Phoenix
Phoenix: BSE
Phoenix at a Glance
The Game
Sign Up
Nexus Tour
FAQ
Flagship#130 Review
Contact
Resources
History
Wallpapers
IRC and player sites
SubSpace Static Archive
214
Previous Years
Intergalactic News
Issue 28
Issue 27
Issue 26
Issue 25
Issue 24
Issue 23
Issue 22
Older Issues
 
From Missions to Meglomania

From Missions to Meglomania

Having read a couple of issues of IGN, been entertained by the stories and starting thinking that there is quite a bit to this game, you may now be ready to take the plunge. If this is the case or even if you have already signed up but are now confused, this article is for you.

You may be wondering where the game is. There is nothing obvious to point you mouse at and no graphics of a ship, just a big ol' table that looks like a forum. Where's the control interface and which buttons controls movement and how do you fire your weapons? Phoenix has none of this - if it did, how could you possibly control a hundred ships simultaneously, each acting independently? How could you march across a world and storm a stronghold with a hundred thousand soldiers? How could you conduct research in a dozen facilities and supervise factories while mining rigs churned up asteroids? Phoenix offers all this and because of this, such things as spinning planets, blaster sounds and real-time control of ships are superfluous to the game, in fact they would make the game unplayable. Phoenix is a strategy, roleplaying, resource and diplomacy game - things happen on all scales, from an assassin putting a bullet in the head of a beloved leader all the way up to a thousand ships launching salvo after salvo of antimatter missiles in a desperate bid to turn the tide of annihilation. What really separates it from massive multi-player games though is that you - yes, you - can do all this - on your own!


Is the game complicated?
Yes and no.

No because the basics are really simple - moving about and transfer items account for most of the things you will be doing and as your initial ships are already fully functional, you don't need to concern yourself with the nitty-gritty. To begin with all you need to do is follow the fairly clear instructions in your missions and get to know the players.

Yes because there is a hell of a lot of it and it is heavily nuanced - three types of movement for ships, more than five types of troops, three types of combat. There is always something new to learn. Many players have specialized in some aspect of the game but are utterly clueless about others. This also pretty much sets it apart from mainstream games that you can learn in a few minutes and equally tire of all too soon. While we are not trying to stop people from joining the game we do feel that a game is really only any good if you have to invest time into learning it and that even after years of playing there are still things to know. Phoenix has been designed as a game for life!

The game is strategic in its implementation in that you submit orders for any or all of your positions and they carry them out. As others are doing the same this can result in very complicated scenarios. There is a lot of planning and plotting in Phoenix. You can have plans that take years to come to fruition or react to events that are over in a day.

Nexus in a Nutshell
This online site has everything you need to play the game. This boils down to just three necessary features:

  • Submit orders for your assets
  • View your assets along with the results of the orders you submitted
  • Access data about the game universe

Everything else, the forums, messaging system, libraries, missions etc are simply bells and whistles that make the game easier and more enjoyable to play.

Missions
So, back to your situation - you have signed up, you have been thrown through the first mission, created your ship, chose a captain and pressed the submit button and wait... Er, why the wait, why not process all submitted orders in real time? And what is with all these bloody numbers?

Some History
Phoenix has its origins in the mists of multi-player gaming - it comes from a time when people used letters and even wrote things by hand - okay, you can stop chuckling now. A set of instructions would be sent into KJC by post, opened by the staff then the orders would be manually inputted. At the end of the day all the turns (the term for the results of the orders and the manifests of the positions) would be printed and posted out back to the players. Attempting to input (DOS screens) names for items, systems and planets was a nonstarter from a commercial point of view. As a consequence all the games used numbers to represent all these fields. While you now have dropdown menus, learning a few numbers can make for quick inputting of orders. For more about what fields exist and details, see the appended section below. Getting to know some of the common numbers can speed up inputting your orders no end though using the dropdowns is a useful way of double-checking your entries as are reviewing your orders on Nexus.
A key feature that endures even to today is the ability to play the game around normal working hours and even take a break for days while your positions are active in the game. Further, as turns were not (and still aren't) processed at the weekend you can play when convenient for you (often generating orders during work breaks).

