Phoenix
Rules Index
Phoenix at a Glance
Forum Rules
FAQ
Changing Affiliations
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Item/Item Type Transactions
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How did the enemy trade with me?
What are Stellars?
Introduction
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Beginner's Guide
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Manifest
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Resources
Complexes
Production
Exchange
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Cargo Dumps
Politicals
Political Level
Game Knowledge
Pips, Medals and Ribbons
EEM Loans
Political Influence
Agents
Platforms
Orders
Items
Item Types
Antimatter
Moderation
Surface Explorations
Special Actions
Submitting Special Actions
Combat
Naval Combat
Ground Combat
Player Experience of Combat
Affiliations
Relations and System Claims
Profile Options
Flags of Convenience
Probation
The Peripheries
Star Systems
Populated Worlds
Updates
2025
2023-24
2020
2019
2018
2016
2015
2013
2012
2011
Previous Updates
Pub Meet 2010
Subterfuge Upgrade
Slaves
Minor Additions
System Charter Options
Further Work
Pub Meet 2011
Characters
Species and Affiliations
Missions
Small Additions
Current state of work
The Way Forward
Pub meet 2012
Development Plan
Coreward
Pub Meet 2013
Development Plan
Governments
Pub Meet 2014
Development Plan
Agent Networks
Terraforming
Pubmeet 2015
Development
Ground Combat
Governments and Infrastructure
Pubmeet 2016
Status
Characters
Discussion, Suggestions and Voting
Pubmeet 2017
Characters
Pubmeet 2018
Mechanics Update 2018
Characters
Evolution of Ground Combat
Pubmeet 2019
Political Influence
Ship Classes
Contacts
System Raids and Security (Piracy)
Brigades
Other things
Pubmeet 2023
New Players
Skills
Character Story lines
Ship Classes
Agencies
Pubmeet 2024
 
Characters

The mythical character upgrade, that thing that will never be completed. Everything mentioned here is relating to the test code - not the live game.

The basics of the character code in place - agents/politicals/officers have all been converted to characters. Scientist will also most likely be converted but there is no rush to that (converted + general research skill). The basics of learning skills etc is sorted, and everything is being aimed to use custom code so that we can quickly change anything we like.

The agent design is in place and once we are sure we know what we want to do the implementation will not be too long as it is relatively straight forward. The mechanic can then be transferred over into emissary style characters (religion could be made to work in a similar way)

The biggest hurdle is converting the nexus so that we can use the characters meaningfully and without overburdening everyone. The general plan is to make sure that you can completely ignore the characters if you chose to. Caveat: Just because you ignore them, it does not follow that you can't be affected by them, in the same way ignoring combat does not prevent you getting a good kicking.

Skills  [Recruit]

Basics [done]
All the basics of skills are complete and they are not much different to those already in the game. (Check that skill points converts to free training and all skilled maintained on existing characters).

  • All skills have 0-4 levels - each of these levels have a fixed linear effect (Level 4 is x4 effect of level 1)
  • All skills have a base cost for training and this is modded up per level at x1 x2 x4 x8 (So if Dodge has a base price of 500 stellars, it would cost (1+2+4+8)*500=7500 to train it to lvl 4).
  • If you have the exp and the stellars you can train the skill anywhere.
  • Skills generally have a 'Skill Effect' that is converted into an in game effect. So you might have 3 skills contributing the the 'Seduction' Skill effect. All old skills will be kept with a skill effect the same as their name - they may not have additive skills in this case.
  • There are no prerequisites skills, all skill with the same effect type just add together with diminishing returns. When a skill effect is tested the skills are added together in order of size divided by their position in the list Skill. {Skill 1}/1 + {Skill 2}/2 + {Skill 3}/3 + {Skill 4}/4 ...


