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- Starbase Instruction File
- =========================
-
- Due to the complexity of the starbases, this help file has been created
- to assist players in operating them. Starbases contain very powerful defensive
- and offensive abilities as well as trading capabilities. The main purpose
- and/or uses of starbases are:
-
- - USER OPERATED PORT
-
- Starbases are similar to outposts in the respect that they
- can be operated as a user-controlled port. You may place cargo
- to sell and/or credits to buy cargo on the starbase. Other
- traders may then dock at your starbase as if it was a normal
- port. You are allowed to set your own prices for the buying and
- selling of products.
-
- - PROTECTED BASE/HIDEOUT
-
- Due to the awesome defenseive power of a starbase, it makes
- an excellent base. Starbases offer many more means of protection
- than anything else in the universe. The following defensive
- weapons are provided:
-
- - PHASERS: Regenerative Energy Weapons
-
- - SHILEDS: Regenerative Force-Field Screens
-
- - FIGHTERS: Same as normal fighters
-
- - MINES: Same as normal mines
-
- - CLOAKS: Prevent starbase from being seen
-
- - STUNS: Stuns attacked if he should defeat above weapons
-
- - KRYPTON BOMBS: Doomsday weapon - Destroys attacker if
- he captures the base.
-
- - PULSAR BOMBS: Causes base to self-destruct if captured
- by enemy. (Also used to strike planets)
-
- Starbases have the unique ability of allowing a player
- to "log-off" INSIDE the base. This means that the player's
- ship will be protected by all of the above devices.
-
- - PLANETARY PROTECTOR
-
- If you have planet located in the same sector as your
- starbase, you may set the starbase up to protect the planet
- with it's phasers. The phasers will fire on anyone who attempts
- to invade the planet. (Note: this only works for a planet in
- the current sector and only if the planet is owned by yourself
- or a team-member)
-
- - PULSAR BOMB LAUNCHER
-
- The starbase has the capability to launch pulsar bombs at
- any planet in the starbase's sector. This is just an added
- benefit of owning a starbase. Pulsar bombs may ONLY be launched
- against a planet in the current sector.
-
- - ENHANCED PRODUCTION
-
- Starbases produce Fighters/Mines/Cloaks/Etc twice as fast
- as planets do. This allows you to have a very powerful
- arsonal at your disposal. Starbases also produce Krypton
- Bombs and Pulsar Bombs which planets do not.
-
- - TRANSPORTATION
-
- Starbases have the ability to transport players from
- one starbase to another. Transportation can be "taxed" by
- the starbase owner so that anyone transporting to his base
- has to pay a small fee. (Transportation can be disabled
- by setting your transport price to 64000. This keeps your
- base "hidden")
-
- - PLASMA ENERGY
- As a by-product of the starbase's enahcned production,
- plasma energy is created which may be utilized by the
- starbase to edit warps. The starbase plasma energy is used
- just like a normal plasma device, but it can only edit warps
- in the current sector.
-
-
- STARBASE DEFENSE OPTIONS
- ========================
-
- Starbases offer the same defensive options listed above as well as a few
- extras. Starbase cloaking devices provide essentially the same protection as
- the above planetary cloaking. There are some times, however, that you may
- wish the starbase NOT to be cloaked. If you are using your starbase for
- TRADING then it would be a good idea to disable cloaking. (Otherwise traders
- will not be able to find your starbase). The Cloaking can be enabled/disabled
- by the options described below.
- Starbases also include the ability to store PULSAR BOMBS and KRYPTON
- BOMBS. The Krypton bombs provide the same function as the normal krypton
- bombs described in apendix A (They act as a doomsday type weapon). The
- PULSAR BOMBS may be used for two reasons: 1) Launching a pulsar-strike
- against a planet in the sector or 2) self-destructing the starbase if it is
- captured.
- The Starbase defensive options (available at the starbase defense menu)
- are listed below:
-
- PROTECT PLANET - Default ON
- The protect planet function will cause the starbase to
- launch phaser strikes against anyone who invades the planet
- in the sector (providing there is a planet in the sector and
- it is owned by you or a team member)
-
- SELF-DESTRUCT ON CAPTURE - Default OFF
- In case you are afraid that an enemy will capture your
- starbase and use it to their own advantage, you may tell the
- starbase to SELF-DESTRUCT itself if it is captured. The starbase
- will use PULSAR BOMBS which you must drop off on the
- starbase to destroy itself. (If you don't drop off any pulsar
- bombs, the starbase cannot self destruct)
-
- STARBASE CLOAKING - Default OFF
- Starbases may be cloaked by dropping off cloaking devices
- on the planet. Starbase cloaking is very similar to planetary
- cloaking and requires 10 cloaking devices to completely cloak
- the starbase. Starbase cloaking also interferes with any
- EWS devices and STARBASE SENSORS that are used on the base.
- If you intend to use your starbase for TRADING, you will
- probably wish to disable cloaking (otherwise other traders will
- not be able to find your starbase).
-
- KRYPTON DETONATION BEFORE/AFTER MINES - Default BEFORE
- You may set your starbases to detonate it's Krypton Bombs
- before or after your normal mines. If the Krypton bomb is set
- to detonate BEFORE mines, the effect will be that the player
- will be severely damaged before the mines hit. The damage will
- most likely render his EM-WARP device useless (if he has one)
- and your mines may then destroy him.
- The problem with having your krypton bombs detonate BEFORE
- mines is that a weak player could attack you would waste an
- expensive krypton bomb when a few inexpensive mines could get
- the job done just as well.
- The choice of which method BEFORE/AFTER to use is left to
- the player. You will simply have to decide which is more
- important to you.
-
- STUN DETONATION BEFORE/AFTER MINES - Default BEFORE
- Stun mines are similar to krypton bombs in the fact that
- they damage the attacker's devices. By setting the stun mines
- to detonate before the normal mines, the attacker may be severely
- damaged before the normal mines hit. The damage will result in
- rendering his EM-WARP (if he has one) useless and your mines
- may then destroy him.
- By setting your stun mines to detonate AFTER normal mines,
- the stun mines will be saved until last so they will not be
- wasted on small attackers.
- NOTE: When one stun mine goes off, they all go off. This
- means that an attacker could use up all of your stun mines
- in one attack.
-