Starfire Battleground - Greatplay.net

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Dec 10, 2013 (3 years and 10 months ago)

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Starfire Battleground
s


BY: Peter

with
lots of
modifications by

Jeffrey.


VISIT www.greatplay.net!


Also, there is a thread discussion on this game in progress at
http://s10.invisionfree.com/Video_Game_World/index.php?showtopic=354


NOTE: File meant to be
viewed in “Web Layout View”. Some line glitches may
appear.


If this were printed out normally, it would span
3
2

pages!



Release #8


What’s New in this
Release
?



Main Story Line Changed Significantly



Some Details Changed



Galaxy Renamed



Details Organized



S
pecific details on NPC’s



Democracy Circle



More pictures



More Weapons Added (Thanks Jeffrey!)



More General Info Added (Thanks Jeffrey!)



Other Stuff (Thanks Jeffrey!)


________________________________________________________________________
__________________
______________
_______________________________


Introduction

STARFIRE BATTLEGROUNDS was originally a board game I made up sometime last
year (2003). However, now that my knowledge of computer programming has expanded,
it is time I made this wonderful game
into a computer game. The game idea I have is
nothing like the board game, because, well, the board game was meant to be a board
game. On a basic scale, the computer version is a sci
-
fi/action/adventure/fantasy/rpg
game where you exist in a really huge g
alaxy with LOADS of things to do. You fly a
spaceship, blowing up bad guys for fun, completing missions and advancing in social
status. You will also have the option to ship trading goods, pirating goods, delivery
services through Shipping Companies; hav
e to make assault runs, assassinations, for
rebellious teams and do all other manner of tasks. This game is an attempt to make a
game that is fun to play and a good way to escape the boredom of real
-
life, by living
through the boredom of an imaginary lif
e. As you can plainly see, it's still in the planning
stage, where it will likely stay in for a good ten to twenty years. They will probably have
men on Mars before this game comes out as; unfortunately, I have no idea how to
program something this complex
: Java? C? C++? Who knows?


I would like to give a huge thanks to my best friend Jeffery for heavily helping me with
this game line, and for making a lot of this possible (not in life life, but life). Thank you!


Anyways, there are several goals in the g
ame, as well as
nine major

plot lines that can be
pursued. None of them have to be accomplished; however, it would be good
idea
to,
because there are level advancements

and such
.
A certain plot line won’t unlock itself
until another plot line is completed
.
But basically, it's up to you if you want to get
involved. You live alone with your spaceship which can be upgraded and customized to
make it faster and more powerful. The galaxy is a dangerous place filled with alien races
who are both aggressive kille
rs, and vastly superior pacifists (or vastly superior
aggressive killers). You collect money, recognition, and social status.

That is your job.





Main
Story
Line

It was the
year
7
14
on Earth
(
Terre
n
Year 814
or 814
TY) when
a race
emerged
from their
ow
n
planet and
started
traversing
their own
solar
system.
They were
studying
physics
and space
in
tensely

as they traveled. By 9
12 TY they were just starting ventures to the end of their solar
system. Thol Scientists were theorizing about faster travel and

Thol Astronauts were
planning for the first trips out of their main solar system while the earth was in the
renaissance… Then it happened. As the Thol were celebrating

their turn of the century
in 10
54 TY, scientists had just discovered that it could be

possible to break the light
barrier. However, what the Thol invented was not a way to go faster than light, but a way
to make it appear their ships were going faster than light.
It would be possible to use
Sidcal energy (which was already about to be us
ed as regular fuel by the Thol)

to create a
vortex of such a kind that it would cascade through subspace and then stop after running
out of energy. And if you traveled the event horizon of this vortex seconds after it was
created at .89c (89% of the speed

of light) it would be possible for the ship to travel
through the vortex as it hurled through subspace and be thrown out where the vortex
stopped. In 10
57 the theory was proven by simulations. Problems were many however.
The theory called for massive d
evices to create the vortexes and that when ship traveled
through the vortex, the ship would be squished to the point where nothing could survive.
At the moment, these devices were only ideal for communication across the solar system.
It took
3
50 more ye
ars of study and scientific development before

Sidcal could be
processed to the point where it was
volatile

enough to make “pocket vortexes” or
microwormholes that can be generated in a device and launched as a torpedo and then
grow into big enough vortexe
s to travel through, thus not needing gigantic devices to
make the vortexes. The problem was these small wormholes stopped quickly, and could
not be used to travel any more than 10 lightyears. In 1
418

TY, technology came along to
extend the wormholes to
a usable 100 lightyears, enough to reach the nearest inhabitable
systems.

This was when the term “Jump Drive” became common.

It still wasn’t perfect.
Recharge time before jumps was many however. After one jump

it took three weeks to
recharge the drives
, and the time dilation from travel made the trip take an actual month
to three months even though it seemed instantaneous to the travelers
.

Still, this was an
achievement. 350 years of travel could be crossed in just three months.

Furthermore,
jumping
was still in the blue


nothing could tell how far the jump would go before
burning out, and nobody could tell where they would land; they would just point the ship
in a direction and hope. This didn’t sto
p adventurers however. Although all testing
excep
t two runs were done via simulations, adventurous corporations rushed to try it.
The major space corporations merged into one company, TELAC (Thol Exploration of
Launching Automated Crafts) launched eleven

famous crafts

between 1
421

TY and 1
422

TY
:
eight

probes

and

three AI driven
cruisers; each with the most advanced version of
the Jump Drive available. The beginning results were not promising. Two probes blew
up in the event horizon, one probe blew up upon exit,
one probe was never transmitted
after tr
avel
and the remaining four probes transmitted that they had exited the wormhole
but were all triangulated to points in the dead of space. All of the AI cruisers made it, but
all ended up in uninhabitable systems and in the middle of space. They were ins
tructed
to recharge and continue however. After three years of random jumping, one cruiser
made it to an inhabitable system. It was instructed to stop and set up a basic AI colony.
Two more years passed, and another

system was discovered and another

AI
colony

was
set up.

Then, the

moment of truth. The year 1416

TY: First Contact. An AI craft
reached a system, but like none other. This system was inhabited by a telekinetic race
known as the R
even. The AI ships went wild


they weren’t programmed for
first
contact. The ships allowed the sharing of databases, and then sent the data back to Tsu
(the Thol Homeworld). TELAC decided to send a manned mission to this system, but it
required more technology. TELAC became
acquired

by the main Thol Government
.
14
2
6 TY showed more hope than any other year. After nearly
three centuries of
development, the Jump Drive was now practical. The greatest scientists of the now
-
called Thol Federation

came together and managed to make a guidable vortex. By
directing t
he exact amount of Sidcal used with other forms of energy, wormholes could
be used to travel a select distance between ten lightyears and one hundred fifty lightyears.
This meant that with a galactic database and precise calculation, a destination could b
e
prechosen. Simulations run in 1427 TY proved this. In 1429 TY, the first manned
mission using Jump Drive was launched. It arrived in the Reven’s system in 2 minutes
after launch. Delegacies were created and an alliance was forged. With the Reven’s
a
bility to fold and process Sidcal with telekinetic power instead of mechanical power,
new Sidcal processes were developed. The vortex distance was expanded to 350
lightyears, enough to breach even the biggest system gaps. The rest was a matter of
explora
tion. By 1690 TY a majority of the modern Thol boundaries was mapped, and a
total of fifteen manned colonies were established. In 1712 TY, a Thol manned mission
found the planet Earth, home of the second intelligent specie they found. It was deemed
that

they were not ready for alien contact. In 1718 TY a new governmental pact was
signed allowing a Thol fleet to guard Earth.

A station was established on the edge of the
solar system.

They changed minute paths in the native’s development to keep the peop
le
of earth from destroying themselves. T
hen, in 2
3
19 TY, the United Federation of Earth,
a
sudden impromptu
combination of all powers on Earth formed in 2
2
98 TY,

used the
newest sensor technology available. This technology managed to see the Thol ships,

and
first contact was made.

Information was exchanged in a similar manner in 1416 TY. But
this time, technology was also exchanged. The Thol decided to give Jump Drive
techno
logy to the Federation of Earth...



