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Everything you need to know about Damage

Everything you need to know about Damage (but didn't know what to ask)


Combat plays a large role in the game and as such having a good understanding of how damage is dealt with in the game can prove the difference between victory and defeat. This article deals with all aspects of damage; inflicting potential damage, defence layers, damage assignment and repairing it.

Avoiding being hit
Before looking at how damage is dealt with, first and foremost, it is better not to be hit. There are a few methods of avoiding being hit. Some of the list below may be appropriate for one or both sides:
  • Missiles, torpedoes and space bombers can be countered before the hit. Point defence is useful against all three, while interceptors can only deal with bombers though they are much more effective at this than point defence. There are however many weapons that cannot be countered.
  • The dodge of a position will also count against the accuracy of the attacks against it. Certain weapons are highly accurate but deliver low damage while others are the opposite.
  • Certain weapons can only fire along a line of sight. Ground based systems using these weapons can only fire back against targets that are engaging them with line of sight weapons. An outpost for example cannot fire its photon guns against a ship that is firing missiles at it from orbit.
  • Active platforms attack a round before ships enter combat and if capable to destroying the incoming position, they will avoid being attacked.
  • Bases with starbase shielding cannot activate their weapons so cannot return fire even with space fighters. Their point weapons are however active.
  • Pre-combat ISR stresses can destroy very weak ships such as XL freighters.
  • Fleeing combat before it even starts (dropping cargo gives a speed bonus).



Inflicting Damage
Presuming that the attack was not avoided, the incoming hit will cause potential damage. Damage is delivered either from the weapon system or the ammo that it uses. The simplest case is the Photon Beam (in its various forms). The damage is indicated for the specific weapon. The Photon Gun (50mu) for example delivers a potential of 60 damage every time it hits a target. There are no random ranges involved in determining this potential damage. If 10 photon guns hit, 600 damage will be used as the starting damage before modifications.

Weapon systems that use ammo fall into a few categories:

  • Rail weapons deliver an amount of damage equal to the specific ammo damage multiplied by the specific rail weapon. For example, a Rail Gun (50mu) has an ammo damage multiplier of 4. When launching HE (high explosive) ammo with a damage of 30, each rail gun inflicts 120 damage. 10 rail guns will therefore potentially inflict 1200 damage.
  • Launchers only improve the accuracy of the missiles and torpedoes they launch. In these cases all damage is based entirely on the damage of the specific missile or torpedo.
  • Fighter bays launch space bombers. As with launchers, the damage inflicted is for the bomber.

Ground ordnance is the same as energy weapons in so far as the damage is based specifically on the item.
While there are no random factors involved in determining the amount of damage inflicted, this is however the potential damage and will be modified down through various mechanics.

Damage
Presuming the weapon hits, the damage has to pass through the defences of the target before it can inflict physical damage.

First of all, all hits are dealt with individually. This is important because each line of defence has a damage threshold and only damage that surpasses the threshold passes on to deal with the next line of defence. Further each hit has other information with it that determines how effective the hit is going to be against different layers defence and finally how the damage is assigned.

Each successful hit carries with it the following information:
  • Damage – this is the initial amount of damage.
  • Type – based on the weapon system. Photon beams are energy.
  • Armour Factor – is the multiplier to the thresholds of defences
  • Blast Radius – determines localisation of the damage
  • Ground Splash – how damage behaves against multiple items
  • Area Targeting – determines which items will be damaged first

Determining Potentials
Phoenix uses the 3d6 bell curve mechanic for determining averages (familiar to anybody rolling stats for AD&D and a bucket load of other roleplaying games). This is effectively three random numbers generated between 0 and 5 and added together. A total of 15 represents 100% while a total of 0 equates to 0%. Most numbers generated are around the 7-8 value, representing 50%. This is applied to every layer of defence against all individual hits.

Applying Armour Factors
Armour factor is the ability of the damage to penetrate the various defence layers. The threshold of each line of defence is modified by the armour factor associated with the hit. An armour factor of 0.8 for example means that a defensive threshold of 100 is treated as 80. A threshold of 100 being hit by an armour factor of 5 is treated as 500. Explosive weapons such as missiles (D200, AF 8) and HE (D30xrail weapon, AF 5) are highly damaging but also have high armour factors.