So, the strategic nature of the game means that you generate orders, submit them and wait for the results. To begin with you are doing a lot of waiting around and then probably spending no more than an hour a week creating orders for your couple of ships (mostly spent looking at maps and rules) - not much to do but then again that's the point. As running individual ships often requires very little time, you can start to collect more ships especially as you can often send two, three or more to help do the same job - you are now on your way to megalomania.

Signing up for a political and joining an affiliation will open the doors to more assets really quickly. Before you know what has happened you could be controlling 20 ships, half a dozen outposts and maybe even a starbase. This will be a very exciting time as you work out things like manufacturing, searching for new ores, maybe even doing some exploration. There will be trade to get to grips with in order to pay for all the personnel that have come with your swelling asset base. You will have questions about blueprints, defenses, weapon systems, platforms, refitting ships, platforms and merchandising. You will be learning about squadrons and creating macro-orders in order to make submitting common sets of orders more efficient. You will be chuckling that you ever spent more than ten minutes a week dealing with a single ship as you become the spider at the centre of a web.


Infinite Expansion
You may look to start your own shipbuilding programme. You will need shipyards, blueprints for ship designs and the components from which ships are built. Are you going to buy these in or go the whole way, mining the minerals, building the hulls, armour and installed items as well as hiring mercenaries and training them up into crew? With large starbases, solid production and research you could be increasing your complement of ships by half a dozen small freighters a week or maybe just a couple of warships. By this point you could be running battle fleets patrolling your empire or trade fleets that span known space. Given a few years you could be running hundreds of ships, dozens of outposts and maybe even a handful of starbases - if your budget allows.

Keeping it Real
At some point however you have to look at what you have, what you want and what you can manage. Ideally all these should be the same, but if you have more than you want or can manage, get help - chat with your affiliation members and allies. Be realistic about your commitment and bin off excess assets. Burn out is a very real phenomena in Phoenix. Some players over the course of half a decade have ended up taking on more than they have time for and have had to go cold-turkey. Generally they return (because there is no game quite like Phoenix) after a break with a promise to themselves to resist the temptation of taking on too much and trying to single-handedly control and run the entire affiliation.

Appendix - Number Fields  [Recruit]

Back in the days of BSE (the postal/email forerunner to Phoenix) you submitted a list of instructions:

Ship Bob's Demise(4855)
Acct: 1234
Move to SS: 1052
Swap Engines
Jump: Capellan (1)
Enter orbit: Agin(854)
Buy from: Ratnest (445)
10 BCMs (35)
Leave Orbit
Jump Starling(160)
Swap Engines
Move to SS:135

This allowed for rapid entering of the instructions, making the game commercially viable.

Decades later, we are still employ the basic numbering system. We do use auto-complete in many places along with dropdowns in alphabetical order but for many veteran players knowing the number is very useful. It's handy knowing that metals is item 1, the Yank star system is 146 and the numbers of your favourite starbase and ships.

So it is handy to know something about the various number lists in the game.

Positions - each position has a unique number between 0 and 100,000
Positions include:

  • Starbases
  • Outposts
  • Ships
  • Ground Parties
  • Agents
  • Operatives
  • Platforms
  • Politicals
  • Cargo Dump


Items - items can have any number though they are rarely above 100,000. Originally items tended to be grouped around number ranges, such as ores with numbers below 50, trade goods with numbers over 30,000 and troops around the 500 region. Years of expanding the item lists due to player research and game upgrades has meant that there has been a blurring of the original structure. While not totally random, an advanced version or a common object may have been inserted into the database at much higher number if the next sequential number had already been assigned.

Item Types - are definitions of items that perform the same task. For example Troops accounts for everything from Felini Marines through to Human Mercenaries. Zero(0) is reserved for Any item. This is quite handy for emptying a position such as a cargo dump of all its contents. There are about 80 Item Types. It is not uncommon to accidently use Pick Up Item Type rather than Pick Up Item. The difference is that Item Type(1) is Troops, while Item (1) is Metals. I am sure more than one person has been as confused as all the soldiers in the cargo hold. It does therefore warrant a little look-see at the boxes, even if you are in a rush.

