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214
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Politicals - Being taken seriously

Politicals - Being taken seriously

Compared to other online games, Phoenix has a modest and close knit community. As a consequence, establishing a reputation as a solid player is paramount. It matters little that you are not willing to commit to running an extraordinary amount of positions providing that you can be relied upon and more importantly trusted. This article is geared towards you the player getting what you want out of the game. It is in nobody's interest for you to end up playing somebody else's game, getting bored and quitting.


So, how to go about this?


Let's presume that you are new to the game or are just returning after a hiatus of years. In the case of the latter you may recognise a few people from their Nexus ID's, but where veteran players have adopted their alter-ego as their ID this may not even be possible. So your first task is to announce yourself. A simple 'hi' in the recruitment forum is perfect.


Here is an excellent example:

Quote:
Hi Guys

I have just arrived in phoenix after finding the game by accident, I used to play in the US BSE well over 10 years ago and looking forward to dusting off my captains hat and trying again.

I will be spending a few weeks as TRN to do the starting missions as phoenix seems alot more complicated than BSE.

Whats the current state of affiliations like player wise, who has the most and who desperately needs new blood.



You could well get inundated with replies, many asking you to join them. My advice is to hold back from joining anyone just yet. It is definitely handy to keep your options open to begin with but be honest with them. Think of it like this - should you join them and you do not like what you have joined, you may feel guilty that you have wasted their time. In the past players have 'gone silent' because of this and simply stopped playing. On the other hand, joining an affiliation and leaving them within weeks, often after they have invested time in you can cause bad feelings especially if you 'defect' to one of their enemies. So, best policy is to work as a free agent until you understand the game better.


Being a free agent however does not mean that you cannot work with established affiliations. You have the ability to use flags of convenience. These allow your ships to be run as Free Lancers, Privateers, Mercs and Pirates. You can come to some sort of arrangement with affiliations to do things for them. This way it gives you chance to determine who you get on with before committing to an affiliation. It also gives you chance to determine your own direction in the game.



Speaking for the Affiliation on Open Forums

For an affiliation there is nothing worse than some newb spouting off about affiliation politics and potentially starting a war. For the smaller affiliations this can be disastrous. They are somewhat cagey about new players and as such it is best to discuss limits with the affiliation leadership before joining an affiliation. If you like talking in-character and for example goading another affiliation about its political stance, you need to be in an affiliation where the leadership is not going explode whenever they see your name in the in-character forums.


Affiliation Expectations

As well as forum conduct it is also important to discuss expectations by both sides for affiliates. Find out what they will do for you and what they want in return. For some affiliations it is little more than friendly banter on their private boards while each member does his or her own thing. For others you may be expected to run at least a certain number of positions, or behave in a certain manner i.e. no firing in certain locations, no harassing specified affiliations, no entering certain regions of space. Make sure you know before you join whether these limits will in any way interfere with your game. If the affiliation will stop you playing the game you want, then don't join them!





Moving On

So, presuming that you have now ran through the various training missions and have acquired a few ships (having read the story - Diary of a Pirate, you may well have a few more ships to boot). You may well have even done a few tasks for established affiliations such as having a look round Corewards or selling them the unique trade goods you have liberated from the Halo Free Lancers. Finally you are thinking that it is time to get serious. The best thing you can do is create a political. First off you protect any stellars you have built up. That's right, until this point each of your ships have only their own wealth and should you lose a ship, you lose all the stellars on it. With a political you now have a central account. Even if you lose you last ship, you still have your stellars! I am sure that you have also discovered that starting a political gives you extra ships and a further 100,000 stellars. Just by having a political means that you are now a serious player.



Respect

If by this point you are in the market for also taking on a starbase so that you can enjoy all aspects of the game, from research and production through to merchandising and shipbuilding, it is worth approaching affiliations if you are not already a member of one. If you have followed the above advice, you should be on friendly terms with one or more people. While you still have the option to go it alone, joining an affiliation and taking on one of their 'spare' starbases is likely an option.


