br />
**Ghext<br />
**Foesta<br />
**Ahwa<br />
**Andy's Planet<br />
**(Ghixty Cluster)<br />
***Ghixty<br />
***Mhaon<br />
***Isquasam<br />
***Ooi<br />
***Avalon<br />
***Queenie<br />
***Rhalago<br />
***Awaiad<br />
***Loakmay<br />
<br />
<br />
<br />
*<span id="Kapteyn's Star">Kapteyn's Star</span><br />
**Arges<br />
**Brontes<br />
**Briaeraus<br />
**(Hectaton Cluster)<br />
***Hectaton<br />
***Cottus<br />
***Gyes<br />
***Thypho<br />
<br />
====Misc. Info====<br />
<br />
===Ursa Minor===<br />
<br />
<br />
<br />
===Canis Minor===<br />
<br />
<br />
<br />
===Rogen's Rift===<br />
<br />
<br />
<br />
===Sagittarius===<br />
<br />
<br />
<br />
===Lacerta===<br />
<br />
<br />
<br />
===Andromeda===<br />
<br />
<br />
==Technical Info==<br />
<br />
The Metaverse, unlike the Scenario game mode, is actually a group of game maps linked together via JumpGate's. These maps are what you see as constellations in the game, and how we divide the server load to ensure the game runs as smooth as possible, as each constellation is actually its own server. Each server is mapped to its own core to ensure a heavily loaded server does not impact the others, allowing for players to spill over into another server should gameplay become affected to the point where we have to disallow further logins to that particular node.<br />
<br />
When we create a map, each transfer JumpGate is given a linking name. Upon server bootup, each server will constantly poll the other servers under the same name to see if it contains a map with the destination transfer JumpGate. When this is done, the JumpGate's allow transfers between the servers which allows us to have a much larger map than previously possible. It is worth noting that a transfer JumpGate, although identical to normal JumpGate's, does not function in the same way. A transfer JumpGate that cannot find a destination source will act as a HomeGate and allow players to gate their ships by entering it.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=MetaVerse&diff=2931MetaVerse2012-10-17T00:01:28Z<p>Pantheon: </p>
<hr />
<div>{{Quote_box|warning="''Notice: Incomplete Information, some info may be inaccurate.''"}}<br />
The Metaverse is the main game mode for DarkSpace, and consists of several constellations that make up the DarkSpace universe.<br />
<br />
==About==<br />
<br />
(Insert About here)<br />
<br />
==Constellations==<br />
<br />
The MetaVerse server, called Hydra, consists of seven constellations. Each of these constellations contains a group of systems that are connected to the other constellations via a JumpGate.<br />
<br />
The Systems are:<br />
<br />
*Cassiopeia<br />
<br />
*Ursa Minor<br />
<br />
*Canis Minor<br />
<br />
*Rogens Rift<br />
<br />
*Saggittarius<br />
<br />
*Lacerta<br />
<br />
*Andromeda<br />
<br />
<br />
===Cassiopeia===<br />
<br />
Cassiopeia is the home system of the [[ICC]].<br />
<br />
====Stars & Planets====<br />
*<span id="61 Cyg A">61 Cyg A</span><br />
**Azuk<br />
**Naix<br />
**Af<br />
**Zo<br />
**61 Cyg B<br />
**(Faobian Cluster)<br />
***Faobian<br />
***Lya<br />
***Ozark<br />
***Jenthra<br />
***Ahaza<br />
***Junction<br />
***Amy's Moon<br />
***Ambrosia<br />
**(Dhao Cluster)<br />
***Dhao<br />
***Boonie I<br />
***Boonie II<br />
***Lesser Boonie<br />
<br />
<br />
<br />
*<span id="Schedar">Schedar</span><br />
**Segin<br />
**Atefeo<br />
<br />
<br />
<br />
*<span id="Ross 248">Ross 248</span><br />
**(Zazap Cluster)<br />
***Zazap<br />
***Gofbag<br />
***Quinin<br />
***Re<br />
***Hadabba<br />
***Anklo<br />
***Azchu<br />
**(Eaoub Cluster)<br />
***Eaoub<br />
***Ebraham<br />
***Hathache<br />
***Enous<br />
<br />
<br />
<br />
*<span id="CD+36*15693">CD+36*15693</span><br />
**Exathra ([[ICC]] [[Planets#Home_planets|Home World]])<br />
**Minuete<br />
**Filloth<br />
**Pangasic<br />
**Lilly<br />
**(Exsegar Cluster)<br />
***Exsegar<br />
***Tetyn<br />
***Hivarin<br />
***Kunata<br />
**(Aan Cluster)<br />
***Aan<br />
***Wallengoad<br />
***Aaya<br />
***Bothfix<br />
***Oasha<br />
***Uaelas<br />
***Kiegje<br />
***Kowone<br />
***Arwep<br />
**(Randis Cluster)<br />
***Randis<br />
***Ghad Jwero<br />
***Zanny<br />
***Illambic<br />
**(Siehald Cluster)<br />
***Siehald<br />
***Skass<br />
***Duna<br />
***Porin<br />
<br />
<br />
*<span id="BD+4344">BD+4344</span><br />
**Evast<br />
**Fae<br />
**Nhezack<br />
**Ghext<br />
**Foesta<br />
**Ahwa<br />
**Andy's Planet<br />
**(Ghixty Cluster)<br />
***Ghixty<br />
***Mhaon<br />
***Isquasam<br />
***Ooi<br />
***Avalon<br />
***Queenie<br />
***Rhalago<br />
***Awaiad<br />
***Loakmay<br />
<br />
<br />
<br />
*<span id="Kapteyn's Star">Kapteyn's Star</span><br />
**Arges<br />
**Brontes<br />
**Briaeraus<br />
**(Hectaton Cluster)<br />
***Hectaton<br />
***Cottus<br />
***Gyes<br />
***Thypho<br />
<br />
====Misc. Info====<br />
<br />
===Ursa Minor===<br />
<br />
<br />
<br />
===Canis Minor===<br />
<br />
<br />
<br />
===Rogen's Rift===<br />
<br />
<br />
<br />
===Sagittarius===<br />
<br />
<br />
<br />
===Lacerta===<br />
<br />
<br />
<br />
===Andromeda===<br />
<br />
<br />
==Technical Info==<br />
<br />
The Metaverse, unlike the Scenario game mode, is actually a group of game maps linked together via JumpGate's. These maps are what you see as constellations in the game, and how we divide the server load to ensure the game runs as smooth as possible, as each constellation is actually its own server. Each server is mapped to its own core to ensure a heavily loaded server does not impact the others, allowing for players to spill over into another server should gameplay become affected to the point where we have to disallow further logins to that particular node.<br />
<br />
