The Jumpgate Definitive Guide
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.
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