The benefits of taking on existing assets is first and foremost that the work of construction has already been started and that there is likely to be support in the way of outposts already in place. The downside is that you did not have the fun of achieving this yourself. There is also another danger - the affiliation 'off-loads' a starbase onto you. Your initial pleasure at getting a starbase quickly pales as you discover there is little for you to do beyond peruse a weekly report. Do not offer to run a starbase without first discussing the ambitions for it. If there isn't a lot of fun to be gained by expanding the base, dealing with the surrounding star systems and accepting either the level of threat (in frontier locations) or the desiring the obscurity/peace (in safe/secret systems) then this really isn't the starbase for you.


Again, I stress the need to chat to your affiliation. If the starbase is not what you wanted, ask if you can swap it for another. Quite often an affiliation will have quite a few bases that are being controlled by a nucleus of players such that it is easy for them to accommodate your wishes. Affiliations would rather you have the assets best suited for you than for you to quit.



Play where you want to Play

Discuss with your affiliation your ambitions. This can be anything that piques your interest. You may want to wander round the Inner Empire stirring up trouble for one faction or another or explore Corewards. You may want to run privateers or simply do a lot of trading. The important thing is that you do just that and do not allow yourself to be dictated to by leadership. If they are stopping you from joining in on their battles, ignoring you or taking you for granted then tell them so. This is as much your game as it is theirs. If they do not respond positively, change your situation. Leave them and join another faction. Often the sin of the leadership is simply one of omission and benign neglect. If you are not talking to them, they think that you are simply doing your stuff and enjoying yourself.

 
News
******Empire Syndicated News Network (ESNN) ******

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Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite and most reliable unbiased publication in the known universe from our home in the Heartland,

And so with the news from the last couple of weeks,


Cluster War! DNA Gather Fruit
 
******Empire Syndicated News Network (ESNN) ******

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Welcome to the latest version of ESNN, giving the news and views from the ESNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite unbiased publication in the known universe from our home in the Heartland,

And so with the news from the last few weeks,


Cluster War! MZC attacks DNA
 
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*** Inter Galactic News ***

The Dewiek rise again!

After the death and destruction wrought upon the Dewiek Nation by the Architects, there was a period of calm if you were a werewolf fancier. But now the Dewiek have risen to once more in the name of the Dewiek Packs, led by Skarn. Their new message being one of peace, a most unusual change for the large humanoid wolves. While they rise from the ashes of the Mizuchi Combine the Galaxy waits to see how this new affiliation acts, baring in mind the Dewiek have something of reputation.

Empire invade the Cluster!

A significant force of GTT warships recently entered the Cluster, somewhere they have not seen the need to go for a very long time. At the same time the CIA banned the Dewiek Packs from it’s space and also sent a large number of warships into the Cluster to bolster the GTT’s presence. After this show of force the Crossley system, known for it’s wormhole connecting from the Cluster to CIA space shifted to be claimed by the GTT. Currently the Empire has over 200,000 troops and 2000 warships roaming the nearby systems. Inhabitants of the Cluster are waiting to see if there are any further developments. GTT CEO Xavier Fox when asked by our office dismissed it as a “Training exercise”.

Krell sale!

The Krell Clan Dark Angels has been selling off bases, outposts and even systems lately. It is unknown why they have decided to cash in their assets and territories, but it points to the accumulation of significant wealth by the Krell clan. If you have any spare cash and want to expand your assets then it seems to our office that the best place to go is the Dark Angel Clan and ask what will be going up for sale next, assuming they actually have anything left.

*** Affiliations ***

AFT Association of Free Traders (54) - Marion Tweedy
BLG Bolg Organisation (22) - Akhenaten
BHD Brotherhood (63) - de Molay
CIA Combined Intelligence Agency (64) - Laton CIA
DNA Displaced Natives Asylum (66) - DNA people
DTR Detinus Republic (58) - Morley Decker
DEN Dewiek Elder Nation (67) - <unknown>
DWK Dewiek Packs (19) - Skarn
FCN Falconian Republic (70) – Bacran *
FEL Felini Tyranny (49) - Juris
FLZ Flagritz Republic (47) - Kayxaer
FET Frontier Exploration & Trade (56) - Cu Chulainn
GTT Galactic Trade & Transport (52) - Xavier Fox
GCE Garcia Enterprises (4) - Neil
HEX Hexamon (23) - <unknown>
KRL Krell (30) - Namica
KRT Krell of the Reverence Temple (37) - Kal Torak
KST Kastor Kastorians (12) - Kastor
MZC Mizuchi Combine (86) - Mizuchi
MOH Mohache (73) – Listens
NHS Noble Houses (41) – Roy Roberts
NLF Naplian Liberation Front (38) - NLFHQ
SMS Stellar Mining and Smelting (53) - MikhailM
WMB Wimble Nations (25) - zz