When we create a map, each transfer JumpGate is given a linking name. Upon server bootup, each server will constantly poll the other servers under the same name to see if it contains a map with the destination transfer JumpGate. When this is done, the JumpGate's allow transfers between the servers which allows us to have a much larger map than previously possible. It is worth noting that a transfer JumpGate, although identical to normal JumpGate's, does not function in the same way. A transfer JumpGate that cannot find a destination source will act as a HomeGate and allow players to gate their ships by entering it.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Fleet_Levels&diff=2862Fleet Levels2012-08-20T13:49:54Z<p>Pantheon: </p>
<hr />
<div>Fleet Levels allow you and your fellow fleet members to contribute towards bettering your fleet through various means.<br />
<br />
Currently this feature is in its infancy, expect more features to be plugged into this mechanic at a later date.<br />
<br />
==Levels==<br />
<br />
===Level 0===<br />
<br />
Max Members: ''50''<br />
<br />
*Cost: 0 credits, default rank.<br />
<br />
===Level 1===<br />
<br />
Max Members: ''100''<br />
<br />
*Cost: 2500 credits.<br />
<br />
*Insignia: At level 1 you gain the ability to add an insignia to your fleet, which will currently be displayed on the website underneath all your member posts. This image can be no larger than 64 x 64 pixels, and 50 kb in size.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Template:Planet&diff=2861Template:Planet2012-08-20T13:43:30Z<p>Pantheon: added allegiance limit to planet template</p>
<hr />
<div>{|style="float:right;width:300px;text-align:center;"<br />
|-<br />
!colspan=2|{{{planetName}}}<br />
|-<br />
!colspan=2|[[image:{{{planetImage}}}.jpg|265px]]<br />
|-<br />
|Type: || {{{type}}}<br />
|-<br />
|Allegiance Limit: || {{{alleglimit}}}<br />
|-<br />
|Structure Limit: || {{{structlimit}}}<br />
|-<br />
|Inf Limit: || {{{Inflimit}}}<br />
|-<br />
|Base Habitat: || {{{basehab}}}<br />
|-<br />
|Base Food Production: || {{{foodprod}}}<br />
|-<br />
|Res Storage Cap: || {{{rescap}}}<br />
|-<br />
|}</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Main_Page&diff=2354Main Page2012-02-22T00:02:13Z<p>Pantheon: </p>
<hr />
<div>'''Darkspace Wiki.''' - ''The wiki where infinity has just begun''<br />
<br />
* This WIKI uses the same username & password as your DarkSpace account. Please remove any spaces or special characters (_,[,],^,?,*,{,},-) from your username when logging into this WIKI.<br />
* The MAIN purpose of this website is to allow the players to contribute tips & techniques when it comes to playing DarkSpace. Everyone is invited to contribute to this WIKI.<br />
* You can visit the old wiki by clicking on this link http://www.jack-online.co.uk/darkspace/wiki/index.php/Main_Page.<br />
* You can go back to the main site by clicking on this link http://www.darkspace.net<br />
<br />
==Important Links==<br />
[[Quickstarter]] - Attention new recruits! This guide will help you take your first steps into the infinity.<br />
<br />
[[Manual]] - Everything and anything about the game, and then some.<br />
<br />
[[FAQ]] - Frequently Asked Questions, in case you didn't know.<br />
<br />
[[History Galactica]] - The in-universe history of Darkspace's universe.<br />
<br />
[[War Room]] - Reporting victories to your boss, one galaxy at a time.<br />
<br />
[[DarkSpace Database]] - A guide to ships, systems, planets, buildings and everything else in the darkspace universe.<br />
<br />
==Wiki Rules==<br />
* '''The Darkspace [[http://www.darkspace.net//index.htm?module=document.php&doc_id=2 Rules of Conduct]] apply, so any abuse is liable to result in loss of wiki privileges AND a ban from the game.'''<br />
* Please include your player ID on your talk page.<br />
* Use talk pages to discuss changes.<br />
* Sign your comments on talk pages (Three tildes gives your user name, four includes a time stamp).<br />
<br />
== Useful stuff ==<br />
* [http://meta.wikimedia.org/wiki/Help:Editing Basic Guide] on wiki formatting.<br />
* [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Template:WeaponRight&diff=2296Template:WeaponRight2012-02-21T02:31:53Z<p>Pantheon: </p>
<hr />
<div>{|style="float:right;width:285px;text-align:center;border:solid white 1px"<br />
|- style="font-style:bold;"<br />
!colspan=2|[[image:{{{weaponImage}}}.png|225px]]<br />
|-<br />
|Faction: || {{{faction}}}<br />
|-<br />
|Type: || {{{type}}}<br />
|-<br />
|Range: || {{{range}}}<br />
|-<br />
|Damage: || {{{damage}}}<br />
|-<br />
|Falloff: || {{{falloff}}}<br />
|-<br />
|Energy use: || {{{energy}}}<br />
|-<br />
|Magazine: || {{{Magazine}}}<br />
|-<br />
|Resource Req: || {{{resource}}}<br />
|-<br />
|Tech Req: || {{{tech}}}<br />
|-<br />
|}</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Template:WeaponLeft&diff=2294Template:WeaponLeft2012-02-21T02:31:27Z<p>Pantheon: </p>
<hr />
<div>{|style="float:left;width:285px;text-align:center;border:solid white 1px"<br />
|- style="font-style:bold;"<br />
!colspan=2|[[image:{{{weaponImage}}}.png|225px]]<br />
|-<br />
|Faction: || {{{faction}}}<br />
|-<br />
|Type: || {{{type}}}<br />
|-<br />
|Range: || {{{range}}}<br />
|-<br />
|Damage: || {{{damage}}}<br />
|-<br />
|Falloff: || {{{falloff}}}<br />
|-<br />
|Energy use: || {{{energy}}}<br />
|-<br />
|Magazine: || {{{Magazine}}}<br />
|-<br />
|Resource Req: || {{{resource}}}<br />
|-<br />
|Tech Req: || {{{tech}}}<br />
|-<br />
|}</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Talk:Weapons&diff=2291Talk:Weapons2012-02-21T02:30:17Z<p>Pantheon: </p>
<hr />
<div>I've added some information about the relevant weapons, I went with a template of beginning with an outline, some statistics, then how the weapon works, finishing off with a hint to the captain/player on what it's good/not so good at doing and then it's requirements/cost.<br />