The scientists withi
n the Federation were

amazed at the technology, and quickly
used it to explore the small section of there space they had mapped, and then continued to
use it to map and colonize more space. They were then just limited by one problem.
Thol space was 10,000 lightyears away, an
d it took

over 30 jumps to get from border to border. This meant that with recharging and time
dilation, the total trips between borders took more than fifteen years. Although this was
still an amazing fact for humans to get over


just fifteen years to

cross that much space,
where Earth was used to it taking 12,000 years to cross that much distance. Soon,
though, even though the trip only took five years, it still was unpractical. Eventually
,

by
the year 2354,
Jump
tower technology was developed, recyc
ling the technology of the big
structures that the Thol originally used. The big difference was that Jumptowers were
incredibly powerful. They combinded the transferred
-
matter
-
stream
-
telabeamer
(telabeam or TMST) technology with the Thol towers. These t
owers would channel the
mass amounts of Sidcal stored into the Jumptowers into making a simple microvortex.
The ship was then scanned by a TMST scanner, and it’s data was downloaded into the
massive Jumptower computer. The ship was then dematerialized an
d telabeamed through
the vortex. The data arrived on the other side

and was rematerialized by the receiveing
computer and let free. This had two advantages. The microwormhole allowed the
vortex to travel much farther on less Sidcal, and more Sidcal sto
red increased the distance
further. This allowed the vortex to travel distances greater than 10,000 lightyears,
allowing it to link both the Federation and Thol capitals. Furthermore, the massive
amount of channeled Sidcal and the vortex size cut down on

the amount of time dilation.
Thus cutting the “actual” time of the trip to a couple of hours. This was the greatest
technological sucsess of the Federation.


The galaxy of P9X
-
572
-
B (As called by humans), or
Zenular Tik

(Z
ehn
-
LARR
TI
-
hikk
)
as known by t
he native tongue is a very chaotic world. It has many warrior races,
composed of militant federations, daring explorers, bounty hunters, and crimelords. Most
of the races are still rather chaotic, and war and crime are still common
-
place. You start
out in

the
Federation
, humans who are facing the mysterious teleportation of their capital
star system into another galaxy.

No human knows who transported them or why, but
what they do know is that survival is a necessity. After taking out a loan of 5,000 cred
its,
you have been given a shuttle to roam around in, but it isn’t state of the art, nor loaded
with weaponry. You must work hard to pay off your loan before you can be your own
man, but for now, you have made it to the real world. An entire galaxy to roa
m for
mysteries, and answers to your species most pondered questions. Fame and glory await,
but so do death and dismemberment. Be on your toes, or you will get prayed upon.


Starting Out

You’re first mission is to pay off the loan.

You are a Federation C
ivillian, or a Civillian
for short.

You owe the Federation 5,000 credits, and you must pay it off in half a year, or
the Federation will send out operatives to attack you. Because your ship is rather weak,
you'll have to take the easier jobs of deliveries

and simple errands. Later, after you pay
off your loan you can start working on upgrades to your ship. Then, eventually you can
take out a new loan, or use up your well earned money, for a bigger ship. The better your
ship, the more dangerous missions you

can take. The more dangerous missions you take,
the higher your notoriety. The higher your notoriety, better jobs you can take, and the
more likely people are to like you, or fear you (or want to kill you).


Some options to larger ships are: Ending wars,
starting new wars, ending poverty,
destroying entire planets, or protecting existing planets. But everything starts small.





Zenular Tik

The
Zenular Tik

Galaxy is, like other galaxies, is so extremely vast, that is near
impossible to map the whole thing
at once.

The galaxy has been estimated to be as much
as 150,000 lightyears across on average.
To help galactic explorers the galaxy has been
broken down into four quadrants the Alpha Quadrant, the Beta Quadrant, the Gamma
Quadrant, and the Delta Quadrant
. Then each quadrant is further divided into sectors
, in

which there are 100,000 of in each quadrant. Th
e
n each
sector

might or might not have a
star system. In the galaxy though, there are roughly 100 billion stars systems. Also, add
the millions of billi
ons of trillions of asteroids, and other space stuff. Therefore there
are

more than 100,000,000 dectillion octillion objects in the galaxy both big and small. So
even if 99.99999% of the galaxy is starless that leaves about a billion places with stars.
But

the galaxy can not be crossed by conventional means. And currently only the Thol
have non
-
conventional means, and they can only Warphole Shift to a place they know of,
which limits even them to your
micro
portion of the galaxy. In short, you will never ma
ke
it out of the Alpha Quadrant.


The Ten Major Races


To
lian

(Tol
-
eee
-
ans
)
: A
warrior race where it's all about true honor. The only problem is,
there idea of true honor is a crushing defeat in battle against an enemy, the stronger the
enemy the more hon
or. The good thing is, this race is the weakest of all, and it's a huge
wonder how they've survived all these years. However, it shouldn't matter to you,
because they can get to be the bigges
t beginning game threats known.

They fight
simplistically by
try
ing to cut off supply lines and pricking off little shuttles. They never
cause trouble in the government’s eyes being viewed solely as terrorists. However, the
Tolians are a true nuisance to the civilians within them. They are at war with all other
race
s, however the other governments might not recognize it. They are only officially
recognized at being at war with the Federation

and Hailstormi
.


Diplomacy

Circle

(Red is “At War”, Blue is “Allied”
F

ACCESS: Complete Hailstormi Mode


Nor'yansta

(Norn
-
es
-
yawn
-
sta)
: A completely biogenic dependent race far adv
anced
technologically then conceivable by a good majority of the races. However, when it
comes to this race it's all about organics. There ships are completely organic, which gives
them extreme advantages in battle because of there ships "mending" ability.

Some ships,
after using explosives and such, have been known to bite in battle. However despite their
advanced battling techniques, the Nor'yansta consid
ers themselves to be Pacifists, thus
they are at war
soley with the Noads.

ACCESS: Complete Binaron M
ode


Hailstormi

(Hail
-
storm
-
eee)
: An amphibian race, who just recently reached the
Jump
Drive

Age (mainly because of their additional centuries of trying to figure out how to
bring their unstable water into space) are luckily fast learners and researchers,

with
legendary diplomacy. The Hailstormi have befriended a good percentage of the races and
that’s where all the technologic inflow comes in. Although a highly dangerous life, (from
all those roving Pirates
) trade's the name of the game.

They have the k
now how on all
the newest technology even if it isn’t theirs.

They have beautifully architectured
buildings and ships with streamlined silver.

They
are at war with the Binarons, the
Noads, the Tolians, and the various pirates.

ACCESS: Complete Federation

Mode


Thol

(Tholl)
: A race who invented
Jump Drive

around
2,5
00 years ago, they consider all
the other races "very young". They consider
Jump

Drive crude (although they still use it)
and have developed "Warphole Shifting" which
allows Jump Drive accross
ma
nipulates
time and space and all known laws of Physics to a travelable convergence point where if
traveled through by a ship, the ship could cross infinite distances in no time at all. The
Thol are completely invincible to all biogenic attacks and have sup
reme defense
technology. The Thol consider themselves to be "Keepers of the Peace" or “Grandfathers
of All” and try to dissipate all wars. So, from this data it is easy to conclude that
attacking
them is like declaring suicide.

They are at war soley with

the Noads, the only
ones that pose a threat to them.

ACCESS: Complete all the missions in all other playable races


Binaron Collective:

The Binarons are a completely robotic race. 100% of their body is
robotics and they gain the efficiency, accuracy, spee
d and power of a robot. They were
once probably a supreme machine created by the Thol which gained sentience, however
the Thol are currently denying this.
Fortunately
, they don't have a trace
of
intuition or
diplomacy. The Binarons keep to themselves, neve
r trade their technology, except under
extreme circumstances, and are bent on becoming the most powerful race in the galaxy.
This goal may have made them evil, as they will attack any superior race to gain their
technology. They are afraid of no race but t
he Thol
(and Noads of course!)
and refer to
everyone else as "Organics". (Another theory as to how the Binarons came to be is that
they might of had organic bodies once and somehow learned how to transfer their
sentie
nce to robotic android

bodies.)

ACCESS:

Successfully receive all parts of the robot in trade, and successfully build the
robot, both optional in Hailstormi Mode


Theer

(Theer)
: Little, if not none at all, is known of the Theer. As a matter of fact, their
race might not be called the Theer at a
ll. All that is known is that they are thieves and
chief espionage masters, and will stop at nothing to get their hands on someone else’s
technology. They appea
r in all sorts of ships from Tolian

Starbirds to Binaron Avatars.
It
seems that the only races t
hat can protect themselves from the Theer espionage attacks
are the Thol, Noads, Reven and Nor'yansta.
Also, unfortunately, reports are coming in
that the Theer seem to have plans to
combined

all the major races technology to build a
ship know as a Terrorg
un, which has complete planet detonation capabilities.