Skill Variants
Some skills will have variants (not all) and all the existing skills will be standard. So certain new combat skill may have combat readiness attached to them but not all.
  • Aff only skills: are fixed to an affiliation, and if the character is outside the aff then the skill will no longer be active or trainable.
  • Combat Readiness Skills: Will be based on combat readiness - the skill be will reduced based on this percentage. A character's combat readiness is set to 100% after being in combat vs another player/aff. The combat readiness will decrease every week that a character is not in combat. It will bottom out at 50% on a ship/platform and 0% in a base. There will be an order to increase it for stellars but not to 100%.
  • All skills are by default allowed on all position types but this can be limited (e.g Dodge might only be allowed on ships).
  • No exp skills: Will not require experience to train (just stellars).
  • Locked skills : These are only trainable when you have them - from a GM or in game action.
  • Special skills : These are not trainable but a assigned by the GM or game action. A political's generation of funds and free exp will be handled this way - it may also be linked to the RL cost of a position.
  • Could be prerequisite Skill


Experience
All experience is measured in the amount of stellars it cost to train/use that experience. So when a political gains free experience of 1000, it would take 1000 stellars to convert that experience into a trained skill of that value. Free experience is stored in a central pool and can be used on any character. All skills train from standard exp first but can use free exp first via ticky box.

Political:
  • Free experience from political per week (dependent on lvl) [done] - Is not cumlative (free exp is reset every week not added to)
  • Lump of free exp [pre-payed] when you go to pol level [not coded]
  • Any character over a certain amount of political exp becomes non transferable[not sure]

Experience on ships:
  • Experience based on crew available on a ship (limited by max crew) [not sure]
  • Multiple officers share exp in similar way to current [done]
  • Experience from explorations, investigations and appropriate special actions (drop down to add exp in specials) [not coded]
  • Space battle experience in similar way to existing [done]
  • Space battles give ship exp that improves ship overall [not coded]
  • Integrity checks give exp[not coded]


Skill Templates
The eventual plan is to create a editor online to allow character templates to be created. This will contain a set of skills and the order in which they will be trained. This template can then be applied to any character and every maintenance they will try to train to their next skill. It will allow the option to use free exp or only exp created by the character.

Movement  [Recruit]

Movement/Invisibilty

  • Can enter bases on their own by moving there [not coded]
  • Be delivered with the Drop operative order [not updated]
  • Agents can issue an order to go invisible [not coded]

Personal Combat Skills  [Recruit]

Skills will cover effects from items, upgrades and actual skills on a character. To get the benefit of the item skills you will have to give the in game item to the character and the skill level given will depend on the tech of the item.

Rather than giving skills multiple effect, you will be able to buy the parts you want individually. So for instance if we had the pilot skill (only example) it might be broken down into: Piloting - Weapons, Piloting - Dodge, Piloting - Defence etc

This is represented below by Piloting -{ Weapons [+dmg], Dodge [+dodge], Defence [+defence] }

Skills

  • Situational Awareness [Personal Dodge]
  • Advanced Tactics - { Damage [+SR dmg], Dodge [+Personal Dodge] }
  • Small Arms Training [+ SR dmg]
  • Basic Training [+SR dmg]
  • Combat Training - { Damage [+SR dmg], Dodge [+Personal Dodge], Defence [+defence] }
  • Melee Combat [+SR dmg]


Items
Better items give better levels in the skill.
  • Personal Armour [+DR]
  • Battle Armour - Only applies in ground combat [+DR]
  • Personal Weapons [+ SR dmg]
  • Heavy Weapons [+ LR dmg]
  • Advanced Sensors [+ Control]



Tech Unlocks
Tech unlocks will require the exhausting of a 100mu+ research tech (not necessarily 1000mus) to acquire the skill at a certain level depending on the techs.
  • Subdermal Armour [+DR]
  • Backups + Cloned - Can not die , but jumps to old save [assumed to be current backup]
  • Cybernetic Enhancement - { Reflexes [+Personal Dodge], Organs [+defence], Senses [+Control]}
  • Organic Enhancement - { Reflexes [+Personal Dodge], Organs [+defence], Senses [+Control]}
  • Personal Shields [+DR]
  • AI Battle Computer - { Prediction [+Personal Dodge], Threat [+Control]}
  • Nanite Cloud [+DR]
  • Subdermal Weapons [+SR dmg]

Combat and Tactical Squads  [Recruit]

This is how I see the group upgrades working
Skills and techs allow a character to upgrade other items within their position. While these upgrades are in effect the character is locked in the position (loss or deactivation of the character undoes the upgrades). These are generally designed as short-term benefits.