Layers of Defence

Optical Depth
This only applies when using energy weapons to fire through the atmosphere of a celestial body. This applies in both directions. Firing on a surface target from orbit and vice versa will have their damage reduced by the modified optical depth. A gas giant for example with an optical depth of 40 will reduce damage from photon weapons on average by 20.

Scintillators
Scintillators only work against energy weapons. They work by scattering the incoming energy. They are effective against all energy weapons to the same degree. The thickness of the scintillator field is the potential reduction to each and every energy type hit.

A scintillator field of 20 for example has the potential to reduce every incoming energy type hit by 20, though typically it will be around 10 (see Determining Potentials above). Having a scintillator field depth of 50 will on average counter half of all light photon guns (damage 25) hits penetrating this defensive layer will have on average been severely reduced. Some energy weapons have AF factors less than 1, giving them an advantage against targets with scintillator fields.

Shields
Shields work in a similar basis to scintillators though with two distinct differences. They can achieve much thicker depths (higher thresholds) and they apply to all incoming hits. Energy weapons that have already been reduced by scintillators for example will be further reduced by shields.
The thickness of a shield(its damage threshold) is based on the quantity of shield factors it has (modified by area of the target and starbase shielding). The greater the quantity of shield factors, the greater the shield depth. As with all layers of defence, the actual depth for each hit will be between zero and the thickness.
While the maximum number of factors is based on the quantity of shields, the generation of factors themselves is due to shield generators. These produce factors either every day or every round of combat, attempting to charge the shields up to a maximum. The drawback with shields is that their factors are depleted by the damage they absorb.

Example:
A shield surrounding an outpost has a depth of 80. This means it has potential damage threshold of 80. Presuming it is hit by a typical photon weapon that delivers 90 damage, at least 10 damage will pass through. On average however the depth will be 40 so typically 50 damage will penetrate. On average therefore 40 damage will be used to reduce the shield factors. As the depth of the shield is based on its factors, the shield is depleted.

The above example however does not give the full picture. There are exceptions and special cases:
  • Platforms and bases have better shield systems and are able to absorb minor damage. Only damage that actually penetrates the shield has the damage absorbed by the shields reduce its factors. For example, if the damage is 50 and all 50 is absorbed, then the shield factors are not reduced. If however the incoming damage was 60 and only 50 was absorbed, 10 would pass on and the shield factors would be depleted by 50.
  • Armour factor modifies down the amount of damage used to deplete the shields where armour factors are greater than 1. Example – Missile (D200, AF8) hits a shield with depth of 20. The shield is modified up to 160 due to the AF of the missile. It is then subjected to random modification (see Determining Potentials above) and in this case comes down to 105. 95 damage therefore penetrates. Of the 105 that is stopped by the shields, 13 (105/8) counts towards depleting the shield factors.
  • Starbase Shields increase depth based on the quantity of shielding complexes present in the base compared to other complexes and how long they have been charging for. This depth has a potential of 200 in addition to the thickness attributed to the shield factors.

Armour
Platforms and ships can also be covered in armour. The quantity of amount plates is dependent on the type of hulls used in the construction of the hulls and the size of the vessel. The overall thickness of the armour is determined by the quantity of plates (in proportion to the maximum) and the type of armour.

Armour behaves like shields in that as it absorbs damage. The primary differences are that while damage absorbed by shields depletes its factors, in the case of armour, the armour is burnt off. As it burns off it is no longer effective at absorbing (stopping) damage. The armour thickness therefore decreases. Unlike shields, armour is not restored through generators. Lost armour needs to be repaired, requiring sending the ship to the docks. Heavier armours (producing greater depths) such as ablative are more easily damaged.

A ship with Ablative Armour will have an armour thickness of 120 compared to 80 for a ship Armour Plates and is on the face of it the clear winner. An armour plate however will typically absorb 1,000 damage before it is burnt off while an ablative armour plate will only absorb 150 damage. In other words ships with Ablative Armour will be undergoing near seven times the repairs (and costs) of Armour Plated ships. This said, the extra armour in a short combat can be the difference between winning and losing.

