The Jumpgate Definitive Guide
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THE JUMPGATE DEFINITIVE GUIDE Compiled by: Odiche Special Thanks to: NETDEVIL© NewDawn IkeProf RazorKiss Lady Dracoe SpaceDrake Zalty’s And all the Pilots I have forgotten to thank! FACTIONS Solrain: Medium-fast ships, heavy, fast-recharging shields. A little light on firepower, lots of flexibility in ship loadout because of a large number of MODx slots. (MODx are worth reading up on in JOSSH). All Solrain ships have buckets of cargo space... the Solrain Fighter-class ship, the Intensity can carry a full set of equipment in it's hold to re-equip a downed squadmate. The Solrain Bomber and Medium Fighter are top-of-the-line, and they have a good Light Transport as well. Solrain ships are fairly forgiving for a new pilot; the glut of Flashfire MODxes they can equip can ensure their survival in situations where any other ship would be gunned down before it could escape. Solrain ships often utilize hit and run techniques in combat to gain the maximum advantage from their fast-recharging shields. Solrain ships can generally re-equip to a fairly good degree from their home stations. Solrain are typically RPed (Roleplayed) as greedy, profiteering traders. Which they are. Assassins, Mercenaries, Pirates, Traders, or Factionalists. To piss off a Solrain pilot, call him a Smurf. Quantar: Usually have the fastest ships in a given class. They also have a medium load- out of MODx slots. Quantar ships rely on maneuvrability to evade incoming fire; the Quantar fighters, the Typhoon, is an ideal wolf-pack ship. Their speed can carry them out of most trouble; only scouts or an Intensity can really catch them up, and if you are a skilled pilot, you can evade and escape from those also. The Quantar level-3 ship, the Gust, is an amazing combat vehicle simply because it is so small. It is almost impossible to hit with ammo weapons, and can accelerate amazingly quickly, plus can spin on a dime. The Quantar cargo tow is slower than the others, and is generally felt to be sub-standard. The Quantar Light Transport frankly kicks ass. It can carry the same number of missiles as a Solrain Bomber, and boasts two large-size gunmounts as well as a decent turn of speed and hefty armour. The Quantar Medium Fighter and Bomber both rock as well. Quantar ships require a high level of skill to get one-on-one kills against a ship of equivalent type, but they are very good in wolfpacks. Quantar ships usually have more armour than Solrain ships, but the same shielding as Octavian ships (less ) One problem with the Quantar fighter is it's reliance on a powerplant from Amanath, that is massively expensive and requires a trip through dangerous unregulated space to obtain. Quantar combat squads are normally RPed as religious zealots. There are, of course, plenty of Quantar traders and factionalists as well. And miners. Miners are wierdos. The derogatory name for a Quantar is "Rocklicker" or something of this vien. Octavians: Octavian design philosophy is basicly that bit from the Matrix; "What do you need?" "Guns. Lots of guns." Yeah, so it isn't subtle, so sue me. Try and sue me, and I'll blow you up. That's pretty much Octavians for you. Octavian ships forgo speed, shielding, cargo space and MODx slots for Guns, Armour and Power. The Octavian Fighter, the Phoenix, is the slowest, with the least MODx slots. It is very good as acting as a target for missiles. However, getting in front of it is a mistake that you will regret. Note that you won't regret it for very long The Raptor Bomber is in a similar vien, but it's even slower, and you'll have even less time to regret your mistake in. This is compensated by the fact that it's the size of a reasonably large moon. Anyone failing to hit a Raptor needs an urgent sight test and/or amputation of the head due to unreasonable levels of incompetance. The Octavian Light Transport is a pile of rubbish that is affectionally known as the 'Turkey' or 'That Piece Of Shit'. The Octavian Cargo tow is great, the Light Fighter is rather shoddy, and the less said about the Albatross, the Octavian level 3 ship, the better. The Octavian Scout is really the shining star of the Imperial Navy; it's the fastest ship in the entire game and wolfpacks made up of 5-6 scouts can tear apart a force many times their size. The one problem with it is that the shielding is slightly less effective than tissue paper and they can be swatted out of the sky amazingly quickly, if you can hit them. Octavians are usually roleplayed as factionalists, mercenaries, or Psychotics. If you want to piss off an Octavian, don't bother; it'll all end in tears. Well, blood, more likely, but there you go. I'm Octavian and I'm a hard-line factionalist borderline-psychotic. Nice to meet you. *twitches while drooling on keyboard* DOCKING IMPORTANT! Important for all Jumpgate Pilots. This is the first thing you will need to know when you finally launch into space. 