This is about making a position unique or at least interesting. As such these abilities and limits will enter the game pre-nerfed and then only after some serious consultation.
It is not about adding a bucket load of perks to a single position to further increase overkill. Further, the quantity of upgraded troops should not make a significant difference to a standard battle GP but they can have their uses in dealing with small lightly defended outposts. Consider these analogous to the Dirty Dozen. Rather it is the abilities of these upgrades that can make a meaningful difference or achieve a specific goal that is parallel to the actions of the primary battle force GP.
As such only one character can be locked into a position. This prevents the mega-GP having all the characters of the affiliation and allies present. Also each account will be limited in the quantity of these characters they can have - initially 1.

Troops upgraded to elite have higher wages commensurate with their abilities (offset so you are paying slightly more wages for a more manageable group). The premise is that you can have the equivalent cost and effectiveness of a modest GP without needing dozens of ships.

How Many?
The amount of elite must not be ridiculous - this should be something where you go in with a few - maybe the equivalent to a hundred to a few thousand troops at level 4. The exact quantity will be dependant on the troops, their base combat ability and the para-combat role they serve.
There has been no definitive power ratio of elite:veteran, but somewhere in the region of 10 seems reasonable, i.e. 1 elite = 10 veterans.
As to how many upgrades at each rank; again we have not decided.
There are two options - increasing up to the ceiling or diminishing returns.
10 > 30 > 60 > 100 - makes level 1 almost not worth it but makes people grumble it should go up to rank 5 and beyond.
40 > 70 > 90 > 100 - favoured choice as it means you do not feel you have to max out before doing anything.
Obviously the above numbers are scaled in line with the maximum quantity of upgrades per troop type.


Combat Skills
These are skills that can only be used when the position is flagged as in a battle. This means that they can only be used after the first day of combat. This is the primary purpose of the elite troops. It is what makes them interesting as opposed to simply boosting an already bloated GP. The idea is that with these acting alongside a GP or even as the assaulting GP, the goal need not simply be capture of the target base.
Example: A GP assaults a base and has the first day of battle. If it survives it can submit orders to Sabotage the Shield Complexes to be processed on the next day. Another GP also assaulting will attempt to capture the base's Naplian Training tech (will check untooled then tooled). The also both submit the order to secret route out as the fleet is entering orbit.
Multiple uses of skills on a base suffer from diminishing returns mechanics for the duration of the battle (full first attempt, half second attempt, a third on the third attempt, quarter on fourth) or possibly reset daily?

Demolitions
Destroy items in a base currently under player control. Used in conjunction with upgraded troops. Destroying stuff before the enemy captures the base is a perennial SA that is routinely denied. This orders allows the skilled character to destroy some of their own stuff.

Capture Stuff
Takes an amount of a specified item (non-combat) and adds it to the GP. Used in conjunction with elite troops.

Secret Route
Used to move out of a base to beyond the sector. Skill level is GP size covered. This bypasses the kicking you get when fleeing the base. Handy when used in conjunction with Capture Stuff.

Sabotage Shields
Destroy a mass of shield complexes on enemy base (so have to survive at least one day of battle) and if successful prevents new ones being constructed for the duration of the battle. Used in conjunction with elite troops.

Suicide Assault
Exhausts elite to do lots of damage to enemy troops.

Ramming Speed
Destroys ship to inflict mass x g x (elite crew factors/required crew factors rating) in damage on target.