<br />
Is that alright?<br />
<br />
I prefer to add a bit lore mixed in with some proper facts... also, shouldn't we have a main Gadgets page that can link to this one and others in the future for other gadgets? [[User:Enterprise|Enterprise]] 17:59, 20 February 2012 (Central Standard Time)<br />
<br />
We probably should, but I think we're just filling out information, we might have to split up cannons/missiles/etc onto different pages so I'm just filling in the information as and when, I've also added a template for weapons! See [[Template:WeaponRight]] or [[Template:WeaponLeft]] to alternate, see how it works? --[[User:LittlePetSlinki|LittlePetSlinki]] 18:36, 20 February 2012 (Central Standard Time)<br />
<br />
Looks nifty. Should probably do one for ships too, as thats next up after I get through all the gadgets. Though I'm not sure yet if I want to do a [[Supporting Gadgets]] for the rest or do like you might do with [[Weapons]] and just split it up by type: [[Beams]], [[Armor and Shields]], [[Engines]], etc. Though if we go that route we'll definitely need to create an overall page to link to each one separately for easy navigation. I haven't done it because I think someone could probably format it better than me. [[User:Enterprise|Enterprise]]<br />
<br />
-It might be a good idea to have sub sections like beams, cannons, missiles, torps - rather than one long "Weapons". It might be a better idea to link them from here in the interest of keeping things compact [[User:Pantheon|Pantheon]] 20:30, 20 February 2012 (Central Standard Time)</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Station&diff=2157Station2012-02-20T23:30:18Z<p>Pantheon: No information on MI please.</p>
<hr />
<div>Stations are giant slow moving fortresses armed to the brim with weapons and defensive measures. Only the most seasoned [[Rank#Admiral|Admiral]] can pilot these.<br />
<br />
Stations are capable of opening up [[Wormhole|wormholes]].<br />
<br />
<br />
==UGTO==<br />
<br />
===ST-60 Support Station===<br />
<br />
Role: ''Heavy Resupply''<br />
<br />
*Weapons: 8 chemical beam lasers, 6 heavy chemical beam lasers, 4 quantum singularity torpedo launchers, and 8 harpex missile launchers. <br />
<br />
*Rank requirement: Fleet Admiral <br />
<br />
*Badges required: None <br />
<br />
===ST-62 Battle Station===<br />
<br />
Role: ''Heavy Gunboat''<br />
<br />
*Weapons: 8 chemical lasers, 10 heavy chemical lasers, 8 quantum singularity torpedo launchers, and a flux wave device.<br />
<br />
*Rank requirement: Grand Admiral <br />
<br />
*Badges required: Gold Navigator, Gold Engineer, Gold Combat, Gold Transport, Gold Bomber, Gold Support.<br />
<br />
===ST-64 Command Station===<br />
<br />
Role: ''Carrier / Engineering / Point Defense''<br />
<br />
*Weapons: 8 fighter slots, 8 chemical lasers, 6 heavy chemical lasers, and 4 quantum singularity torpedo launchers.<br />
<br />
*Rank requirement: Grand Admiral <br />
<br />
*Badges required: Gold Navigator, Gold Engineer, Gold Combat, Gold Transport, Gold Bomber, Gold Support, and Bronze Privateer.<br />
<br />
==ICC==<br />
<br />
===M-500 Support Station===<br />
<br />
Role: ''Heavy Resupply''<br />
<br />
*Weapons: 8 chemical beam lasers, 6 heavy chemical beam lasers, 4 ion cannons, and 8 harpex missiles.<br />
<br />
*Rank Requirement: Fleet Admiral<br />
<br />
*Badges Required: Gold Navigator, Gold Engineer, Gold Combat, Gold Transport, Gold Bomber, Gold Support.<br />
<br />
===M-500A Line Station===<br />
<br />
Role: ''Heavy Gunboat''<br />
<br />
*Weapons: 8 chemical beam lasers, 10 heavy chemical beam lasers and 8 ion cannons.<br />
<br />
*Rank Requirement: Grand Admiral<br />
<br />
*Badges Required: Gold Navigator, Gold Engineer, Gold Combat, Gold Transport, Gold Bomber, and Gold Support.<br />
<br />
===M-500C Sector Command Base===<br />
<br />
Role: ''Carrier / Engineering''<br />
<br />
*Weapons: 8 fighter slots, 4 chemical beam lasers, 6 heavy chemical beam lasers and 4 ion cannons.<br />
<br />
*Rank Requirement: Grand Admiral<br />
<br />
*Badges Required: Gold Navigator, Gold Engineer, Gold Combat, Gold Transport, Gold Bomber, Gold Support , and Bronze Privateer<br />
<br />
==K'luth==<br />
<br />
===Colony===<br />
<br />
Role: ''Carrier / Engineering''<br />
<br />
*Weapons: 8 fighter slots, 7 disruptors, 6 assault disruptors, 4 Psionic cannons, and 4 stellar incinerators. <br />
<br />
*Rank Requirement: Grand Admiral<br />
<br />
*Badges Required: Gold Navigator, Gold Engineer, Gold Combat, Gold Transport, Gold Bomber, Gold Support, and Bronze Privateer. <br />
<br />
===Nest===<br />
<br />
Role: ''Heavy Gunboat''<br />
<br />
*Weapons: 8 disruptors, 10 assault disruptors, 8 stellar incinerators, and 4 AM torpedoes. <br />
<br />
*Rank Requirement: Grand Admiral<br />
<br />
*Badges Required: Gold Navigator, Gold Engineer, Gold Combat, Gold Transport, and Gold Support.<br />
<br />
===Hive===<br />
<br />
Role: ''Missile Boat''<br />
<br />
*Weapons: 12 disruptors, 6 assault disruptors, 4 stellar incinerators, 8 shroud missiles.<br />
<br />
*Rank Requirement: Fleet Admiral<br />
<br />
*Badges Required: None<br />
<br />
==Pirates==<br />
<br />
===Nautilus===<br />
<br />
Role: ''Missile/Gun Platform''<br />
*Weapons: Unknown<br />
<br />
==MI Legion==<br />
<br />
===MI Nexus Node===<br />
<br />
Role: ''Beam/Torp Platform''<br />
<br />
MI Nexus Nodes are rated as powerful as two K'Luth Hives. <br />
Their loadout is extremely lethal.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Dreadnought&diff=2154Dreadnought2012-02-20T23:29:56Z<p>Pantheon: No information on MI please.</p>
<hr />