ACCESS: Receive the
Identity

Trophy



Tuelerack

(Tool
-
err
-
ackkk)
: The Tualerack have only a token military presence and only
have the capabilities of
the smallest jump drive abilities
. They have extrem
ely weak ships
and there only goal is to survive at what ever cost. They are a poorly organized race and
if it wasn't for the Nor'yansta/Hailstormi/Thol treaty of 20
-
12 they would have been
ancient history by now.

The Tuelerack also know about the Theer,
and are allied with
them, but they aren’t going to reveal that information
as their survival depends on it…

ACCESS:
Non
-
playable



Reven

(Rhe
-
ven)
: They
have telekinetic powers
beyond any known
capability. If it wasn't for
sheer experience they
would be
ahead in power
compared to the Thol.
They can telekinetically
create false images, fade
in and out of existence
(creating the perfect
cloak), and even
telekinetically redirect
weapon shot. Colonizing is unexciting to them, so they only keep to one sector.


However, t
aking over t
heir system is near impossible.

ACCESS:

Complete Binaron Mode


Noads

(Noo
-
haads)
: The Noads are a microscopic viral race

that infects metal instead of
organic material
.

They try to "infect" any ship that would have mass amounts of e
nergy,

The list of how to get unlockable races.

as they feed and breed on processed Sidcal

(and other energy)
. So, unfortunately any ship
that

has
jump

drive capable enough to
do a stable 20 lightyear jump

has enough
processed
S
idcal to be at pray by the Noads.

When a different captured ship com
es
within ra
nge, pink tendrels are sent out

to

leech on to a ship, with out
most kinds of

sensors detecting them, and slowly spread across the ship uncontrollably. They can
,
although they don’t usually,

destroy any kind of organic life, and they certainly
now how
to defend themselves from any counteractions. Once they have full control of all systems
they will take control of the ship often altering the molecular structure of the weapons
,
shields and warp drives. One of the most famous changes is the abilit
y to
accelerate to
a
large jump speed
. It is unknown ho
w this accomplishment was made. If your ship starts
performing differently than usual, keep an eye out!

ACCESS:
Non
-
playable


Federation:

This is the race you star out working for. (They are very prou
d of their
unifying technology, the Stargate.) The humans organizing a group called the
"Federation" are explorers who are moderately strong, with the capabilities of being as
weak as the Tulerack to rivaling the Thol in power. There main goal is to go aro
und and
find minor races, and ask if they would like to join their Federation. Sometimes though
the Federation won't take No for an answer and get slightly reckless. All other races
better beware of the Federation!!! (This race is the first race, or the o
ne you start the
game as.)

ACCESS:
Starting Race


Locations in Space


Space Stations

Although most of your time will be spent traveling in the far reaches of space, you will
often need to stop at space stations to restock your supplies. Space stations can
contain
many different types of stores, shops, and businesses. The larger the spaces station, the
more shops it will have. Nearly every station will have a refueling center and a
communications station. Here is a list of the more common places of interest.


Refueling Centers

Almost every space station, regardless of location, will have a refueling center.

Although whether or not they actually have fuel is another matter. Fuel trucks can

get attacked by pirates in the same way that any other craft can, thus
eliminating
the fuel supplies in certain sectors.


Communication Stations

Much like refueling centers, nearly every space station will have a communication
station. These allow the station to remain in contact with larger stations for
business transactions
, distress calls, and keeping up to date on the news of the
quadrant. Usually a station will allow for public access to its communication
stations, but any communications you make
are

monitored. Communication
stations are also the place where you can go to

get news on the happenings of the
galaxy. It's always a good idea to stay informed.


Taverns

(or bars)

When you're looking for a good meal and a place to stay, (as well as some good
rumors) nothing beats a tavern. You can usually stay the night in fairly
clean
accommodations.

Taverns are also a good place for a drink, and gossip. You can
usually get some important information from the
bartender, that isn’t

publicly
available on the local communication stations.


Galactic Express

This is the courier servic
e of the galaxy. They handle the shipping of nearly every
person to every location. They have their own guild with several rules and
restrictions to what they ship and how they handle confrontations. If you join their
guild you can get good jobs at these p
laces, if you have enough cargo room and a
fast enough ship to make the run. They will often have jobs to deliver into
dangerous areas and require an escort.

The notoriety “Regarded Citizen” is
needed to join.


Dealerships

When you're looking to get a shi
ny new space ship, this is the place to go.
Most

models of ships can be bought and sold here. Although the prices are always
expensive, the quality certainly makes up for it. You can also get your ship
serviced and upgraded here. Dealerships don't buy, sel
l, or repair illegal
equipment. Some dealerships vary with what they sell.


Salvage Yards

Salvage yards are great at getting some decent used parts and selling off damaged
equipment. Because everything here is pre
-
owned the quality isn't that great, but
t
he price is usually much cheaper than a dealership. The items that you can find
here vary greatly, and you can sometimes even find illegal items if you know the
owner real well.


Banks

Banks are great for getting loans and keeping track of your accounts. C
redits are
the standard currency in the galaxy. Because cash is so seldom used, most
everything you buy is verified at the bank first and automatically deducted from
your account. Banks also give you interest in your savings accounts allowing you
to make s
ome good money.

You can only collect your interest when you visit a
bank.


Local Police

The local police take care of their own sectors and will often have bounties for
local criminals. You can get a good job at these places if you think you can find
and
stop the criminals. If you are a criminal, you will want to stay away from
these areas!


Black Market

When you want something you can't find in the dealerships and salvage yards,
there is always the black market. Very few space stations have them and even
the
ones that do don't make themselves very apparent. The only way into the black
market is to pull a few shady jobs for a local crime lord
, and crime lords only let
people with the notoriety “Criminal” or lower to work for him
. Once inside you
can find pr
actically any type of equipment known to exist. The prices of normal
goods are lower (because they're stolen goods) but the prices of illegal equipment
are outrageous. The local crime lords usually can be found at the black market,
and will often offer job
s to people willing to take them, if you are looking for a
job of evil. Loan sharks can also be found here.

Note all “normal goods” that are
here that are not normally illegal are
illegal 1

and all illegal equipment are their
corresponding illegal levels.


Loan Sharks

When you already owe the bank too much money you can always get a loan from
a loan shark. Loan sharks usually have higher interest rates and don't take too
kindly to late payments. Be very cautious when loaning money here or you may
find a la
rge group of pirates after you. Loan sharks can
only
be found in the black
market.


Imperial Capitals

Every race h
as a capital. The major politica
l events of the race are taken care of
here. They often require escorts to other political areas and can recru
it you as a
member of their army. You must have
a
notoriety
of “Outstanding C
itizen” to

get
a job here.


Research Area

This is where some advanced technology is stored. A few missions may be
obtained here. Also, if you have been infected by Noads, if you g
et there within a
week, they can get them off your hands
for 5000

credits
. Only very advanced
planets and stations have these, so don’t think that a Noad infection isn’t seriously
a problem.





Notoriety

The higher your notoriety with other races, often t
he better off you will be. When you
attack another race’s ship(s) your notoriety with that race decreases. When you attack
enough ships your notoriety with that race’s enemy will go up. Notoriety is based on this
scale. If your notoriety goes too low,
that race might send ships to attack you.

If you are
a “Most Wanted Criminal” the race may send it’s whole fleet after you. So, if you get in
big trouble, watch out or you could have about 20 ships on your tail.
This scale goes
from best to worst.


Sect
or
Saint

Lord

Outstanding Citizen

Regarded Citizen

Good

Citizen

Citizen

Minor Defector

Defector

Criminal

Dangerous Criminal

Crime Lord

Crime Master

Crime Overlord

Most Wanted Criminal



Ship Upgrades

There are many, many ships to choose from, each one cost
ing more and more, some even
restricted. Each of these ships can get upgrades to make it even better, and different
weapons are available depending on the amounts of weapon slots available. You can
even choose the paint color on your ship! You can choose

what you want your ship to be
used for. Perhaps you want a cargo ship, for running errands. Maybe you want a fighter
ship for guarding convoys, or catching criminals. Or, maybe you want a huge bomber for
making combat strikes. Or perhaps you want a ship t
hat is all speed and you are trying to
make it to another quadrant! It's totally up to you. You can even be a pirate if you want!