Counter Intelligence
Allows you to swap a quantity of items in the position for items of the same size and type located at any starbase you control.

Impersonator
Immediately move your character to any base you control and downgrade all elite troops.

Secret Reinforcements
Relocate a quantity of troops from a position within the system to this position.

Dig In
Add a quantity of civvy bunkers (large mass, no movement, high defence, high area) to the position.

Concentrate Fire
Delivers a salvo against a specific item type in a specific target (characters/officers are classed as troops).

Board Ship
Allows a boarding action without retaliation by the base/other GP's/fleet present.

Subvert Mercenaries
Poaches mercs (inc veterans) from the enemy position and adds them to your position.

Test Loyalty
Poaches troops (not veterans) of the same species as the character from the enemy position and adds them to your position.

Test Resolve
Causes mercs/troops (not veterans) not of the primary species of the enemy position to quit (removed from the position or converted to prisoners on ships).

Other Suggestions
Keeping in mind that the GP must be in combat and therefore second day - feel free to suggest away. We have thought and rejected quite a few ideas (detonating the massive stockpile of nukes to wipe everyone and everything out - hence the toned down demolitions).




Troop Types
We have quite a bit of play with this. We possibly allow affiliations to suggest their own, tie them in with specific species or just to be absolutely draconian, make them exactly the same for each aff/species. Personally I prefer a bit of flavour.

Heavy Assault
Skill allows the ground party to upgrade a quantity of veteran soldiers (based on skill level) to Heavy Assault Soldiers. Use the Upgrade Troop Order to upgrade as many of your species of Veteran Soldiers as possible. I see these as the forlorn hope, soaking damage and getting a good kicking but gaining control. These are probably going to be the most upgrades at each level. Probably good at suicide assaults.
Heavy Assault Soldiers are significantly more powerful than standard veteran soldier.
Greater area, DR and Defence - these soak damage, taking the brunt of the fire.
If any are killed, they can be replaced simply by running the order again (subject to the presence of appropriate veteran soliders).
Affiliations may have variations on the Heavy Assault stats.

Deathtrooper
Similar to heavy assault but startroopers.
Variants - personal lifters - have cargo capacity (for orbital assault or escape) - these are unlikely to require veterans for upgrade.

Snipers
As above but scouts. These do massive damage e.g. rendering tanks inoperative with a precise hit.
Variant - rapid fire - lower damage but lots of hits. Variants may be specialists at secret routes.

Commandos
As above but marines. These have huge control factors. Useful for boarding ships or capturing stuff.

Crack Pilots
As above but crew - anti-boarding - more control but boarding defence only. Knowing engineering would also make them good at demolitions and sabotaging shields.


Tech
Presuming that we opt for flavour rather than draconian everyone gets the same, we are included to allow the development of specific aff/race tech as part of the variants in the types of elite.
Tech should include things like personal power armour and other one-man vehicles that will effectively increase the mass of each troop. Where the tech increases the mass of the individual troop they will of course prevent the upgraded troops from being involved in boarding actions.
Examples include heavy jump suits, personal attack craft, scooter bikes, amour mounted rocket packs, fluorescent tubes that cut through metal.
Why don't they use these when the upgrading character is not around? Chain of command/activation and deactivation codes/game mechanics - it is what it is.

 
News
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*** Inter Galactic News ***

FET strike back at pirates

Several FET fleets including patrols and specialist operations teams have come together and landed a telling blow against the Scavenger pirate band. The FET received intelligence about the location of a PIR Javelin-R Class boarder in Daggern and immediately responded.

Forces deployed consisted of the 8th Pursuit and 35th Battle clusters, supported by the 12th and 18th Striker Trinaries, as well as the 22nd, 23rd, and 36th Battle Trinaries. This culminated in a huge FET force coming across four PIR ships. The pirates attempted to board four of the first warships to arrive and were then overwhelmed by the supporting fleet. PIR Scavenger (7818), PIR Scavenger (4582), PIR Scavenger (4956), and PIR Scavenger (82576) were all destroyed by the combined fire of the warships deployed.