<div>Heavily armed and armored battleships. Containing stunning amounts of high powered weaponry and layers upon layers of armor, these ships are strongest, if slowest, ships in Darkspace. [[Station|Stations]] are stronger, however they are extremely less mobile then Dreadnoughts<br />
<br />
==UGTO==<br />
<br />
===ST-41 Carrier Dreadnought===<br />
<br />
Role: ''Escort Carrier''<br />
<br />
*Weapons: 4 fighter slots, 8 chemical lasers, 1 quantum singularity torpedo launcher, and 8 heavy particle cannons. <br />
<br />
*Rank Requirement: Vice Admiral<br />
<br />
*Badges Required: Bronze Combat, Silver Support<br />
<br />
The first dreadnought you can fly, this ship is a nice step up from the cruiser. With a lot of projectiles and lasers armed mostly on the side of the ship, there is always a good angle to shoot the enemy. The fighters give you a long range capabilty, weakening an enemy before you jump in and finish the job.<br />
<br />
===ST-45 Battle Dreadnought===<br />
<br />
Role: ''Gunboat''<br />
<br />
*Weapons: 6 chemical beam lasers, 1 heavy chemical beam laser, 2 quantum singularity torpedo launchers, 12 heavy particle cannons, and a flux wave device. <br />
<br />
*Rank Requirement: Admiral<br />
<br />
*Badges Required: Gold Engineer, Silver Combat<br />
<br />
With so many cannons on board, this Dreadnought can kill many foes up to medium range. Being able to fire, and keep firing on an enemy when it is running away, is a great advantage over the more close range assault class dreadnoughts.<br />
<br />
===ST-46 Command Dreadnought===<br />
<br />
Role: ''Electronic Warfare / Gunboat''<br />
<br />
*Weapons: 3 sets of EMP mines, 6 chemical lasers, 8 heavy particle cannons, and 10 proton torpedo launchers.<br />
<br />
*Engineering: Build drones<br />
<br />
*Rank Requirement: Admiral<br />
<br />
*Badges Required: Gold Engineer, Silver Combat, Silver Bomber, Gold Support.<br />
<br />
This ship is also hard to get because it requires a lot of badges. The many torpedo slots make up for it because you pack a really good punch, if you can hit them... The mines also help you to set up a perimeter. Next to that this ship has build drones, that allows you to build a platform base right next to you. Deadly in the hands of an experienced players.<br />
<br />
===ST-49 Agincourt Dreadnought===<br />
<br />
Role: ''Carrier''<br />
<br />
*Weapons: 8 fighter slots, 8 chemical beams, and 2 flux beams<br />
<br />
*Rank Requirement: Vice Admiral<br />
<br />
*Badges Required: Gold Support<br />
<br />
If you have found a safe spot and an enemy is within scanner range, you can pound them with fighters. You can watch the battle from far away while shotting the enemy with your fighters, and some players like to put the camera on one of their fighters and follow them to the enemy. Just make sure you get out fast when a strong enemy gets near!<br />
<br />
===ST-51 Elite Assault Dreadnought===<br />
<br />
Role: ''Assault''<br />
<br />
*Weapons: 4 chemical beam lasers, 6 heavy chemical beam lasers, 4 flux beams, 4 quantum singularity torpedo launchers, 14 proton torpedo launchers and a flux wave device. <br />
<br />
*Rank Requirement: Fleet Admiral<br />
<br />
*Badges Required: Gold Combat<br />
<br />
The most powerfull Dreadnought in the UGTO arsenal, appearing to battle in an Elite Assault Dreadnought (EAD) makes the enemy rethink their tactics. If you ever thought that you didnt have enough firepower, those days are over once you meat the requirements for this ship. This ship is suitable to fight against Stations and other Dreadnought class ships. Keep in mind that the EAD is a close range ship, shooting players in small ships will require some practice in jumping.<br />
<br />
==ICC==<br />
<br />
===M-307M Missile Dreadnought===<br />
<br />
Role: ''Missile boat''<br />
<br />
*Weapons: 6 Chemical Lasers and 8 Proton Cruise Missile launchers.<br />
<br />
*Rank Requirement: Vice Admiral<br />
<br />
*Badges Required: Gold Combat and Silver Support.<br />
<br />
Nobody wants to get hit by this Missle Dreadnought. With this many heavy missles, you can sit from long range and fire away at the enemy. Because of it's heavy punch and low firepower at close range, this ship usually gets attacked first. Make sure you know how and when to jump a short distance safely, before flying this ship.<br />
<br />
===M-318C Command Dreadnought=== <br />
<br />
Role: ''Escort Carrier / Engineer''<br />
<br />
*Weapons: 8 chemical beam lasers and 6 fighter slots.<br />
<br />
*Engineering: Build drones <br />
<br />
*Rank Requirement: Admiral<br />
<br />
*Badges Required: Gold Engineer, Silver Combat, Silver Bomber, and Gold Support.<br />
<br />
This Dreadnought is capable of hitting the enemy from a very long range with fighters, and the build drones allow you to build a supply platform to refill your fighters. Just make sure you have an escort to kill any enemy at close range.<br />
<br />
===M-400A Combat Dreadnought===<br />
<br />
Role: ''Gunboat''<br />
<br />
*Weapons: 6 chemical lasers, 1 heavy chemical beam laser, 12 heavy railguns, and 2 ion cannons.<br />
<br />
*Rank Requirement: Admiral<br />
<br />
*Badges Required: None<br />
<br />
With so many cannons on board, this Dreadnought can kill many foes up to medium range. Being able to fire, and keep firing on an enemy when it is running away, is a great advantage over the more close range assault class dreadnoughts.<br />
<br />
===M-400B Siege Dreadnought===<br />
<br />
Role: ''Bomber''<br />
<br />
*Weapons: 9 chemical lasers, and 7 planetary siege missile launchers.<br />
<br />
*Rank Requirement: Admiral<br />
<br />
*Badges Required: Gold Bomber<br />
<br />
The biggest bomber in the game, this Dreadnought will make an enemy run back to defend the planet. Usually they are to late. You have already killed the planet.<br />