Your ship is who you are, and who you are is your ship. When other ships hail you, you
can claim you're some hotshot pilot,
but if the enemy sees that you're flying a small cargo
ship, you're as good as dead. Although you start with just a simple ship, you don't need to
keep it for long. Larger and faster
ships

wait

in this galaxy. Powerful weapons and ever
more durable armor c
an be added to increase the strength of your ship. Remember, when
your ship dies, you will die along with it! (Of course, there are exceptions.)


There are other types of spacecrafts used by different races. These are the standard ones
you will find at mo
st dealerships. Other ships can be found at salvage yards and certain
planets in the quadrant.



Ships Invented


This isn’t a list of all the ships in the game; it is just a li
st of all the ships I have made:


NOTE: MOST SHIPS CAN ONLY BE RECEIVED AT CERTA
IN LEVELS.
LEVELS ARE OBTAINED VIA MISSIONS.


(
“ly/j” or lightyears/jump is the maximum distance of lightyears this ship can jump in one
jump. Some Jump highways might be to long for ships to cross in one jump, and this
would make ships take lots of down

time. The maximum with current technology is
350ly/j
)



FEDERATION C
IVILIAN

VESSELS

Ship

Name

Ship Class

Upgrade
Space

Starting
Speed

Cargo
Room

Weapon
Slots

Starting
Armor

Max.
ly/j

Cost/ship

Tolkren
Freighter

Transport

500 tns.

200 mps

800/800

2

3000

100

1 Million

Nautilus

Near
-
Invincible
Warship

1000 tns.

300 mps

1000/1000

25

1
5
,
000

350

N/A

Trojan

Fighter

100 tns.

300 mps

30/50

2

700

50

50,000

COURGOSY
II

Armed Cargo
Ship

500 tns.

250 mps

300/400

3

2000

300

500,000

Viper III

Fighter

100 tns.

450 m
ps

25/50

1

100

50

30,000

M
ariner

Cargo Ship

350 tns.

300 mps

50/100

0

500

30

75,000

Rapier

Warship

800 tns.

350 mps

50/75

1

300

200

200,000

Mod. Tolkren

Armed Transport

400 tns.

300 mps

100/150

1

500

250

900,000

Hyperion

Warship

750 tns.

300 mps

400/50
0

8

1500

300

4 Million

COURGOSY
I
V

Armed Cargo
Ship

750 tns.

200 mps

500/1000

4

1000

300

2.5
Million

Migronsy

Fighter

100 tns.

400 mps

30/45

1

100

75

150,000

Glowing
Nautilus

Invincible
Warship

1000 tns.

500 mps

1000/1000

30

Invincible

Infinite

N/A

Thu
nderbolt

Race Ship

50 tns.

750 mps

10/25

2

100

75

300,000

Valence

Scout Craft

55

tns.

370

mps

30/45

4

350

300

350,000


FEDERATION VESSELS

Ship

Name

Ship Class

Upgrade
Space

Starting
Speed

Cargo
Room

Weapon
Slots

Starting
Armor

Max.

ly/j

Cost/ship

Halo

A
ssault
/Patrol

500 tns.

400 mps

200/210

5

300

150

750,000

Guardian

Warship

2000 tns.

300 mps

600/700

10

1000

200

1.5
million

Chancellor

Carrier

5000 tns.

200 mps

800/825

6

3000

250

3 Million

Cruiser

Assault
ship

1000 tns.

350 mps

300/400

8

1500

275

2.5
m
illion

Viper VIII
Military

Fighter

100 tns.

500 mps

30/55

3

150

50

100,000

Exodus

Antifighter ship

1000 tns.

350 mps

300/400

8

1500

7/100

2.5
million

Hoplite

Fighter

100 tns.

500 mps

30/55

3

150

2/80

100,000

Cobra

Assault Fighter

150 tns.

310 mps

70/80

3

200

5/100

200,000

Asp

Heavy Ordnance
Fighter

200 tns.

300 mps

80/85

4

300

2/80

300,000

Rattlespray

Artillery Platform

1500 tns.

210 mps

700/800

8

2000

150

2.7
million

NOAD VESSELS

Ship

Name

Ship Class

Starting
Speed

Weapon
Slots

Starting
Armor

Max

ly
/j

Infected
Warship

Destroyer/Carrier

600 mps

65

15,000

Infinite

Infected
Fighter

Assault Fighter

900 mps

25

2500

Infinite

Infected
Dimensional
Stargate

Damaged Stargate

050 mps

50

2500

N/A

Dettrulist

Base Station

050 mps

100

1 million

N/A

Shell

Spher
ical
Transport

100 mps

40

30,000

N/A

Battle Shell

Spherical Warship

150 mps

60

100,000

Infinite


THOL VESSELS

Ship

Name

Ship Class

Upgrade
Space

Starting
Speed

Cargo
Room

Weapon
Slots

Starting
Armor

Max.
ly/j

Cost/ship

Theet

Multi
-
function

1000 tns.

450

mps

500/800

4

5000

350

7 million

Mothership

Base Station

10,000 tns.

200 mps

1000/1000

50

7000

250

3
5

million


THEER VESSELS

Not added yet


TOLIAN VESSELS


Not added yet


NOR’YANSTA VESSELS


Not added yet


HAILSTORMI VESSELS


Not added yet


TUELERACK VE
SSELS


Not added yet


BINARON VESSELS


Ship

Name

Ship Class

Upgrade
Space

Starting
Speed

Cargo
Room

Weapon
Slots

Starting
Armor

Max. ly/j

Drone

Multi
-
function

500 tns.

300 mps

250/250

3

1000

250

The Binaron can get better ships by combining multiple dron
es. Two drones together
would have the same armor, speed and Max. ly/j, but double everything else (Weapon
Slots, Upgrade Space

and Cargo Room)


REVEN VESSELS


Not added yet



PIRATE VESSE
LS

Ship

Name

Ship Class

Upgrade
Space

Starting
Speed

Cargo
Room

Wea
pon
Slots

Starting
Armor

Max. ly/j

Default

Cost/ship

Mod. Tolkren

Armed Transport

500 tns.

350 mps

700/700

5

5000

100

1.5 million

Spartan

Fighter

N/A

200 mps

N/A

10

4000

50

N/A

Courgosy VII

Blockade Runner

500 tns.

350 mps

700/700

5

500

75

1.5 million

Revamped
Guardian

Warship/Enforcer

3000 tns.

350 mps

700/700

12

2000

250

2.5 million



NPC’s

There are thousands of NPC’s in Starfire Battlegrounds. Each has different
attitudes

and
you can do different things with each one. Here is a list:



FEDERATION
CI
VILIAN

NPC’s

o

Federation
Civilian



Trade



They do not have much money; frequently lower then 5000
credits, so they will not buy expensive parts. They only
sell junk, and frequently at raised prices. They almost
always haggle to get a lower price, and are ve
ry difficult to
actually trade with.



Combat



Have a large chance of retreating, and will always retreat
when highly damaged. Will have al
l weapons slots filled,
but with weak, inexpensive weapons. Have standard
shielding and random shipmods.



Ship/Escorts



They always travel alone and in a random Federation
Civilian Ship.



Hostilities



Generally only attacks when attacked, but it sometimes will
attack to rob or protect other Federation and Federation
Civilian vessels/planets/stations.



Protected by



Federation V
essels on patrol and randomly by other
Federation Civilian vessels.



Capturing



Increased chance of successfully capturing the ship.



Where Found



Anywhere within Federation Space.



FEDERATION NPC’s

o

Federation Private



Trade



Does not trade.



Combat



Always holds t
heir ground, only falls back with the main
fleet. Badly armed with random Federation weapons; no
shipmods; standard shielding. Federation considers them
expendable.



Ship/Escorts



Always travel with a fleet as a fighter escort.



Hostilities



Attacks when att
acked and to protect its fleet.

Attacks
when ordered as well.



Protected by



The fleet and ships protecting the fleet.



Capturing



Normal



Where Found



Anywhere where a Federation Fleet would go.

o

Federation Ensign Captain



Trade



Does not trade.



Combat



Always hol
ds their ground when in a fleet or when
patrolling; retreats otherwise. Badly armed with random
Federation weapons; no shipmods; standard shielding.