* Leader MAY be inactive, affiliation may be active
** Only known contact, please update us if this is incorrect.

NPC / FoC: ARC, CIV, CGT, FRE, HBO, HEF, IND, ISP, JCN, MEK, MRC, PIR, PRV, TCA, TRN, KAS
Inactive: ANT, COD, DOM, HVE, IDC, IMP, RIP, RCF, SKW, TAG

*** Submissions ***

By private message to The Editor or via Mica if you prefer to remain anonymous.
 
GTT step forward to control protection and peace in the Stellar Empire.

With the retirement of Jack Johns and various lower-level IMP officers from public life, the Imperial Services were left on the verge of being unable to fill their role as protectors of the Stellar Empire. Due to the serious nature the Imperial Services found itself in, the Emperor recently travelled to GTT HQ to attend a board meeting with the directors of the GTT.

With Galactic Trade and Transport being one of the few remaining loyal Imperial Chartered affiliations, who also supply well over half of the war material to the Imperial Services, the Emperor sought the position of the GTT with regard to the Imperial Services becoming overburdened with bureaucracy and lacking effective leadership. Effectively the Imperial Services were at the point of collapse. A position highlighted when an opportunistic supposed ally subverted four Imperial Outposts in the Inner Empire, thinking their asset grabbing would go unnoticed.
 
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  Star Date: 221.30.5

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RAGNAROK COMES

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A Forlorn Hope

The seat of Dewiek Government has fallen. What began as a small group of Architect ships picking up retreating DEN forces, amalgamated into a much larger force. The bombardment fleet comprised dozens of Adult ARC ships plus several Planet Killers. The force made short work of the impressive fortifications of the planetary orbit of Newstart. Multiple heavily armoured and maximised deflector shield platforms crumbled. They did so only after releasing their volleys of antimatter and nova weapon batteries. Any DEN warships that remained from earlier encounters also stood the line. But within the week, the last defence was gone.

Bombardment of Wolf Lair starbase proceeded without further resistance from the Dewiek. ARC Plasmas ripped through starbase shields. They demolished tens of thousands of factories and research facilities. The ARC demolished the huge military recruitment and training facilities on the planet. Over half a million trained troops evacuated from deep bunkers, leaving a token ground defence.

The ARC were not satisfied to burn the facilities and murder the workers. They deployed repeated salvos of their Virus Bombs on the wider population. Reports began to arrive of civilians of the world regressing. Leaving settlements and returning to nature. Much as the Dewiek found themselves some decades ago when they started to recover from the First Great ARC-DEN War. This time there was no High Lord Magnus willing to obliterate the world to save a remnant of the people. Newstart was already lost.

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Newstart is lost

 
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  Star Date: 221.27.2

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RAGNAROK APPROACHES

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End Game Lost

A short-lived period of peace followed the Dewiek Elder Nation’s historic and Saga-worthy defence against the Architect Planet Killers. A handful of the more typically encountered ARC ships were spotted picking off DEN support ships in Forlorn Hope before more than forty of them appeared back in End Game.

While the ARC “Adult” class ships, as the DEN had previously classified them, were eight times smaller than the “Planet Killers”, they were still as big as the largest ships any other species has managed to produce. Including the otherwise technologically advanced Dewiek.

Forty-four of these Plasma armed organic vessels smashed through the DEN forces left circling the orbit of Beacon, End Game. The mass of ARC weapons bombarded the DEN Shipyards at Ragnorak with their superheated ionized gas, razing the entire outpost to the ground.