<br />
===M-410A Assault Dreadnought===<br />
<br />
Role: ''Assault''<br />
<br />
*Weapons: 6 chemical lasers, 4 heavy chemical lasers, 4 ion cannons, and 12 fusion torpedo launchers.<br />
<br />
*Rank Requirement: Fleet Admiral<br />
<br />
*Badges Required: Gold Combat<br />
<br />
"We bring you pain", seems to be the motto for this ship. With the capability of rotating shields and a lot of close range firepower, you can kill most enemy dreadnoughts and put up a good fight against the much feared Battle Stations.<br />
<br />
==K'luth==<br />
<br />
===Brood===<br />
<br />
Role: ''Engineer / Gunboat''<br />
<br />
*Weapons: 10 disruptors, 4 heavy psionic cannons, 2 stellar incinerators, and 4 fighter slots. <br />
<br />
*Rank Requirement: Fleet Admiral <br />
<br />
*Badges required: Gold Engineer and Gold Support.<br />
<br />
You can shoot fighters from a long range, then cloak up. Nobody can catch you, but you can damage them. If someone did get to deal heavy damage to you, jump out and build a supply platform in the middle of nowhere with your build drones.<br />
<br />
===Ganglia===<br />
<br />
Role: ''Missile boat / Gunboat''<br />
<br />
*Weapons: 8 disruptors, 8 heavy pisonic cannons, and 8 shroud missile launchers.<br />
<br />
*Rank Requirement: Admiral <br />
<br />
*Badges required: Gold Support.<br />
<br />
A lot of missles, a lot of cannons, time to kill some enemy and feast on their brains!<br />
<br />
===Krill===<br />
<br />
Role: ''Gunboat''<br />
<br />
*Weapons: 4 disruptors, 4 stellar incinerators, and 8 heavy pisonic cannons.<br />
<br />
*Rank Requirement: Grand Admiral <br />
<br />
*Badges required: Gold Navigator, Gold Engineer, Gold Combat, Gold Transport, Gold Bomber, Gold Support, and Bronze Privateer.<br />
<br />
The Krill is favored because of the bigger cargo hull. This allows you to drop 6 infantry on an enemy ship, giving you a higher chance of succes for privateering. Also with a lot of long range weaponry and a lot of energy reserves, you can keep hitting the enemy from a relatively safe distance.<br />
<br />
===Mandible===<br />
<br />
Role: ''Assault''<br />
<br />
*Weapons: 6 disruptors, 2 assault disruptors, 5 heavy pisonic cannons, 4 stellar incinerators, and 12 AM torpedo launchers.<br />
<br />
*Rank Requirement: Admiral <br />
<br />
*Badges required: None<br />
<br />
The first Dreadnought you can fly, also has the most firepower. Isnt that fun? Combined with cloaking, this ship always brings a grin to your face, and a voice in the back of your head whispering "kill". Keep an eye on your energy though, it will be gone faster then you can blink.<br />
<br />
===Siphon===<br />
<br />
Role: ''[[ELF]] Assault ship''<br />
<br />
*Weapons: 6 disruptors, 8 assault disruptors, 6 ELF beams, 2 stellar incinerators, and 8 AM torpedo launchers.<br />
<br />
*Rank Requirement: Fleet Admiral <br />
<br />
*Badges required: Gold Combat<br />
<br />
What makes this ship so strong is of course the huge amounts of firepower, but also the ability to drain the energy away from the enemy and back to your ship for another one of those very painfull shots you can deliver. By the time you jump out of combat and cloak up, you have brought pain upon the enemy.<br />
<br />
==MI Legion==<br />
<br />
===MI Longhead===<br />
<br />
Role: ''Planetary extermination dreadnought''<br />
<br />
Namely the most fastest most powerfull dreadnought in the metaverse can be seen razing entire planetary colonies with its' devastating death beam. Can do great miracles on ships as well.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=User:Pantheon&diff=2098User:Pantheon2012-02-20T22:08:41Z<p>Pantheon: </p>
<hr />
<div>My page.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Quickstarter&diff=2078Quickstarter2012-02-20T21:43:04Z<p>Pantheon: Fixed starter construction link.</p>
<hr />
<div>Entering the Game<br />
Your DarkSpace installation should be fully updated by now; The setup window will open when it the update is complete. Look over this interface and set options to your preference. Click "OK" to confirm your settings and return your focus to the launcher. <br />
<br />
Either double-click "DarkSpace" in the Launch tab, or click on the tab labeled Servers. The Kraken server is used for set-piece scenario battles, which are good for learning some absolute basics or engaging in fleet wargames. The Orion server houses the Metaverse, the main theater of war in DarkSpace. Here you will work with allied captains to seize planets from the enemy factions. Double-click on the server of your choice and the game will begin loading. <br />
<br />
Once you're looking at the in-game navscreen of the Metaverse or Scenario system, you have two options for entering play. You can launch one of the smaller ship classes from a homegate, or you can look for a white planet and click on it. This is a shipyard world, and can launch any vessel you are certified to command as long as the world has the requisite technology and resources. From this point onward, you are free to engage enemies at will. Good luck. <br />
<br />
Starter guide<br />
===Official guide=== <br />
<br />
<br />
<br />
Construction<br />
Main page - [[Start_-_Construction|Starter Construction]]<br />
<br />
Are you a 1st Lieutenant who wonders which cookie's name is Construction? Put that mouse away, get your reading glasses and pay attention.<br />
<br />
<br />
<br />
Construction is done by Build Drones which are carried by Engineering vessels. <br />
A lifeless planet is almost useless if there is no engineer to colonise it. <br />
A planet can accomodate a maximum of 32 structures, but the 3 unique Home planets can accomodate 40. <br />