Ship/Escorts



Always travel with a fleet as an escort fighter/patrol vessel
or travels as a patrol vessel i
n federation space alone.



Hostilities



Attacks when attacked and to protect its fleet. Also attacks
Federation enemies, and Federation Civillians that are
attacking other Civillians.

Attacks when ordered as well.



Protected by



Federation Vessels on patrol
and randomly by other
Federation Civilian vessels.



Capturing



Normal



Where Found



Anywhere where a Federation Fleet would go

when
escorting and within Federation space.

o

Federation Captain



Trade



Sells supplies only, but doesn’t buy. Doesn’t accept
haggles.



C
ombat



Always holds their ground when in a fleet or when
patrolling, or when attacking a weaker ship. Retreats
strategically when damaged, but frequently comes back.
Decently armed with random Federation weapons; random
shipmods; decent shielding.



Ship/Es
corts



Travels in a random Federation vessel with no escorts.
Most commonly seen.



Hostilities



Attacks when attacked, and to protect Federation structures.
Also attacks Federation enemies, and Federation Civillians
that are attacking other Civillians. Att
acks when ordered as
well.



Protected by



Federation Vessels on patrol and randomly by other
Federation Civilian vessels.



Capturing



Normal



Where Found



Within Federation space and uninhabited outskirts. Also
found where fleets would go when escorting.

o

Federa
tion Captain Lieutenant



Trade



Trades/sells Federation supplies, and buys Federation parts,
and shipmods. Haggles to get the lowest possible price.



Combat



Always holds their ground except when damaged. Retreats
strategically when damaged, but always come
s back.
Decently armed with random Federation weapons, mostly
phasers; random shipmods; upgraded shielding.



Ship/Escorts



Travels in a random Federation vessel with two to five
Federation Privates escorting.



Hostilities



Attacks when attacked and to protect

its fleet. Also attacks
Federation enemies, and Federation Civillians that are
attacking other Civillians. Attacks when ordered as well.



Protected by



Federation Vessels

that aren’t in fleets

and randomly by
other Federation Civilian vessels.

Also prote
cted by
stations nearby.



Capturing



Increased Difficulty than norm.



Where Found



Anywhere where a Federation Fleet would go when
escort
ing and within Federation space. Most frequently
found in attacked sectors.

o

Federation
Lower
Admiral



Trade



Trades/sells Fe
deration parts, and buys good parts, and
shipmods. Haggles to get the lowest possible price.



Combat



Always holds their ground except when damaged. Retreats
strategically when damaged, but always comes back.
Heavily armed with the best Federation weapon
s, mostly
phasers and high
-
end missles; random shipmods; heavy
shielding.



Ship/Escorts



Travels

in a

Federation
Destroyer, or Heavy Carrier

with
five

to
twelve

Federation Privates escorting.



Hostilities



Attacks when attacked and to protect its fleet. Also
attacks
Federation enemies. Attacks when ordered as well.



Protected by



All Federation Vessels and randomly by other Federation
Civilian vessels. Also fully protected by stations, and
protected by small garrisons sent from planets nearby.



Capturing



Very d
ifficult



Where Found



Anywhere where a Federation Fleet would go when
escorting and within key sectors of Federation space.

o

Federation
Fleet Admiral



Trade



Doesn’t sell, but buys good parts, and shipmods. Has a lot
of money.



Combat



Always holds their grou
nd except when damaged. Retreats
strategically when damaged, but always comes back.
Extreamly heavily armed with the best Federation weapons,
missles and torpedoes, and the heaviest shielding.



Ship/Escorts



T
ravels as the center of a full Federation fleet

only
.



Hostilities



Attacks when attacked.

Doesn’t rush, but will guard the
fleet.



Protected by



All Federation Vessels and
all

Federation Civilian vessels.
Also fully protected by stations, and protected by
full

garrisons sent from planets nearby.



Capturi
ng



Near Impossible



Where Found



Anywhere
where key

Federation Fleet would go when
escorting and within key sectors of Federation space.

o

Federation Chief Admiral



Trade



Doesn’t trade.



Combat



Always falls back to be defended. Only attacks when
attacked, and

attacks as a diversion to help retreat.



Ship/Escorts



Travels as the center of multiple Federation fleets.



Hostilities



Attacks when attacked. Doesn’t rush, but will guard the
fleet.



Protected by



All Federation Vessels and all Federation Civilian vessels.

Also fully protected by stations, and protected by full
garrisons sent from planets nearby.



Capturing



Near Impossible



Where Found



Rarely found in a capital

Federation Fleet

and where

it
would go and within
the Sol sector

of Federation space.



NOAD NPC’S

o

No
ad Entity



Trade



Doesn’t trade



Combat



Never retreats. Armed with random

Noad weapons.



Ship/Escorts



Normally travels in a small group, but sometimes in a fleet
or solo.



Hostilities



Attacks everything in sight.



Protected by



All nearby Noad ships and stations
.



Capturing



Cannot be captured.



Where Found



Within the Quarantined Section of Space.



THOL NPC’S

o

Thol Kemlet



Trade



Does not trade.



Combat



Always holds their ground, only falls back with the main
fleet. Badly armed with random Thol weapons; no
shipmods; sta
ndard shielding. Thol considers them
expendable.



Ship/Escorts



Always travel with a fleet in a badly armed Theet as a
fighter escort.



Hostilities



Attacks when attacked and to protect its fleet. Attacks
when ordered as well.



Protected by



The fleet and ship
s protecting the fleet.



Capturing



Normal



Where Found



Anywhere where a Thol Fleet would go.

o

Thol Istian



Trade



Trades/sells Thol supplies, and buys parts, and shipmods.
Does not haggle.



Combat



Always holds their ground except when damaged. Retreats
strate
gically when damaged, but always comes back.
Decently armed with random Thol weapons; upgraded
shielding.



Ship/Escorts



Travels in an upgraded Thol Theet with three Thol
Kemlet’s escorting.



Hostilities



Attacks when attacked and to protect its fleet. Also
attacks
Thol enemies and when ordered as well.



Protected by



Thol Vessels that aren’t in fleets. Also protected by
stations nearby.



Capturing



Increased Difficulty than norm.



Where Found



Anywhere in Thol space. Most commonly seen.

o

Thol Nuu



Trade



Trades/sel
ls Thol supplies, and buys good parts, and
shipmods. Does not haggle.



Combat



Always holds their ground except when damaged. Retreats
strategically when damaged, but always comes back.
Heavily armed with the best Thol weapons; random
shipmods; heavy shi
elding.



Ship/Escorts



Travels in a
Thol theet usually, but may pilot a Thol
Mothership. F
ive to twelve Federation Privates escorting.



Hostilities



Attacks when attacked and to protect its fleet. Also attacks
Thol

enemies. Attacks when ordered as well.



Pro
tected by



All
Thol

Vessels
.

Also fully protected by stations, and
protected by small garrisons sent from planets nearby.



Capturing



Very difficult



Where Found



Anywhere where a
Thol

Fleet would go when escorting and
within key sectors of
Thol

space.

o

Thol Hi
gh Chancellor



Trade



Doesn’t trade.



Combat



Always falls back to be defended. Only attacks when
attacked, and attacks as a diversion to help retreat.



Ship/Escorts



Travels as the center of multiple Thol fleets.



Hostilities



Attacks when attacked. Doesn’t r
ush, but will guard the
fleet.



Protected by



All Thol Vessels. Also fully protected by stations, and
protected by full garrisons sent from planets nearby.



Capturing



Near Impossible



Where Found



Rarely found in a capital Thol Fleet and where it would go
and
within the Tsu sector of Thol space.



Jump Drive


Jump Drive is a

necessity for all star
-
living races. A normal engine won't allow you to go
very far. As a matter of fact it would take a Thunderbolt, the ship with the fasted engine
in the
galaxy

(700 mps)
,
about 783,799,974,666,666

years to cross the galaxy on its
engines alone. Therefore
Jump Drive

has been invented.

Jump Drive shortcuts the long
linear trip by taking a direct jump down a much shorter distance through subspace. There
are two interesting

properties to this jump: The jump shortcuts so much the trip is
instantaneous, except it bends time so much the trip appears to take a few months to
outside observers. This is still much smaller than the original trip, however


cutting 350
years at ligh
tspeed down to 4 months by time dialation via jumping.