Damage Assignment
Damage assignment is dealt with differently for enclosed structures (ships and platforms) than for positions consisting of standalone objects (ground parties and bases). In the case of enclosed structures, the damage is split into two sets of damage based on the ratio of internal volume to overall area based on the hulls used. In other words, hits are attenuated by the hulls of the ships and platforms. For heavy hulls 23% (30/130) of the damage of each hit is pushed into the interior of the ship, the other 77% is channelled into the hulls.
Damage is now assigned to items. This is based on Targeting assigned to the damage though with a special exception. If no targeting was opted for, damage assignment is random. Where random assignment occurs in the case of ground parties and bases, there is an initial spread check to determine if ground zero is empty space (indirect hits).

If an attack had targeting assigned (Structure, Weapons, Lifeform Disable), the chance to hit has been modified. If the attack succeeded in hitting, the damage passed on for assignment will have the appropriate target tag. If the attack failed to hit, a second check was made without the targeting penalty. If this attack succeeded, the damage passed on does not have the target tag. Some weapons (tractor beams, proximity torpedoes) have highly accurate but are flagged as unfocused. They ignore targeting.

A position is a collection of items each with a location. This can be structure such as in the case of hulls that form a ship or complexes that form a base. There are other areas such as cargo, installed etc. Further items can be assigned to groupings, such as lifeforms and weapon systems.

When assigning damage to a discrete type for example structure, all the items are sorted, pulling out the appropriate ones. The chance of the damage being assigned to a specific item is based on the relative size of the area compared to the overall area of all the appropriate items.

A Dome complex for example has a size of 20,000, compared with 1,000 of a mine. Damage is 20 times more likely to be assigned to a dome than a mine. Armour has a very low area. This means that any damage that penetrates a ship’s defences has a small chance of being assigned to the ship’s armour through random assignment.


Installed Area Modifiers
Installing items can necessitate putting them on the outside of a ship or deep within it. This equates to a modifier to its area when installed. For most items this is 1 but a few have higher values. This makes them more vulnerable.

Special Exceptions
Bases that have actively participated in naval combat will have all incoming damage assigned to their weapons irrespective of targeting. Once these have been eliminated, all damage is assigned normally.

Items with Defence
Before damage is actually assigned there is a check to determine if the item is speficially defended. Bunkers for example have the ability to defend lifeforms while magazines defend ammo. This means that any damage that would normally be assigned to the defended item is instead assigned to the defending item. In the case of damage that would be assigned to a missiles in the cargo section of a ship, the incoming damage is instead assigned to the magazine. This will only be the case where the total cargo space of the defending items is greater than the mass of defended items. Where there is insufficient cargo space, the % coverage determines whether it will be defended or not. For example, having 100mu ammo cargo space and 200mu missiles means that the first hit has a 50% chance of being assigned to the magazine.

Destroying Items
At this point there should be a specific item, e.g. Metals(1) and a remaining amount of damage to assign to it. If the item has Damage Reduction, the damage is reduced by the modified (see Determining Potentials above) Damage Reduction. In this case the bell curve is centred on the damage reduction value, i.e. if an item has a Damage Reduction of 2, it will on average stop 2 damage. This equates to the items ability to simply absorb small amounts of damage. If this has not reduced the damage to zero there is now a check against the defense of the item.

If damage is greater than item defence, the item is destroyed, the quantity is reduced by 1. Excess damage is carried over.

If damage is less than item defence, there is a % chance that the item will be destroyed based on damage: item defence, e.g. 50 damage against 200 defence equates to 25% chance of destruction. If the item is destroyed, the quantity of the specific item is reduced by 1. Due to the mechanics of averages, the overall damage soaked by items will be equal to their defences.

Heavy hulls and platform hulls also provide internal protection for items due to the increased use of internal bulkheads as part of their design (items get x3 defence which can be increased up to x4 through officer damage control training). This can mean that even penetrating damage may appear to be less effective against warships.

Damage Carry Over
Excess damage after an item is destroyed is randomly assigned based on the weighted areas of the position. For example, targeting a few humans in a base that is little more than a massive ore stockpile means that excess damage after a human is killed is very likely to be assigned to ore.

The excess damage is modified by the blast radius of the hit. For most naval weapons this is 1 though for some it is much less. A weapon with a blast radius of 0.7 for example with 50 damage remaining after destroying an item will have 35 damage to assign to another item.