Structures require resources to be built, workers to manage it, technology to be built and maintained and power to function. <br />
Workers need Habitat and Food to live and grow. Shortage of any will stop growth, and acute shortage may cause death. <br />
Most structures have up to 2 technologically advanced versions with far greater needs but higher output. <br />
Balance the inputs and outputs of each structure in an orderly manner to build a great planet and be the hero/envy of your friends.<br />
<br />
===Unofficial guide=== <br />
<br />
The [[starter guide]] is a useful playermade handbook, which details on the basic steps of performing various tasks.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=Quickstarter&diff=2074Quickstarter2012-02-20T21:42:05Z<p>Pantheon: Fixed starter guide link.</p>
<hr />
<div>Entering the Game<br />
Your DarkSpace installation should be fully updated by now; The setup window will open when it the update is complete. Look over this interface and set options to your preference. Click "OK" to confirm your settings and return your focus to the launcher. <br />
<br />
Either double-click "DarkSpace" in the Launch tab, or click on the tab labeled Servers. The Kraken server is used for set-piece scenario battles, which are good for learning some absolute basics or engaging in fleet wargames. The Orion server houses the Metaverse, the main theater of war in DarkSpace. Here you will work with allied captains to seize planets from the enemy factions. Double-click on the server of your choice and the game will begin loading. <br />
<br />
Once you're looking at the in-game navscreen of the Metaverse or Scenario system, you have two options for entering play. You can launch one of the smaller ship classes from a homegate, or you can look for a white planet and click on it. This is a shipyard world, and can launch any vessel you are certified to command as long as the world has the requisite technology and resources. From this point onward, you are free to engage enemies at will. Good luck. <br />
<br />
Starter guide<br />
===Official guide=== <br />
<br />
<br />
<br />
Construction<br />
Main page - [[Starter - Construction]]<br />
<br />
Are you a 1st Lieutenant who wonders which cookie's name is Construction? Put that mouse away, get your reading glasses and pay attention.<br />
<br />
<br />
<br />
Construction is done by Build Drones which are carried by Engineering vessels. <br />
A lifeless planet is almost useless if there is no engineer to colonise it. <br />
A planet can accomodate a maximum of 32 structures, but the 3 unique Home planets can accomodate 40. <br />
Structures require resources to be built, workers to manage it, technology to be built and maintained and power to function. <br />
Workers need Habitat and Food to live and grow. Shortage of any will stop growth, and acute shortage may cause death. <br />
Most structures have up to 2 technologically advanced versions with far greater needs but higher output. <br />
Balance the inputs and outputs of each structure in an orderly manner to build a great planet and be the hero/envy of your friends.<br />
<br />
===Unofficial guide=== <br />
<br />
The [[starter guide]] is a useful playermade handbook, which details on the basic steps of performing various tasks.</div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=War_Room&diff=2066War Room2012-02-20T21:36:39Z<p>Pantheon: Removed images - no image uploading enabled.</p>
<hr />
<div>Even in the military operations, mathematicians have found rough means of estimating the time and location-related trends regarding the success of a faction over another. As was, has been, and will continue to be said, "''History has a way of repeating itself''".<br />
<br />
==Galactic Territory Control==<br />
The territorial dominion of the three warring [[Faction]]s at the end of each month are recorded here. The capture of critically important planets may be individually reported here, along with notable skirmishes contributing to the conquest.<br />
===December, 2011===<br />
<br />
Metaverse:<br />
<br />
UGTO control 65 planets. <br />
<br />
ICC control 113 planets. <br />
<br />
K'Luth control 92 planets. <br />
<br />
Pirates control 8 planets. <br />
<br />
MI control 67 planets. <br />
<br />
Comment:<br />
<br />
Compared to November, December was a very changing month. In the first two days UGTO took Control of the K'luth´s system "Tetra" and of ICC´s system "Dres Kona", but lost both again the next day. Then the K'luth appeared in large numbers and fought back the UGTO in the next few weeks. UGTO lost the "R33" and the "Cincinnati" systems and were expelled out of the Sagitarius Server into Lacerta. Many times UGTO fought their way back to Sagitarius and reconquered "R33" and "Cincinnati" very quickly, only to be driven back again.<br />
<br />
At some point it looked like a new frontline has been settled with UGTO keeping "Cincinnati" and K'luth holding "R33", but then during Christmas, the K'luth captured all "Cincinnati" once more and moved on to the UGTO homelands in Lacerta, taking "Lalande", "Barnard´s Star", "Sol" and "Kuzco", while ICC grabbed "Alpha Centauri".<br />
<br />
At the peak of Kluth´s invasion, UGTO controlled less then 20 planets.<br />
Although UGTO lost so many Planets and whole Systems, they did not lose every battle, whenever they were large enough in numbers, the K'luth suffered heavy losses too, it was just that they could not defend from the constant K'luth campaigns.<br />
<br />
ICC usaly with fewer pilots online just played a side roll in this war. However it is remarkable how much ICC and Kluth avoided each other and in the middle of the month even an aliance between Kluth and ICC was openly accepted by many.<br />
<br />