1) Target the Station 2) Look for the GREEN rings projected from the station 3) Maneuver yourself into the rings 4) Come to a FULL STOP 5) Point yourself at the center of the tube at the apex end of the rings 6) Proceed at UNDER 100v, for those still learning, I suggest under 50v 7) Look out for ‘Bumps’ from other ships 8) Enter tube without clipping the sides 9) Docking Successful. Table of Contents Topic Pages I. JOSSH Internal Interface…………………6 - 35 II. SpaceDrake’s Ship Report ………………..36 - 93 i. Octavian Ships…………………..37 - 55 ii. Solrain Ships…………………….56 - 74 iii. Quantar Ships……………………75 - 93 III. Ike Profari’s Story………………………….93 - 100 IV. Zalty’s Combat Guide……………………...101 - 113 V. NewDawn Conflux Guide………………….114 - 137 i. “Ramblings…………………...….116 - 119 ii. General information……………..120 - 122 iii. Conflux Types…………………...123 - 129 iv. Sentient Conflux………………...133 v. Combat Styles……………………134 - 136 vi. Conflux Map……………………..137 VI Economy…………………………………….138 – 157 VII Artifacts……………………………………..158 – 174 IIX Mining……………………………………….175 – 179 IX Piracy!.............................................................180 - 181 X Fiction FAQ………………………………....182 - 192 XI /Command Uses…………………………….193 - 195 XII Keyboard Commands……………………...196 XIII Medals………………………………………197 - 206 XIV Titles………………………………………...201- 208 XV Commodity List…………………………….209 - 213 XVI TRI Map…………………………………….214 XVII Quick Reference Cards……………...……..215 -218 6 Internal JOSSH Device Welcome Recruit. This is Solder Ronin speaking, sectional leader of the TRI Department for Novice Pilot Affairs. I have been charged with educating you about TRI's JOSSH system. There's a lot to learn, so pay attention! With a little work on your part, we'll have you up to speed in no time. Are you ready, recruit? The following documentation will briefly describe the internal JOSSH device. This guide will teach you what to expect from JOSSH and how to find what you're looking for. Internal JOSSH Device Upon entering a station or outpost your internal JOSSH device will automatically open and present a multitude of options. This device provides many more options than the external system, and involves much more pilot interaction. There are three basic components that make up the internal JOSSH device: the communications display module, the location module, and the command module. The Internal JOSSH Device Communications Display Module The communications display module is located in the upper left hand corner of the JOSSH device. The chat window along the top of the screen enables pilots to communicate with other pilots who are currently on duty. For more information on communication functions and commands, check the communications guide. Pilots will notice a small gray button in the left of the communications display. You will also notice two yellow scroll arrows, which may be 7 used to review previous communication chatter. Pilots may also access the options screen from this section by clicking on the icon. From the options screen users may configure Jumpgate according to personal preference. Pressing the esc key will also open the options screen. For more information on configuring your client via this screen, take a look at the options screen guide. Location Module The location module can be found in the upper right hand corner of the screen, and looks something like this: The green text box is the location indicator. This component is used to display which station a pilot is currently docked at. If said pilot is not currently connected to the jumpgate universe, their location will be displayed as 'offline'. (Displayed) To the right of the location indicator is a button labeled 'map'. Clicking on this buttons opens a map of all known sectors. Take a look at the map guide for more information on using the map. The 'station commlink access' tab, located directly below the location indicator, is a handy feature that can be used to display a list of pilots who are currently docked at this station. Above the station commlink access tab is the 'flight registry' toggle. This determines your flight status, and is used to control such things as player vs. player combat. The basic setting is 'TRI Civilian'. With this mode engaged, other pilots will be punished for firing on or destroying your ship. Other register settings are available, such as Honor Guard. The final component of the location module is a large light located to 8 the right of the station commlink access tab. a green light indicates that a pilot is currently connected to the jumpgate universe. A red light will be displayed if the pilot is either offline or in sim mode.