Before this damage is assigned however the spread of the target needs to be taken into consideration. A target with a packed spread has this damage assigned to the next item, though with increasing spread there is a chance that the damage will be assigned to empty space. There is only a 20% chance that damage will hit another item in a dispersed ground party for example. In other words, 80% of all excess damage is effectively lost. The chance of hitting another item is: Packed 100% (5/5), Close 80% (4/5), Normal 60% (3/5), Open 40% (2/5), Disperse 20% (1/5)

In the case of a ground party being the target, if it is in space it will be considered disperse, which means 80% of all excess damage has hit empty space instead of being assigned to another item even when the damage has a blast radius of 1. There is a chance that something else could be nearby. The damage is attenuated to the spread, i.e. reduced by 80% in the case of being dispered and a new hit check is made. This continues through iterations until all the damage has been attenuated for all hits. When attacking however the ground party has a spread equal to the position it is engaging. This makes ground parties attacking a packed base vulnerable to damage. While the packed base is equally vulnerable to damage, excess damage is more likely to be assigned to structures and other non-combat items simply due to its relative mass compared with the defending force. A packed base does however make it more vulnerable to orbital bombardments.

One further modifier made to excess damage is Ground Splash. This increases chance of excess damage being assigned to another item by the ground splash %. Missiles for example have a ground splash of 20%. This means if the target has a spread of Normal, there is 80% chance of excess damage being assigned to another item. In the case of disperse, this increases from 20% to 40%. Further, as all damage that fails to be assigned is attenuated to 40% of its damage and tested again, there can be significant quantity of casualties even in disperse targets.

Example:

Two attacks against a disperse ground party consisting of mercenaries; 100 kinetic missile(D60) and 100 missiles (D200, GS25%). Presuming averages. While in both cases 100 strikes hit the ground party, the quantity of direct hits on items is based on the spread plus ground splash.

Kinetic –20 direct hits (80 indirect) 60 damage kills 20 mercenaries. 20 direct hits of 59 damage and 80 indirect hits of 12 damage carryover. 20% chance of it hitting another, 20 more die. 4 hits of 58 damage, 16 hits of 11 damage, 16 indirect hits of 58 damage, 54 indirect hits of 2.4 damage carryover of 58 damage. 16 more die. The iterations continue and maybe another one or two die.
Total kills: 60 on average.

Missile - 40 direct hits (60 indirect) 200 damage kills 40 mercenaries. 40 direct hits of 199 damage and 60 indirect hits of 80 damage carryover. 40% chance of it hitting another, 40 more die. 16 hits of 198 damage, 24 hits of 79 damage, 24 indirect hits of 74 damage and 56 indirect hits of 32 damage. Basically, each pass up to 200 hits (direct and indirect) and passed on until each chain has less than 1 damage.
Total kills: 260 on average.

Against vehicles
Two attacks against a disperse ground party consisting of light tanks (defense40); 100 kinetic missile(D60) and 100 missiles (D200, GS25%). Presuming averages

Kinetic – 20 direct hits (80 indirect) 60 damage destroys 20 tanks. 20 direct hits of 20 damage and 80 indirect hits of 12 damage carryover. 20% chance of it hitting another, 2 more destroyed from 20 damage and 5 from 12 damage (=20%x12/40) due to having 40 defence. No more kills.
Total kills: 27 on average.

Missile - 40 direct hits (60 indirect) 200 damage destroys 40 tanks. 40 direct hits of 160 damage and 60 indirect hits of 80 damage carryover. 40% chance of it hitting another, 40 more destroyed. 16 hits of 120 damage, 24 hits of 20 damage, 24 indirect hits of 64 damage and 56 indirect hits of 32 damage. Basically, each pass up to 200 hits (direct and indirect) and passed on until each chain has less th damage.
Total kills: 115 on average.

Empty Space
Platforms retain something of their structure during a combat which means that as they are damaged, there is an increasing chance that items targeted are already destroyed and as such the damage is ignored. Once combat is over, the platform is updated to its new size and empty space is ignored.



Damage Report
The report for each type of weapon comprises a few lines. The important line is the second in the below examples, indicates the quantity of the weapons that hit, the actual damage that penetrates all layers of defence and the potential damage in [].