Though ICC had to defend attacks by KLuth on the Pirate Sector "Rogens Rift" , on "Kapteyn´s Star" in Cassiopeia and on "Dres Kona" in Sagitarius, compared to the constant Invasion of Kluth vs UGTO these battles were small and short.<br />
<br />
Kluth is definatly the most powerfull faction of December 2011.<br />
Most active Kluth fleets were [:RAF:], [:AoD:] and [S.W].<br />
<br />
History report by: Chief Marshal [FS] Fatal Perihelion<br />
<br />
===November, 2011===<br />
Metaverse:<br />
<br />
[[UGTO]] control 94 planets. <br />
<br />
[[ICC]] control 107 planets. <br />
<br />
[[K'Luth]] control 63 planets. <br />
<br />
[[Pirates]] control 8 planets. <br />
<br />
[[MI]] control 67 planets.<br />
<br />
<br />
Comment:<br />
<br />
With 108 Planets ICC is the faction with the largest territory, but the numbers are illusive since ICC just hold their natural terriory which consists of more planets then the other factions.<br />
<br />
To say which faction is the most powerful we have to take a look at the central system of the Metaverse "Kaus Borealis", where all faction face each other.<br />
Kaus Borealis is usaly held by UGTO, sometimes by Kluth and rarely by ICC.<br />
<br />
So UGTO, under the lead of the powerfull fleet "RSM" can be called the most powerfull faction of November 2011.<br />
<br />
Beside battles fought in Kaus Borealis, only very few campaigns for captureing enemy territory took place, due to the sheer lack of Pilots flying, not alowing any significant moving of the interstellar frontlines.<br />
<br />
The Metaverse is almost in stasis, only sporadic invasions by K'Luth to the system "R33" and in turn invasions by UGTO forces into the Kluth system "Tetra" have been noticed.<br />
<br />
History report by: Chief Marshal [FS] Fatal Perihelion<br />
<br />
===January, 2012===<br />
Metaverse:<br />
<br />
[[UGTO]] control 96 planets. <br />
<br />
[[ICC]] control 107 planets. <br />
<br />
[[K'Luth]] control 68 planets. <br />
<br />
[[Pirates]] control 8 planets. <br />
<br />
[[MI]] control 67 planets.<br />
<br />
<br />
Comment:<br />
<br />
January 2012 started like December 2011 ended, K'Luth continued the battle against UGTO at the border of the servers Sagittarius and Lacerta.<br />
<br />
Things changed soon when ICC pilots apeared in larger numbers, the almost peacefull relationship between ICC and K'Luth in December 2011 ended when ICC were taking the former UGTO system "R33" away from K'Luth and bombing a bigger part of the "Tetra" system.<br />
<br />
K'Luth turned their attention on ICC and captured the ICC systems "Dres-Kona" and "Tau Ceti" in a rush, pushing them to the edge of the Sagitarius server at the gate of Cassiopeia. <br />
<br />
It took ICC 2 days to reconquer their systems, and from there on the whole month is characterized by this war between ICC and K'Luth.<br />
<br />
The war was spread to ICC homeland in the Cassiopeia server where ICC had to recapture the system "61 Cyg A" and defend K'Luth attempts to capture "Kapteyn´s Star", While ICC captured parts of "Groombridge A" in K'Luth homeland in Andromeda.<br />
<br />
UGTO on their part recovered and took back their former systems "Cincinnati" and "R33", with few pilots online they only occasionaly appeared to take part in the fightings between K'Luth and ICC.<br />
<br />
K'Luth is still the most powerful faction. While they are not as dominating as in the last month, yet their capturing campaigns are faster, more effective and more enduring.<br />
Usually, K'Luth decide where the battles will take place.<br />
<br />
All in all the Metaverse has become more static and less populated again.<br />
<br />
History report by: Chief Marshal [FS] Fatal Perihelion <br />
<br />
<!-- anyone who wants to insert a log in this section for the previous month, please ensure that level 3 (===) headings are used for the name of the month and year. enter the log of a month on the 1st of the next month.<br />
<br />
for planets and battles, use level 4 (====) headings with name of planet or battle. battles near planets to be named as "Battle of (planet name)", and other battles to be named as "Battle #(random number for battle), (system in which it took place)". thank you for co-operating.--></div>Pantheonhttp://www.darkspace.net/wiki/index.php?title=War_Room&diff=2058War Room2012-02-20T21:30:10Z<p>Pantheon: You can only link to direct URL's, not web pages.</p>
<hr />
<div>Even in the military operations, mathematicians have found rough means of estimating the time and location-related trends regarding the success of a faction over another. As was, has been, and will continue to be said, "''History has a way of repeating itself''".<br />
<br />
==Galactic Territory Control==<br />
The territorial dominion of the three warring [[Faction]]s at the end of each month are recorded here. The capture of critically important planets may be individually reported here, along with notable skirmishes contributing to the conquest.<br />
===December, 2011===<br />
<br />
Metaverse:<br />
<br />
UGTO control 65 planets. <br />
<br />
ICC control 113 planets. <br />
<br />
K'Luth control 92 planets. <br />
<br />
Pirates control 8 planets. <br />
<br />
MI control 67 planets. <br />
<br />
[[File:MV-jan12.png|400px|center]]<br />
<br />
This Screenshot of the map was taken on January the first, 2012 05:00 a.m. CET<br />
<br />
The planet control numbers were added 16 hours later then the map.<br />
<br />
Comment:<br />
<br />
Compared to November, December was a very changing month. In the first two days UGTO took Control of the K'luth´s system "Tetra" and of ICC´s system "Dres Kona", but lost both again the next day. Then the K'luth appeared in large numbers and fought back the UGTO in the next few weeks. UGTO lost the "R33" and the "Cincinnati" systems and were expelled out of the Sagitarius Server into Lacerta. Many times UGTO fought their way back to Sagitarius and reconquered "R33" and "Cincinnati" very quickly, only to be driven back again.<br />