Fuel

When the Thol began space travel so long ago they invented a very efficient fuel source,
which could power every type of ship. It's a complex makeup of organic matter, and
negatively charged ions
. Ships can run on this for quite some time without having to
refuel. However, with all the traveling across the galaxy you'll be doing, refueling will be
fairly common. Different systems sell this fuel for different prices.


Because making this fuel is a
very dangerous and complicated process, it can only be
made in special facilities. From there it's shipped around the galaxy to smaller refueling
stations. Because the transferring of the fuel is costly, the further away from a main fuel
plant, the more ex
pensive the fuel will cost.


There is a special type of fuel, which is much more potent then normal fuel. This fuel is
used to power ships equipped with turbo drives. Turbo drives allow your ship to have a
short speed burst. Because this fuel is so potent,

it's much more costly then normal fuel.
But for those who like the extra speed burst, it's worth it.


Both the standard fuel tanks and the turbo fuel tanks can only hold certain amounts of
fuel, but like the rest of your ship, this is also upgradeable.


T
ank Name

Cost

Short Burst of Speed?

Mass Used

Normal Tank

--

FREE
--

No

1
0

Turbo Tank

100,000

Yes

30



Engines

Jet engines are mainly used on fighters and shuttles, as they give a fair amount of speed
for small ships. For larger ones, it sometimes is us
ed as a turning thruster. The problem is

results in
an environmental disaster
. This happens

because of all

the strip mining
required for the parts ruins class
-
M planets.


Gravity Impulse

A new outbreak in technology harnesses a mini white hole to continua
lly push the ship
using gravitational forces. It is required to move larger battleships and on smaller ships
speeds them up considerably. At a high warp fuel cost it can give a short burst of speed,
almost going at Warp 1 for .0024728 seconds.

The wealthie
st trading companies are
outfitting all their peripheral
-
faring starships with this technology, since the outer rim of
civilization abounds with less than savory marauders, pirate guilds, and strange
interdimensional beings. Of course, nothing can stand up

to the might of the Noad
vessels…



Engine Name

Cost

Speed

Mass Used

Jet Engines

--

FREE
--

20% speed boost

0

Gravity Impulse

3 million

6
0% speed boost

2




Weapons

The
Zenular Tik

galaxy is a hostile and dangerous area. If you are not within the range

of
a governing party you may find yourself under siege by pirates, or attack
ed

by guards, or
even in the middle of a war.


NOTE: MOST WEAPONS
CAN ONLY BE RECEIVED AT CERTAIN LEVELS.
LEVELS ARE OBTAINED VIA MISSIONS.


To avoid being just another target, y
ou must equip your ship with a nice array of
weapons. There are several different implements of destruction that can be added to your
ship for you to better defend yourself. Each one works a different way on different
opponents. Here is a list of the stand
ard weapons, their benefits, and shortcomings.


Beams
-

Beams are bursts of energy that can do damage to enemy shield, and armor.
These can be turreted.

They fire in packets of energy, and have a fair cooling time. The
largest one, the AP Beam, is designed

for blockade running and planetary warfare.



Weapon Name

Cost

Mass Used

Pulse Beam

10,000

5

Intense Pulse (IP)
50,000

12

Beam

Assault Pulse (AP)
Beam

300,000

30

IP Beam Turreted

100,000

15

AP Beam Turreted

500,000

40



Lasers


Lasers are the most
common of weapons used in the galaxy. They shoot a beam
of highly intensified light at their target. They are self recharging, and damage both
unshielded and shielded ships equally. Because they have a recharge cycle, their use is
slightly hindered.


Weapo
n Name

Cost

Mass Used

Light Laser

200

2

Medium Laser

600

5

Heavy Laser

2,000

10

Pulse Laser

1,000

15

Guided Laser

1,000

20

Suedral Laser

5,000

30


Phasers
-

Directed energy weapon used by the Federation’s battleships. Auto
-
tracking and
auto
-
firing, i
t can be devastating in combat and some can even target
missiles
! They do
damage equally to armor and shields.

Most of these weapons are illegal for people who
aren’t in the Federation Military to posess.


Weapon Name

Cost

Mass Used

Standard Phaser
-
Front
al

500,000

10

Standard Phaser
-

Aft

500,000

10

Targeting Defense
Phaser

illegal 2

1.5 million

15

High Energy Phaser

-
Front

illegal 3

2.5 million

20

High Energy Phaser
-

Aft

illegal 3

2.5 million

20



Ion Beams
-

Through overloading an atom with ion par
ticles, a powerful discharge of
energy is created. This energy is condensed into a beam and used as a weapon. Because
the energy is so chaotic, it disrupts other energy fields. When fired upon a ship with
shield, massive damage will be done to the shields.

However, because Ion Beams are just
energy, they do minimal damage to the ship once the shields are down. Ion Beam, like
lasers, will self recharge.


Weapon Name

Cost

Mass Used

Ion Beam

500

5

Intense Ion Beam

1,000

10

Heavy Assault Ion
Beam

2,000

15

C
apital Ion Cannon

5,000

20


Particle Cannons

Particle cannons shoot projectiles that can do plenty of damage to ships, but only little
damage to shields. The projectiles are synthesized out of energy utilizing the infamous
equation that states how matter
can be transmuted to energy and vice versa. Larger
caliber types have been designed, each more potent than the next, but a recent
development by several pirating guilds working in tandem has produced the Hard Caliber
Particle Cannon. This behemoth uses ult
ralight alloys for the firing mechanism and an
enormous cannon size. The monster is able to drill holes through multiple ships, taking
out crew, vital systems, and often the entire vessel itself as it plows through. A must
-
buy
for the potential blockade ru
nner.


Weapon Name

Cost

Mass Used

Particle Cannon

1,000

10

Wide
-
Bore Particle
Cannon

5,000

20

Hard Caliber Particle
Cannon
illegal 5

90,000

20


Combustion Cannon
-

One of the more primitive particle cannons are those that use a
contained explosive devi
ce to propel an bullet at extreme velocities. Because an internal
explosion is needed to fire these weapons, the ammunition for them is costly. Also, these
weapons are rather outdated since the advent of the energy shield. Energy shields will
just deflect
the shell, causing minimal damage. However, to ships without energy shields,
the damage is very severe. The Federation has upgraded some to do extra damage with a
larger explosion. If one hits your armor, you can give yourself up as dead.


Weapon Name

Cost

Mass Used

Combustion Cannon

10,000

10

Combustion rounds
(200)

100

None

Ultritium Plasma
Shells (10)

500

None


Protrusile Energy Leaches
-

Developed in secret by the technology branches of peripheral
spacing and transportation guilds and companies, thes
e little monsters are the one answer
to the two problems of pirate attacks and energy depletion. Deployed as several nanites,
they quickly phase through shields and latch onto the hull of the opposing spacecraft and
drill in. They then proceed to drain all

power from the ship: shields, warp energy, and
weapon power are all gathered in the blink of an eye. The next phase is why they were
kept secret from all government contact: The “leaches” transmit the energy via
hyperintense radiation beams back to receiv
ers on the user’s ship. The beams cut apart
anything and everything that touches them, burning and incinerating as the energy is
transferred to the matter. Without getting too technical, when a successful deployment is
made the enemy ship is left completel
y disabled and drained of power and fuel for about
ten seconds as the computer core and generator reboots, while the user’s vessel
experiences a jump in energy charging. Anything between the two vessels is blasted quite
badly. Needless to say, revolutionar
ies quickly bought them as weaponry and fitted
energy cores into probes then launched them with the leaches in a hibernating state.
When the core was behind enemy lines, they’d activate the leaches and billions of
terawatts would flood back to the ship…blo
wing apart the opposing fleet. Since they
were so lightweight, many could be deployed at a time. The General Intelligence is
looking into this quite seriously, though no major government has found out about these
deadly weapons. Also, some ships have been
designed with natural immunities to the
leaches due to their armor content or other such things. Noads are completely
invulnerable to the energy beams themselves, instigating that the various companies
utilized Noad technique and schema when designing the
device.