Example:
Code:
Round 3:  3 Photon Cannon mkIVs

- 3 hits - 360 [360] damage - 95%
5 Photon Gun mkIVs
- 5 hits - 1091 [450] damage - 95%


The damage from the photon guns is interesting as it suggests that the damage inflicted was superior to potential damage of the photon guns. This occurs when items targeted explode or in some way causes more damage by its destruction. Examples including exploding ammo (unprotected by magazines) and collapsing caves. In these cases the damage from the exploding items is added. On the damage report for the position suffering the damage there is an entry such as this:

Civilian Damage: 1 Cave (1021) [+500 Internal Damage]

Explosion Damage
Exploding damage is added to existing damage still to assign and takes on all the qualities of the damage such as blast radius and ground splash. HE's hitting a base with a large stockpile of ammo without sufficient magazine coverage can prove pretty devastating.




 
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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.
 
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*** Inter Galactic News ***

DNA and GTT clash over Aladdin system claim while Pirates look on.

The GTT have this week launched an attack on the DNA outpost in Aladdin, in what appears to be little more than a turkey shoot. Around 100,000 GTT Naplian Startroopers attacked the DNA position to remove the rival system claim. Reports indicate the DNA garrison were taken by surprise and lost control of the base in the first few hours of the fighting. The base has since been reflagged from [Free Naplian Capital] Peaceful Protest to [Loyal Naplian Capital] DNA claim Ended so it's fair to say there was a clear message being sent by the GTT. We have been waiting for the DNA leadership to comment but so far they have been unusually silent. No doubt when they have crawled out from under their desks they will have something to say on the matter.

While this attack was going on several pirate ships were also seen in Aladdin, according to the GTT in what may be true or may be a diversion, with reports of a pirate GP and scout being destroyed while a 150HH pirate warship slipped away and escaped from incoming anti-pirate patrols.

Secret meeting of the EEM

A recent communication intercepted by one of our top reporters today made us aware of a meeting of the EEM. This is underway in a top secret location called Black Pool, which sounds suspiciously like the lair of a pirate band. After pulling in many favours, we were able to identify some of the attending members. On the bases that they won't be named we were able to find out some slight information of the subjects to be discussed at the meeting and one thing is for certain, there could be huge impacts to the lives of everybody living in the galaxy. Details to follow. When the shadowy figures of the EEM come together with the top political players in a pirate base the possibilities are endless!


You are never more than 6 systems from a RAT 🐀

A new saying has arisen in the bars and spaceport of starbases throughout the many peripheries; you are never more than 6 systems from a RAT.

It is understood that this saying originated in Yank and spread by trade vessels to peripheries far and wide. Many starbases have heightened their security and added additional sensors and locks to various entry points including foul and grey water outfalls. Beer and drug stocks are undergoing increased proofing to avoid the critters gaining entry and consuming the stockpiles.

Will this present as a new plague of proportions never before seen or is this some simple urban myth being spread for the amusement of some mischievous entity? Who knows, but to be certain... check the shadows.

 
This year we will again be returning to the Briardene Hotel. They were welcoming, the bar didn't run out of beer pre-covid and there was room for quiet chats. Along with Wetherspoons there is the Victoria just down the road (Sam Smiths - last time beer was around 2 shillings per pint and a full round was less than £10).

Mostly drinking beer and talking toot though we have a good few things on the agenda.

Bookings are done directly with the hotel. Book by phone and say that you are with KJC Games

Briardene Hotel
Telephone: +44(0)1253 338300
All staff should be able to deal with the booking but if there are any problems ask for Tracy (manager) as she dealt with all our foibles in previous years.
 
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*** Inter Galactic News ***

Dog days are over

With the fall of the DEN and the implosion of their home territory as the AFT, DTR and GTT moved in, it was unlikely the Dewiek would rise again. The DWP gave the species a little hope with the Dewiek Pocket Periphery kept under lock and key. But news has reached us of the AFT's penetration of this private area of space that's been locked down. With a base and claim in one of the three visible systems it seems that the end of the Dewiek is near. A once noble and aggressive race, determined to make an impact on the galaxy is now little more than a species that lives under the command of others. A sad end to a once powerful species that used to control a significant part of known space.

Pirate activity continues

Yet more reports of pirate activity have been received, one from the WMB, losing a freighter in Solo and another from the FET who reported they had engaged and hit the attacking pirate ship with several weapons before it managed to make off with it's prize. Hopefully the pirate ship took significant damage and will now be out of action for some time. The Corewards periphery seems to have been plagued with pirates recently and many travellers would welcome a break from attacks.