<br />
At some point it looked like a new frontline has been settled with UGTO keeping "Cincinnati" and K'luth holding "R33", but then during Christmas, the K'luth captured all "Cincinnati" once more and moved on to the UGTO homelands in Lacerta, taking "Lalande", "Barnard´s Star", "Sol" and "Kuzco", while ICC grabbed "Alpha Centauri".<br />
<br />
At the peak of Kluth´s invasion, UGTO controlled less then 20 planets.<br />
Although UGTO lost so many Planets and whole Systems, they did not lose every battle, whenever they were large enough in numbers, the K'luth suffered heavy losses too, it was just that they could not defend from the constant K'luth campaigns.<br />
<br />
ICC usaly with fewer pilots online just played a side roll in this war. However it is remarkable how much ICC and Kluth avoided each other and in the middle of the month even an aliance between Kluth and ICC was openly accepted by many.<br />
<br />
Though ICC had to defend attacks by KLuth on the Pirate Sector "Rogens Rift" , on "Kapteyn´s Star" in Cassiopeia and on "Dres Kona" in Sagitarius, compared to the constant Invasion of Kluth vs UGTO these battles were small and short.<br />
<br />
Kluth is definatly the most powerfull faction of December 2011.<br />
Most active Kluth fleets were [:RAF:], [:AoD:] and [S.W].<br />
<br />
History report by: Chief Marshal [FS] Fatal Perihelion<br />
<br />
===November, 2011===<br />
Metaverse:<br />
<br />
[[UGTO]] control 94 planets. <br />
<br />
[[ICC]] control 107 planets. <br />
<br />
[[K'Luth]] control 63 planets. <br />
<br />
[[Pirates]] control 8 planets. <br />
<br />
[[MI]] control 67 planets.<br><br><br />
*These numbers are from the 2nd December, due to some editing problems, meaning that these numbers slightly differ from December the 1st.<br />
The screenshot of the map whatsoever is from 01:00 a.m. December 1st 2011 CET. <br />
<br />
[[File:MV-dec11.jpg|400px|center]]<br />
<br />
Comment:<br />
With 108 Planets ICC is the faction with the largest territory, but the numbers are illusive since ICC just hold their natural terriory which consists of more planets then the other factions.<br />
To say which faction is the most powerful we have to take a look at the central system of the Metaverse "Kaus Borealis", where all faction face each other.<br />
Kaus Borealis is usaly held by UGTO, sometimes by Kluth and rarely by ICC.<br />
So UGTO, under the lead of the powerfull fleet "RSM" can be called the most powerfull faction of November 2011.<br />
Beside battles fought in Kaus Borealis, only very few campaigns for captureing enemy territory took place, due to the sheer lack of Pilots flying, not alowing any significant moving of the interstellar frontlines.<br />
The Metaverse is almost in stasis, only sporadic invasions by K'Luth to the system "R33" and in turn invasions by UGTO forces into the Kluth system "Tetra" have been noticed.<br />
<br />
History report by: Chief Marshal [FS] Fatal Perihelion<br />
<br />
===January, 2012===<br />
<br />
Metaverse:<br />
<br />
UGTO control 96 planets. <br />
<br />
ICC control 107 planets. <br />
<br />
K'Luth control 68 planets. <br />
<br />
Pirates control 8 planets. <br />
<br />
MI control 67 planets. <br />
<br />
http://i620.photobucket.com/albums/tt285/perihelion442/januaryDS.png<br />
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Screenshot and Planet control numbers were taken on February the 1st 01:00 a.m. CET<br />
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Comment:<br />
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January 2012 started like December 2011 ended, K'Luth continued the battle against UGTO at the border of the servers Sagittarius and Lacerta.<br />
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Things changed soon when ICC pilots apeared in larger numbers, the almost peacefull relationship between ICC and K'Luth in December 2011 ended when ICC were taking the former UGTO system "R33" away from K'Luth and bombing a bigger part of the "Tetra" system.<br />
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K'Luth turned their attention on ICC and captured the ICC systems "Dres-Kona" and "Tau Ceti" in a rush, pushing them to the edge of the Sagitarius server at the gate of Cassiopeia. <br />
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It took ICC 2 days to reconquer their systems, and from there on the whole month is characterized by this war between ICC and K'Luth.<br />
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The war was spread to ICC homeland in the Cassiopeia server where ICC had to recapture the system "61 Cyg A" and defend K'Luth attempts to capture "Kapteyn´s Star", While ICC captured parts of "Groombridge A" in K'Luth homeland in Andromeda.<br />
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UGTO on their part recovered and took back their former systems "Cincinnati" and "R33", with few pilots online they only occasionaly appeared to take part in the fightings between K'Luth and ICC.<br />
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K'Luth is still the most powerful faction. While they are not as dominating as in the last month, yet their capturing campaigns are faster, more effective and more enduring.<br />
Usually, K'Luth decide where the battles will take place.<br />
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All in all the Metaverse has become more static and less populated again.<br />
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History report by: Chief Marshal [FS] Fatal Perihelion <br />
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