GTT claim key CIV system in the Orion Spur

The GTT have undertaken a large scale operation into Monument in the Orion Spur, claiming the main CIV system in the area away from local control. When asked the GTT replied that the operation started as part of their hunting down IND positions, due to IND attacks they had been the target of. Locals have claimed that it was clearly a power grab.

GTT transports delivered over a million troops and hundred of thousands of tanks to the CIV system of Monument and both IND bases fell quickly. A small number of IND ships fled the orbit, some were destroyed and some escaped. The local population have maintained their strong local claim but so far GTT forces have deployed enough manpower to maintain control of the system.

The system of Monument coming under GTT control sees an increasing push by GTT forces into Orion Spur.


 
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*** Inter Galactic News ***

Pirates strike in Solo!

After a brief period of calm, with little pirate activity reported, a significant attack has been launched in the Solo system. Piecing together information from several sources we believe that ten pirate ships simultaneously entered orbit of the Solo Stargate and attacked multiple ships from the FEL, FLZ, CIA and KRT. Seven ships were stolen in one day. This may represent the largest organized pirate attack to steal ships we have seen to date.
 
Greetings one and all,
The Sub Space Static is undergoing a number of changes including more user friendly ways to submit articles to the Editor. If you have any newsworthy articles or pieces of random gossip the office of the Associate Editors is open and eager to report.

Confidentiality is assured in all submissions.

The Associate Editor
 
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*** Inter Galactic News ***

--- Flagritz Special ---

In what can be viewed as another significant long-term cultural shift the promotion and teaching of the more extreme Cliriq and Xenos philosophies has allegedly been banned in all Government, Public and Academic institutions across Flagtitz Territory. Rumors of the execution of dissenting hard-liners abound.
 
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*** Inter Galactic News ***

Falconians and Felini step up pressure on the AFT.

FCN positions have been seen striking at the AFT in Halo, backed by the FEL who have been observed helping the Falconians. Our reporters have managed to find out that this is the result of long standng issues between the AFT and FCN regarding property ownership. The FCN has been bringing forces into Halo to strike at the AFT, with many of us at the SSS expecting the conflict to end quickly. However, despite the FCN's backing, the AFT has proven itself to be resourceful and challenging opponent. Strikes by the AFT have destroyed and boarded multiple FCN ships in the Halo periphery proving that the AFT is not going to be backing down easily.

GTT claim Solo

Following unheaval in the Empire the NHS collapsed, leaving Solo once again free to become a flashpoint. The GTT moved swiftly to claim the system, promising to bring peace to a system that not only claims to be the centre of the galaxy, but also the centre of political pressure and conflict. Despite initial reservations from many affiliations the privatised Empire security company shipped in a million troops to quell any discontent. At the point of writing this report all the affiliations in the system have backed the GTT's claim with the exception of the DTR, who are continuing to show the Empire that they don't like the expansionist humans reaching out to take such an important central system with key transport links.

IND warships spotted in Yank and Halo

With small time operators that want to stay out of the way of the bigger affiliations, IND flagged positions are rarely seen other than the occasional outpost or freighter. Recently a squad of IND flagged Broadsword warships was seen moving between Yank and the Halo periphery. Nobody seems to know what this fleet of warships is doing or what these ships have been built for, but maybe we are about to see the birth of a new conflict or affiliation.


 
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*** Inter Galactic News ***

Empire pushes out Free Traders

With ongoing claims of AFT activities moving from it's traditional neutral trade welcome everywhere to more nefarious deeds, the Empire in general and the GTT in particular has taken action to send the AFT a message that their new actions won't be tolerated. Over a couple of weeks the AFT saw all it's registered fixed assets seized within GTT systems. So far there has been no attempt to extend actions and hunt down AFT ships or other positions in any systems outside the Empire, so we are assuming the GTT considers it's actions sufficient to send the once peaceful traders a message. We believe the FEL have also joined in due to exasperation with AFT actions. We contacted the GTT for a comment to be told that the actions had been profitable, the kind of remark you should probably expect from a mega-corp.