MEK incursion into Corewards

The FET and GTT have mounted a joint venture into Nog-Kesri to tackle a MEK force. It isn't known where they have come from, with the only other MEK ships seen so far being located in the Orion Spur. The lack of a known link between where they have appeared in Corewards and the Orion Spur has caused some concern among planetary populations as who knows where they could turn up next! Fortunately the combined FET/GTT task force dealt the MEK a heavy blow and the threat has been eradicated. But we all know this is unlikely to be the last we hear of the MEK in Corwards and we would encourage ship captains to keep a keen eye on thier sensor screens when travelling near Nog-Kesri.

 
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*** Inter Galactic News ***

  • CIA freighter fights off overwhelming pirate forces

  • Fin Saine media broadcast, What is Hot in the galaxy?!?!

  • MEKlan forces attack in Corewards Arm


  •  
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    *** Inter Galactic News ***

    Aladdin faces ongoing DNA/GTT tension

    The tensions between the DNA and GTT in the Coptuv system recently spilled over into the DNA system of Aladdin. A significant party of GTT ground troops has reinforced one of their bases in the system and claimed it, forcing the system claim into turmoil as the DNA finds itself under threat of losing the system. With the DNA chairman asking for help, several affiliations have been seen sending ships to evacuate any in the local population that want to escape the GTT. But so far not a shot has been fired and despite the AFT, FEL and DTR assistance no reisistance to the claim jump has been encountered so far. It remains to be seen if the DNA and it's friends will scatter before this hostile take over or put in a last minute counter claim to thwart GTT intentions.

    Increasing pirate activity

    Recent reports indicate a new surge in pirate attacks with the AFT and GTT reporting ships lost. Knowing how some don't like to advertise losses we wouldn't be surprised if this is the tip of the iceberg. Reports passed to us show the ship PIR Scavenger running ID 43174 and another ship of the same name running ID 68668 have both been in action with successful boarding attempts. It's unknown whether these are seperate ships or the same ship reregistered, but our information suggests that it would be hard for these pirates to cover the space where these attacks happened with just one ship. One thing is for sure, be on your guard as open space is not as safe as it once was.


    GCE ships loitering in deep space

    After the fall of the GCE and a lot of their assets being shared or purchased it was thought that the affiliation was no more. Yet deep space scans indicate that there is still a significant number of GCE warships holding station in deep space between Coptuv and Yank on the transport route into the Corwards Arm. Nobody knows what these ships are up to and why they are still flagged GCE, but our best guess is that are captains either awaiting new orders or owners after the fall of the GCE command structure.


    *** 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
    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, 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 ***

    Tension in the Corewards Arm

    With the DNA obtaining several ex-GCE bases in the Coreward Arm it has found itself in the middle of an asset grab of serious proportions and aggression. Our reporters witnessed several GTT troop carriers heading for the Corewards system as the DNA published information suggesting they were accidental owners of the system and that the assets were to be moved on. As the GTT ships started to arrive the bases were quickly passed to the CIA, thus thwarting the GTT intentions as they were hardly likely to start dropping troops on their allies bases. This shrew move by the DNA seems to have calmed matters in the Coreward arm temporarily, although the shift in relations between the GTT and DNA has taken a negative turn. When asked what their next move might be the GTT refused to comment.

    GCE collapse

    The GCE are no more, save for some scattered light freighters. The affiliation which enjoyed a sharp rise and profiltable relations with many has ceased trading. Rumors point to the GTT buying up GCE assets before stripping the rival corporation of anything of value. Although our reporters at the SSS have been quick to point out that any GCE assets not in GTT systems have been taken over by both the DNA and FET. So it seems many different affiliations were able to profit from this development including a new group called the HSH who appear to have taken over the GCE war fleet. No doubt many in the peripheries will be watching with interest where these ships are used, who the HSH are and how they were able to get thier hands on so many warships so quickly.


    Secudus trials

    In the Cluster Secudus has continued his trials, claiming to root out terrorists working against the Empire. With tends of thousands of beings being sent to the camps or worse. There is no sign of these actions stopping as the NHS clamp down on the locals and bring them under the harsh control of the Empire.


    *** 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
    DWK Dewiek Packs (19) - <Unknown>
    FCN Falconian Republic (70) – <Unknown>
    FEL Felini Tyranny (49) - Juris
    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, 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.
     
    ******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
     

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