Weapon Name

Cost

Mass Used

Description

Leach Deployer

5 million

None

The deployment system is merely a micro airlock with the needed
computers, but costs high because of the monopoly on the gun.
Illegal 6

Leaches (1)

1 million

None

The dreaded Pr
otrusile leaches them selves, highly costly for manufacture
and monopolized on trade.
Illegal 6

Launching Core (1)

1.5
million

10

A probe outfitted with an energy core strong enough to power a small
starbase. Can be launched from the probe bay. Leaches no
t included.
Illegal 6


GAUSS Cannon
-

GAUSS uses a highly sophisticated sequence of magnets to propel a
metallic projectile at high velocities. Because there is no internal combustion, they are a
much safer and advanced ballistic. Also, larger projectiles

can be used compared to the
conventional combustion methods. Unlike energy beams, GAUSS cannons require
ammunition that can be depleted. Although the ammunition used in GAUSS cannons is
cheap, the weapon itself is very expensive compared to combustion can
nons. Like all
projectiles, very little damage is incurred to energy shields, but massive damage is done
to standard ship armor. The pirates found a way to launch each shell with a shield
disruption particle generator. The shell will literally pass through

the shields.

Fortunetly,
it is highly illegal, which makes it very untempting for most pirates.


Weapon Name

Cost

Mass Used

GAUSS Cannon

1 Million

50

GAUSS Rounds(200)

10

None

Pirate shield
disruption
GAUSS
rounds (100)

illegal 5

10
,
00
0

None



Missil
es

Missiles allow you to do much more damage then a typical weapon. They are highly
explosive projectiles that are capable of doing massive damage to their targets.


Weapon Name

Cost

Mass Used

Description

Missile Launcher

1000

100

The launcher for the mis
siles. This is necessary to launch any kind of
missile.

Light Missile

10

None

Light missiles fire from your ship in a straight line and do considerable
damage to their target.

Heavy Missile

1
,000

5

Heavy missiles fire the same as light missiles, but do
much greater
damage.

Smart Missile

(L)

1,000

3

Smart missiles lock onto their targets, and keep tracking them. The only
way to avoid getting hit is to shoot the missile, or run it out of fuel.

Scatter Missile

(S)

1,000

None

Scatters break into several mi
niature missiles and shoot out in a wave.
They do less damage, but usually multiple hits are incurred.

Swarm Missile

(L)(S)

5,000

None

Swarm Missiles
are like Scatters, but they lock unto their targets. Because
they split into multiple pieces, they are v
ery difficult to avoid.

illegal 1

Mega Missile

(L)

2
,000

5

Mega missiles lock o
nto their target and do massive, massive, massive
damage.

illegal 2

Omega Missile

(L)(P[5])

5,000

10

Omega missiles act like mega missiles except
they will paralyze the ship
for a few seconds if it comes in contact.

illegal 4

Ultritium Plasma
Burst Missle

(L)(S)(P[10])

10,000

5

These are the missiles of Federation Destroyers. Explosive beyond reason,
it is used for clearing out stations and big ships. Just 5 managed to send a

pirate taskforce packing.

illegal 5

for non
-
federation


Other Weapons

Other races have developed different type of weapons that react differently to shields and
armor.

They will be added to this list later.



General Intelligence

The armed outpost and
first line of defense for the galaxy is General Intelligence
, a
combined subsidiary of Hailstormi, the Federation, and the Thol
.
However,
General
Intelligence represents its own government

(the agency has sovereignty over its sectors)

and has its own flee
t. This “race” keeps its reputation as the
true
“Peacekeepers of the
Galaxy”. When you join up for them, you will have the option of flying in a General
Intelligence starship. After you complete a large amount of pirate
-
busting and war
-
breaking missions
, you will gain
access to their weapons, and

get one of the trophies,
glow points,
slight increase
s

in notoriety
, etc
.


NOTE:
GENERAL INTELLIGENCE SHIPS

CAN ONLY BE RECEIVED AT
CERTAIN
INTELLIGENCE
LEVELS.
INTELLIGENCE
LEVELS ARE
OBTAINED VIA
GENERAL INTE
LLIGENCE
MISSIONS.


GENERAL INTELLIGENCE VESSELS

Ship

Ship Class

Upgrade
Starting
Cargo
Weapon
Starting
Max. Warp

Cost/ship

Name

Space

Speed

Room

Slots

Armor

MW/sec

Interceptor

Assault

Ship

1000 tns.

350 mps

350/500

5

800

8/35

Free

Peacemaker

Destroyer/C
arrier

N/A

200 mps

N/A

10

4000

5/120

Free




Armor
ed Hull

Existing in the vacuum of space is very tricky business. One minor leak can cause a big
problem for a space craft. And a big problem in space usually ends up in death. In order
to make ship more du
rable and safe, stronger and stronger metals and plastics have been
developed to produce ships. Each one has it's advantages and disadvantages. (Dilithium
and mirror are ablative, but dilithium still takes the damage. Ablative means that energy
weapons are

reflected off

in another direction and on occasion hit the enemy ship
.)


Armor Name

Cost

Laser
Durability

Projectile
Durability

Metal

100

3

3

Titanium

2,500

10

10

Diamond Compound

4,000

20

10

Special DC.

10,000

30

15

Re
-
enforced SDC

50,000

40

25

Dil
ithium Powered

100,000

70

50

Mega Dilithium P.

500,000

200

70

Dilithium/Titanium/DC

800,000

300

100

Mirror Metal

1 Million

N/A

5

ADV. Mirror Metal

3.5 Mill.

N/A

2
00



Shields

When the first explorers left their planet's atmosphere, and entered outer
space, they
found something called a micro meteor. A micro meteor is a tiny piece of dust that comes
from an explosion in space. The dust particle is traveling at extremely high velocities,
which because it's so small, cannot be detected by scanning equipm
ent. Due to its speed,
when it collides with an object, it will usually pierce the object all the way through. Even
extremely durable metals are pierced by micro meteors. This puts a very tiny hole into the
object the micro meteor hits, whether it
is

an as
teroid, or a ship. When a ship gets this
miniature hole, it will begin to lose cabin pressure, and eventually decompress, killing
everyone on board. To prevent this from happening, the early space travelers created
energy shields.


Using a powerful generat
or, a field of very thin energy is placed around the ship. Any
small object that touches it will instantly vaporize. Thus eliminating the fear of micro
meteors. It was soon found that by utilizing these energy shields to a greater extent, it
would allow th
e space crafts to become more durable, and have the ability to even collide
with larger debris, without having to fear death.


When other races began to leave their planets, and start exploring, they too found the
power of shields. When conflicts arose bet
ween these races, they found that the shields
became useful tools in blocking enemy weapons. And so shields are now most commonly
used for combat.


Shield Name

Cost

Laser
Durability

Projectile
Durability

Description

Standard

--
FREE
--

5

15

The most common
shield. Without it, you will fall prey to micro
-
meteors.

Medium

5,000

15

30

A more powerful
shield

used more for combat and exploration than
trade.

Heavy

1
5
,000

25

50

An even heavier shield for much more combat options.

Melee

6
0,000

40

70

A very power
ful shield allowing for very devastating combat.

Inverse

350
,000

20

100

Using a newly developed technology, the Inverse shield actually
collects a small amount of
Sidcal from energy weapons, which helps
recharge the jump drive.

Quantum

2

Million

50

150

Using a more advanced version of the Inverse technology, the
Quantum shield collects even more
Sidcal

from energy weapons.



Scanners

Nearly anything can exist in the deep reaches of space. Scanning equipment allows you
to know where objects in space are,

without actually having to see them. The better the
scanning equipment, the longer you can detect ships, stations, and other space debris.
However, pirates and certain military vessels don't like being picked up by scanners.
Because of this, they have dev
eloped cloaking devices. When in use, the ship will not be
seen by scanners unless you have special equipment that can detect cloaking devices.


Scanner Name

Cost

Mass

Description

Short Range

10,000

10

Gives detailed info of nearby objects.

Long

Range

2
0,000

20

Gives very detailed info of nearby
objects

and minor info on far away
objects.

Included

Range

50,000

30

Gives highly detailed info of nearby objects and good info of long
range objects.


Cloaking Devices

Not everyone in space wants to advertise

their existence. For them there are cloaking
devices. You can not fire weapons when in a cloaking device.


Cloak Name

Cost

Mass

Description

Scanner Cloak

50,000

10

Cloaks from all normal scanners. You still can be seen physically.