Solo becomes pirate hotspot

Our reporters have received numerous messages regarding pirates lately, especially in the Solo system. Since the NHS took the system over from the DTR pirate attacks seem to have escalated. Over the last two months we have been made aware of over a dozen ships being lost to pirates with no doubt more falling victim to the vicious pirates as owners do not want to admit they have taken losses. The DTR have offered to assist the NHS with policing the system, but so far the NHS has not asked for assistance. Large fleets of FET warships have been seem patrolling the system and CIA warships have also been seen accompanying freighters, but so far we have not received any reports that the pirates have lost ships in retaliation. Although the CIA have damaged two vessels enough for them to require serious repairs.

Zaxividani Naru's peacful Deweik

Imagine our surprise when our office learned of the new group of Deweik lead by Zaxividani Naru. What makes this group noteworthy is it's peaceful intentions. For many years the canine based species has been well known for it's love of drinking, fighting and finding itself at odds with the Empire, leading to some massive battles. Even recent history has mention of fleets with over 700 capital ships fighting for the DEN keeping the Empire honest and even pushing them back. So to find that a Deweik group has joined with the Mohache, probably the most peace loving beings in the peripheries, came as quite a shock. We at the SSS wish them well in their future among the stars.

 
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*** Inter Galactic News ***

Claims settle in Solo and Faery

With the NHS bringing in almost a million troops into Solo and the GTT choosing it's moment to contest Faery at the same time, it seems the DTR and it's alllies either found it hard to find enough troops to respond or quite simply decided it wasn't worth the hassle as there were far more important matters to deal with in the Senate. Who knows what other life threatening topics they have to discuss, such as the correct biscuit to have with afternoon tea. The end result is that Solo and Faery, both systems with significant incomes, are now under control of Empire based affiliations.

GTT move to clear out the Dewiek Pocket Pheriphery

Having resorted to bribery to get other affiliations to move out of the DHP, with rumoured multi-million stellar amounts being offered, the GTT now appear to have cranked the pressure up. An AFT base has been attacked and a few of the nearby ships have been blown up and damaged by GTT warship class ships patrolling the area. As we write this report, information we have seen shows that the GTT have already taken 20% of the AFT base and fighting continues. We approached the GTT to ask why they are resorting to force and were told that they have had to move significant military power into the DHP to deal with ANT forces, so now they are mopping up all the resistance of other affilaitions that were asked to leave and decided not to.

BHD relics and trophies

Pope Akhenaten of the Brotherhood has been touting more and more wares that are unique to the BHD. If you are missing a holy relic and have no idea how to fill that little space in your living quarters then you know where to go. From robes to candles, literature to wine and novelty ornaments, it's never been easier to bring a little bit of the Brotherhood home and exchange your stellars for spiritual well being.

*** Affiliations ***

AFT Association of Free Traders (54) - Marion Tweedy
BHD - Brotherhood (63) - Akhenaten
CIA Combined Intelligence Agency (64) - Laton CIA
DNA Displaced Natives Asylum (66) - DNA people
DTR Detinus Republic (58) - Morley Decker
DWK Dewiek Packs (19) - <Unknown>
FCN Falconian Republic (70) – Graspien
FEL Felini Tyranny (49) - Kr'Shan
FLZ Flagritz Republic (47) - Kayxaer
FET Frontier Exploration & Trade (56) - Cu Chulainn
GTT Galactic Trade & Transport (52) - Xavier Fox
HEX Hexamon (23) - Hexamon
KRL Krell (30) - Namica
KRT Krell of the Reverence Temple (37) - Cyn
KST Kastor Kastorians (12) - Kastor
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, BHD, DEN, DOM, GCE, HVE, IDC, IMP, RIP, RCF, SKW, TAG,

*** Submissions ***

By private message to The Editor or via Mica if you prefer to remain anonymous.
 