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ARC Plasma weapons devastate End Game

 
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  Star Date: 221.22.5

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RAGNAROK BECKONS

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Assault on End Game

The ancient Architects have declared war on the Dewiek Elder Nation. The first sign of the conflict was subspace transmissions in a remote system in the Pocket Periphery. This followed reports that the ancient Ragnarok shipyards on Beacon were malfunctioning. In response, the Wolf Mother sent urgent orders to several Dewiek scout ships to patrol the End Game system.

The Konungr Smidamadr was the first to encounter the gigantic, “Planet Killer” class ARC ships. Measuring in at thirty-two hundred heavy hulls and armed with a hundred ARC plasma weapons, the ship was more like a mobile armed platform. It is certainly the largest vessel ever recorded. The scout ship was vaporised instantly.

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ARC Planet Killer dwarves largest DEN warships

 
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  Star Date: 221.11.4

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Caste Apart

The Flagritz Republic is (very nearly) no more. In its place, a single Hexamon and Flagritz power has arisen. The new Collective has absorbed much of the Flagritz holdings with only a handful of Clique-caste Flagritz systems choosing instead to align with the other Elder species, the Dewiek.

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Flagritz and Hexamon Hybrids - A hope for the Future?

 
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  Star Date: 221.3.3

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Meklanmania

Meklan scout ships continue to be seen around the Orion Spur periphery. These cyborg creatures in service of hidden ancient masters appear to be terrorising the Wimble Nation in particular. Despite public lamentations against the hardship of defending themselves, the Wimble leadership have not yet responded to our request for comment.

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Artist's impression of a Meklanised Wimble

However, Xavier Fox, CEO of Galactic Transport and Trade, did give us the following statement:

“We have engaged several Meklan ships, although currently the source has not been identified. GTT Directors have been running patrols and have engaged and destroyed numerous ships that have attacked outlying outposts belonging to different affiliations. The pattern of ships encountered leads us to believe there is a central source, but until that is found we would suggest any affiliation with assets in the area provide adequate defences.”

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Doomsday On Pause

At the site of the Thete anomaly, the Dewiek Nation has sent media sensation Sharon Aleman to the scene. Aleman, whose cybernetic enhancements allow her to directly interface with her ship’s sensor array, led her hardened crew into a dive of the outermost “edge” of the anomaly. After spending several days collecting and analysing data (mere minutes to the rest of us outside the anomaly), Aleman reported her shocking discoveries.

 
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  Star Date: 220.50.5

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Veil Lifted on Flagritz Home Space

As the Hellcadium ISR field continues to fluctuate, one of the newly exposed systems is Junista inside the previously hidden and inaccessible home periphery of the Flagritz Republic.

Over the past few weeks Flagritz Republic patrols and platforms have dealt with a number of scout ships from the Human Empire as the IMP wasted no time in exploiting this opportunity to poke around in their old enemy’s backyard. It is understood that at least one of these unarmed scouts was destroyed with no one willing to estimate how many more might be buzzing around.

Coincidentally, suspected IMP lackey, SSL TOAD, has also been overheard showing an obsessive interest in the Flagritz periphery. However, we have received no reports of this being anything other than his usual drug-fueled, barely decipherable mutterings at this stage.

Either way, this sudden, uninvited interest in the Flagritz Periphery has left the FLZ leadership muttering darkly about appropriate measures being taken. Defensive fleets and supporting structures are being deployed in the Junista system and beyond in expectation of further uninvited guests.

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When You stare into the Flagritz Periphery...

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Thete's Timey-Wimey Tease

Investigation into the Thete anomaly continued in the Dewiek Pocket Periphery. The anomaly was scanned from all angles by a number of the Dewiek Nation’s best sensor ships and officers. The data, collected over several weeks, was sent to one of the DEN’s most advanced scientific laboratories for analysis.

What they found will shock you!

 

Free Ship when you sign-up
Complete missions for in game rewards
Control everything, up to an entire empire
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Player and Moderator driven plotlines
Discover new worlds to explore, exploit & colonise
Over 20 years of content development
Persistent Browser-Based Game (PBBG)

I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).
-Zigic