Officers - officers, though an item are each classed as unique. As there are thousands in the game, they each have their own data held on the item rather than assigning each a space in the item data base. Each officer is preceded with a #. Use this # system when dealing specifically with the officer. The manifests of positions have been designed so that there should be little confusion as officers will be listed in their own section. Just don't forget to use the # symbol when transferring them. Picking up item #1 will take the first officer from the target position. If you are on your way to rendezvous with the warfleet, last thing you want to do is try to explain why you have 1mu of metals(1) in your cargo and no officer on board...
One final point on officers, their numbers can change to accomodate changes to the officer list on a position. If you have an officer then the next one you pick up, even if #1 from the position you are picking up from, will become #2 at the time of being added to your position. If you intend to deliver this new officer, then remember to use #2 or you will transfer your original officer.

Systems - Each system has a unique number. While you can theoretically enter any number into the orders, i.e. Jump to system 5, unless the system is common knowledge or you have specific knowledge of the system you will be told in your report that you do not know about this system. Alternatively, if you do know about it, there may be no obvious route to it. There are a few reasons for this. The system may require your ship to move through stargates or wormholes or may be beyond a region of space that you do not know about. When starting the game it is best to simply follow the missions and study the maps.
Halo-Kastorian Space - the best way to leave Halo is to move to the wormhole in Agripeta and enter it. This will bring you out in Yank in safe Kastorian Space (Outer Capellan Periphery).

Planets - These include planets, moons, gas giants, asteroids, belts, nebulae, stargates wormholes and anomalies. They are unique numbers within a system. A moon in one system for example can share the same number as a planet in another.

Resources and Mineral Deposits (ID#'s) - These are unique to the world on which they exist. It is a common mistake to use the item number rather than the ID#. For example a resource of Food (30048) may have ID# (1085) - Exploit Resource order should therefore use 1085, not 30048.

There are other fields though armed with the above information, everything else should be relatively straight forward.


 
News
Is open for business...
 
All email addresses will now be controlled from the nexus. Please:
  • If you don't have an email address (and you want to receive turns via email) Personal -> Profile Page -> 'Change email' to add 1-3 Emails
  • Authenticate your email addresses on the Personal -> Profile Page - by pressing resend authentication (for existing emails) or just check your email for new ones.
  • Update your email consent - press update consent on the Personal -> Profile Page (Or press the link at the top of the Home page)
  • Update your password - and use something secure that you do not use elsewhere.


If you don't do this turns will stop arriving via email on the 25th of may

You can managed saved passwords :

If you are having a problem with staying logged in then, press 'logout' at top left (next to yout user name) and log back in with 'stay logged in' ticked.
 
If you have any problems login into the site please try your

Forgot Password?

If you do not have an email address registered then contact kjc@kjcgames.com for help.

 
As part of the update outlined in the 7th February post, turn fees have been increased as from today.

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

user image


Welcome to the new version of ESNN (formally CSNN), giving the news and views from the former CSNN's reporter and news anchor, Ainsley Moore, making this the peripheries' most favourite unbiased publication in the known universe,

And so with the news,
 
***** Inter Galactic News *****

A Detinus expeditionary force is being assembled to liberate slaves in the Twilight Periphery. Stung by the wit of the Wimble Dinash, Admiral Bridge is leading a personal and sizeable force against the newly constituted Flagritz Republic.

The Wimble Bake Off has new competition with the Dominion instituting a Master Chef competition in the Orion Spur. This is all said to be a cover for further land grabs and in preparation for a move against the Hive and Dewiek, tipping the balance further in the Stellar Empire’s favour.

Meanwhile, the Wimbles struck off a number of hapless Wimbles under their new rules. To cement their plan to align themselves with the Stellar Empire, they have offered the services of their new masters to the Emperor.