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*** Inter Galactic News ***

Solo claim swings back and forth

The situation in Solo appears to be getting even more heated. First the NHS dropped 600,000 troops to contest the system and then the DTR answered with enough troops of their own to trump the NHS claim. The NHS found yet more troops, taking the contesting claim up to 750,000 and once again the DTR answered, bringing Solo back under DTR control. Now the NHS have had a look down the back of the sofa and found yet more troops, taking the contesting claim to a massive 900,000 trained troops. We wait to see if the DTR have an answer to this. We can only guess where all these troops are coming from, but what is clear is that the established affiliations clearly have far larger armies than many thought.
 
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*** Inter Galactic News ***

NHS attempt to claim Solo away from DTR

In a shock move the NHS have contested the Solo claim with a huge garrison of 600,000 trained troops. In a move that nobody saw coming, especially as it was unknown the NHS had such a large force of troops to draw upon, the NHS seem to be provoking a response from the DTR. Currently there has been no word from the DTR in how they are going to deal with this claim jumping, although rumours are that they are pretending the Solo claim doesn't really matter to them and so action is unlikely. However this may be a smokescreen and we may yet see the DTR's powerful fleet cause havoc in the system of Solo, which has for a long time been an important junction and fought over by many different factions.

DNA Chairman TonTon resigns

The following communication has been leaked from the DNA to the GTT's PD.

Greetings CEO Fox.
It regrets me to have to inform to you that the DNA nation state will be renouncing its claim on Aladdin system following a ceremony planet side, shortly.
However, it gives me great pleasure to have to inform you that these ceremonies are being planned by Vladimir Tavikovitch, the South Road Traffic Coordinator. He is also responsible for all DNA and .ore. assets in the Outer Naplian (Capellan) periphery so if there are any further issues, please take it up with him.
For any and all other matters, please forward your request directly to the DNA directorate services at NexusID: DNA people.
The Foreign Ministry objects one last time to your illegal claim jump of Aladdin, but we realise it is time to de-escalate.
Normally i would sign off with Naambta, but doing so would be hypocritical. Let me say good riddance instead.
I hereby resign in protest!

Chairman TonTon,
Foreign Minister, DNA
cc: Directorate Services personnel coordinator - !urgent resignation!


DTR threaten WMB with fines for multiple breaches of DTR Law

Lady Sylvansight of the DTR has issued a fine of 1,000,000 stellars to the Wimbles for multiple breaches of DTR Penal and Territorial Law. This seems a very brave move of the DTR to risk upsetting the huge and warlike WMB when they also have the rival NHS Solo system claim to deal with. No word has been recieved yet that the Wimbles are going to pay, but if the formidable WMB warfleet is seen heading for the DTR home systems we will know what their thought are on the matter. The DTR and WMB fleets going head to head would be a sight to behold.

*** Affiliations ***

AFT Association of Free Traders (54) - Marion Tweedy
BLG Bolg Organisation (22) - Akhenaten
CIA Combined Intelligence Agency (64) - Laton CIA
DNA Displaced Natives Asylum (66) - DNA people
DTR Detinus Republic (58) - Morley Decker
DWK Dewiek Packs (19) - <Unknown>
FCN Falconian Republic (70) – Graspien
FEL Felini Tyranny (49) - Kr'Shan
FLZ Flagritz Republic (47) - Kayxaer
FET Frontier Exploration & Trade (56) - Cu Chulainn
GTT Galactic Trade & Transport (52) - Xavier Fox
HEX Hexamon (23) - Tranquility
KRL Krell (30) - Namica
KRT Krell of the Reverence Temple (37) - Cyn
KST Kastor Kastorians (12) - Kastor
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, BHD, DEN, DOM, GCE, HVE, IDC, IMP, RIP, RCF, SKW, TAG,

*** Submissions ***

By private message to The Editor or via Mica if you prefer to remain anonymous.
 

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