Optical Cloak

300,0
00

20

Cloaks from all normal scanners, and from being seen.

illegal 2

True Cloak

1 Million

30

Prevents all forms of detection and is 100% undetectable.

illegal 3

Pirated
Temporal
Phasing

15 Million

45

Using a stolen phasing device, you can make your ship

literally disappear
from existence. All weapons will pass through you and you can not be
detected. However, temporal phasing can only last for short amounts of
time

because of the massive energy needed
.

illegal 5


Cloak Sensors


Cloak Name

Cost

Mass

D
escription

Cloak Detector

50,000

3

Notifies the user with a “PING” when a cloaking device is being used in
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“PING” when
ANY

cloaking dev
ice is being used
in the sector, even temporal phasing.

Cloak
Disruption

5 million

15

Using a heavy EMP, it disrupts all cloaking devices so they do not work.

It will not, however, disrupt a temporal phased ship.


Scanner Ad
-
o
ns

Add
-
on Name

Cost

Mass

Description

Friend or Foe

200,000

1

Uses assigned parameters to give you a color readout between
friendly ships and hostile ships.

Smart Scanner

1.5 Million

3

Gives readout between strong ships and weak ships, derelicts as well
a
s inert objects, projectiles, and large debris.

Noad Detection

3 Million

3

Normally, you have to watch out for changes in your ship’s behavior,
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Communication Jammers

It has brought to the attention of pirates and assassins alike that their victims have been
cal
ling for help when they get attacked. To avoid from any unwanted attention, rouge
ships have been known to carry jammers. These devices are able to intercept out
-
going
distress calls, and convert them to static. The cheaper models only work against the mor
e
common frequencies, allowing better communicators to get past them. Chances are, the
better the ship you're trying to jam, the harder it is to jam their frequencies.


Scanner Name

Cost

Mass

Description

Comm
.

Jammer

20,000

20

Jams all
civilian

frequencie
s

50% of the time
.
illegal 1

Line
-
Jump

Jammer

100,000

20

Jams a
ll frequencies 50% of the time.
illegal 2

Pirate Adv. Jammer

700,000

30

Jams all
frequencies all the time
, making distress calls virtually
impossible as long as your jammer is functioning.
i
llegal
5



Notes on What Must be Upgraded




Create a

new

galactic map, with areas
only accessible by Jump towers or a long
jumping path between uninhabited systems
.



Add info about
Jump Towers
, Black Holes/White Holes, Wormholes



Add
Jump towers
, Black Hole
s/White Holes, Wormholes to starmap.



Add info about trade and diplomacy



Add more info about races
.



Add
info about asteroids, planets, and other major bases/stations
.



Add more info about the

Noads, and all the other races.



Add

more weapons.



Add more ships.



Clarify glow points.



Clarify levels.



Clarify illegality.



Add more detail to everything.



Finish Nautilus Checklist.



Add race
-
limited weapons and hull.



Add info on escorts.



Add more general game data.



Add info on death system.



Add info on game controls.



Org
anize info.



Add missions.



Add mission reward system data.



Add monetary info.



Work out multiplayer
.



Incorperate multiplayer data (Multiplayer pending)
.



The Nautilus Checklist


The

Nautilus is a supership that is
available

after completing some secrets in
the game.

However, you must do everything on the checklist.




Trophies


The
re are some missions that are 100% optional in the game. These missions are huge
and require a lot of cunning, ingenuity and patience. They are real hard. However, when
one of
these missions is completed you get a trophy
, a bonus, and glow points, which are
used toward upgrading your Nautilus into a Glowing Nautilus.

Note: Trophies are only
available after you complete your race’s set of missions.


Finish your race’s set of mi
ssions. This means completing every last mission your race
has to offer. Upon completing, your Head Guy (General, Captain… varies on each
specie) will give you the
Missionary Trophy
, and will allow you to collect all 5 other
trophies, introduce you to gl
ow points, give you 5 glow points, and access to other races.


Figure out the Theer. This means figuring out there true identity, stopping their threat,
and making their mystery known. Upon completing, you will receive the
Identity

Trophy
,

access to play

as the

Theer, and 1 glow point
.


Go to “The Edge”, the planet at the very edge of the map, and very far away. When you
go to the bar, a man will tell you he hasn’t seen any visitors for awhile and give you the

Transport
ation

Trophy
, as well as
3 glow poi
nts.


Completely destroy one of your race

s enemies. This means at the end of the game come
back and obliterate all outposts, planets and starbases this race owns. This may not be
done with the Noads. Upon completion, go back to the homeworld of your cu
rrent
species and the Head
Guy (General, Captain… varies on each specie)

and you will get the
Annihilation Trophy
,
access to your

species strongest ship
, and 2 glow points.


Complete all the missions for General Intelligence. This means, you complete up t
o
every last mission in that mini
-
string, and defeat the “Gamble” at the end. Upon the
completion of the last mission, you will get the
Government Trophy
, will raise 1
notoriety level in every system,
give you access to the General Intelligence weaponry,
and give you 2 glow points.


Get, finish, and return the Adventure Checklist. A guy somewhere will give you the
Adventure Checklist, a checklist similar to that like the Nautilus Checklist. When you
complete it and give it back to the guy he will give yo
u the
Adventure Trophy
, give
your ship some stat upgrades and 2 glow points.


You can get a total of 15 glow points from trophies.



The Glowing Nautilus and the Mystery of the Dettrulist


If you thought the Nautilus was the best ship in the game you are w
rong. After the
longest and hardest mission in the game is completed, you will receive the true invincible
ship, the Glowing Nautilus. But in order to gain access to the mission you must first
complete the Infected Dimensional Stargate Mission

on the Tho
l Race, and
get a regular
Nautilus. Then, when you go to any research station you can get the mission “T
he
Mystery of the Dettrulist”.


When the mission is completed you will be able to obtain some samples of the Noad
base. Then go back to the research s
tation you started the mission from and hand them
your samples to the research guy. Wait a week

(more is okay), and return. You will
receive
Essence of Noad. This will automatically upgrade your
Nautilus

to a Glowing
Nautilus.

(If you do not have a Nau
tilus when you go to the research station, the Essence
of Noad won’t do anything.)

You will
also
get the Noad Trophy to show your friends
what you did.

(When you receive the Noad Trophy the credits roll again, and you can
pretty much say you won the game
.)



Starfire Battlegrounds as a Multiplayer?


It would be great for Starfire Battlegrounds to be a MMORPG. It would probably be
released in discs and a series of patches similar to World of Warcraft.


Multiplayer Skills? :

STRENGTH (Base attack power)

DE
FENSE (Base defense power)

STAMINA (Health meter)

TELEKENISIS (Ability to do telekinetic attacks

and miscellanea
)

MINING (Mine nebulas and asteroids to make money)

CRAFTING (Craft basic goods and commodies to sell in trade to make money)

DIPLOMACY (Trading

skills that affect how successful you are in NPC trades)


________________________________________________________________________
_______________________________________________________________



Other
Unorganized Ramblings


Make lots of diplomacy. Allow
for bluffing by both the enemy and the player. Prices for
letting another ship live, etc.


You can pay certain people to scout out good places to trade.


Police will sometimes try and board you if they feel you have illegal cargo. They can be
bribed/attack
ed. Depending upon the specie of the officer, bribes will vary in success
rate. ADD DEFENCE SYSTEMS. Maybe play 1
st

or third person shooter game where
you board enemy ship?


You have energy and hit points. The longer you go without sleep, the more energy
you
lose. If auto
-
pilot is not engaged when you sleep, you can go majorly off course. When
you run out of energy, you start losing hit points. If you lose all your hit points, you die.
DUNNO ABOUT THIS.


Trading should be really profitable. Tariffs? Hiring

and perhaps becoming part of a
convoy?


Blockade running should be intense, with lots of explosions.


Ship
-
to
-
ship combat should be fast and brutal. Skill should determine the day overall, and
subsystem targeting/hardpointing is a must. Fleet
-
to
-
fleet sho
uld have lists of allied ships,
neutral ships, and hostile ships along with the targeting scanners and such. Just as fast,
with lots of turrets firing off, missiles detonating, and ramming. Make every ship vital in
some way, from the huge destroyers pummel
ing the freighters, carriers, and outposts to
the fighters running in close to take out the enemy’s heavy cruisers to the antifighter
frigates protecting the fleet from attack and supporting it.


Ships must be fully graphically customizable, including pain
ting and decals. Damage
must be shown, as well as wear and tear around engines.


Planet exploration? In same view as boarding sequences? Better than text based. Make an
8_of_11 proud and plan on it.