Several hundred thousand slaves have been released by the Flagritz Republic but the terms of their manumission are unclear. Millions more await their emancipation. Many have refused to accept freedom without transit home, especially those brought in from outside peripheries. Many reportedly were captured by the Stellar Empire from the Detinus Republic and then sold on to the Flagritz.

 
***** Inter Galactic News *****

The ship PRV HarCop Omega has been reported both in Orion and Corewards. This was the flagship of the former League Chairman, sacked from the role when the League went into administration and quietly disappearing beyond the edge of known space. It is thought that his return may have been for a clandestine meeting with his former contacts in Harlong and Coptuv. If so then he clearly has an agenda.

Unconfirmed stories that the Pirate King of The Pirate Holes and Million Islands is near completing research on the various larger ships his pirates have successfully captured over the past few years (big thanks to all the affiliations that participated in 'donating' ships). If the rumours are true it is likely a new armada of pirate ships using more advanced technology will be found in Corewards in the near future.

An supernova has been detected originating from just beyond the Transpiral Periphery. The rare event has created ripples in the subspace of the nearby stars. Nobody has reported any tangible ramifications but this is the first supernova in the current age of the Peripheries so esoteric scientists are excited by the prospect of grants to study the relatively nearby phenomena.
 
***** Inter Galactic News *****

*** Wimbles Crisis Solved ***

The Wimble Crisis of 217 has come to an end with the human Baron making way to the wimble Grandfather Paden Mastaak. Celebrations were held in Wimbledon upon the news with crack teams of Wimble security staff guarding all the pies.

It’s unclear how long the Wimbles will enjoy this new era of peace and self-determination.

Vocal Wimble Dinasha, one of Paden’s early backers, has chosen this precarious moment to bait Dewiek, Flagritz and humans who were initially disposed to be friendly to the new administration. Whilst the Wimbles' history with the former-slave-loving Flagritz could be understood, their animosity towards the Dewiek and humans was more mysterious. One insider alluded to a rise in the number of cases of foot-and-mouth across the herd as being a likely cause.

Inside this issue of the SSS: * Storm in a Teacup *** Yahn Bares All * &etc

 
***** Inter Galactic News *****

*** Knockin’ On Heaven’s Door ***

The stargates are closed! Reports from multiple sources indicate at least three of the stargates, all within Dewiek controlled systems, have been closed.

Two different sources have indicated that the TCA have been spotted recently in a number of systems and may be behind this turn of events. A scan sent to the SSS indicated eight TCA ships were recently spotted first in the Faery system and later near the Kasmer stargate.

Another source, suspiciously put the blame on the ARC, suggesting the ARC and DEN were working together because they “need to trap [the TCA] and try and finish them off after the DEN bodged their operation to protect the ARC while they incinerated the MEK homeworld, which ended up with several ARC ships being destroyed and the job only being half done."

However, with no public statement from the Dewiek themselves, its hard to know whether these rumours are reliable.

Lord Igor of the Dominion and Erasmus Andersen of the Garcia Family both offered public apologies at the delay in meeting their trade commitments because of the recent closures. The not-so-subtle subtext being that someone will pay with blood for this interference in their business. Or at least with a stealthy price rise.

Inside this issue of the SSS: * Wimble Civil Strife * Who Sniffs the Sniffers? * Largin’ It * &etc

 
***** Inter Galactic News *****

*** Videtis quantum scelus contra rem publicam vobis nuntiatum sit? ***

The Flagritz Empire is no more! The Flagritz Republic is reborn! Quick on the heel of the collapse of the Empire, the Fessin caste declared a new era of foreign and economic policy with a rapid withdrawal behind the Black Gate.

The new ecologically-friendly Prime Minister Kayxaer, asked for patience as “economic” reforms were undertaken. It remains to be seen whether there will be any price to pay for the dramatic changes being made by the reclusive Flagritzi or whether it will all be sunshine and rainbows going forward.

Inside this issue of the SSS: * Large at Large * &etc

 

Free Ship when you sign-up
Complete missions for in game rewards
Control everything, up to an entire empire
Dedicated human moderators
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