Sample Sidebar Module

This is a sample module published to the sidebar_top position, using the -sidebar module class suffix. There is also a sidebar_bottom position below the menu.

Sample Sidebar Module

This is a sample module published to the sidebar_bottom position, using the -sidebar module class suffix. There is also a sidebar_top position below the search.
Planets: TEOS Rankings



Planets

General

Owning planets is how you can gain a significant strategic edge over other

players. By conquering planets you can gain control over interstellar

trade and manipulate what happens in the galaxy.

 

Some Benefits:

 

Safety If you quit the game while orbitting a planet you own, the planets'

defense systems will protect you.

 

Fighter Drones left on the planet will replicate themselves.

 

Tax Revenue will be generated for your own personal use. The greater

the population, the greater the tax revenue. The Population steadily

increases generating more revenue for you.

 

Trade Revenue from transactions (regardless of whether players trade

there or not) will be generated for your own personal use.

 

Conquering

Conquering a planet can be a difficult task if the planet has good

defenses. There are a couple items that can aid you when attempting

a takeover:

 

Zone Atomic Bombs are used when attacking a planet. Will destroy

fighters on the planet. Usually a few hundred thousand.

 

Onboard Printing Kits are used when attacking a planet. Allows

you to use the power of persuasion to inspire the people on the

planet to rise up and destroy fighter drones on their planet.

Effectiveness will vary depending on the size of the population

on the planet.

 

Before Launching an Attack you will want to ensure that you have

a combination of zone atomic bombs, onboard printing kits and a

large number of fighters. Making such a maneuver shouldn't be

taken lightly, having your ship destroyed by a Utopia Defense

System can set you back greatly.

 

When you launch an attack on the planet (using the Planet menu)

you will have menu options available to you to use the above

items and launch your fighters. Once you have destroyed all the

fighters on the planet, you can Demand Submission.

 

The Utopian Planetary Defense defends the planet by launching a

defensive blast at your ship when you initially attack and each

time you launch an attack of some form. The defense unit has

fuel stored on the planet to power its' defensive blasts. As it

runs out of fuel, its' attacks will be less effective. You will

want to be sure you have a large number of shield batteries,

particularly due to that first defensive blast. My recommendation

is no less than 500,000.

 

Note: If you have more fighter drones than those residing on

the planet, you may want to launch an attack early in the battle.

This will keep you from receiving blast after blast from the

Utopian Planetary Defense system and save the fuel remaining

in that system for your own use when you conquer the planet.

 

Managing

Name & Description Owning a planet gives you the option to name

it something different and give it a different description.

 

Beacon Status This allows you to set the beacon status so that

only you can warp directly to the planet. You can leave the

beacon status open as goodwill for traders, but should someone

decide they want to take over that particular planet it would

be easy for them to warp to it. The main benefit of limiting

beacon access is to make it more difficult to single out your

planet for an attack. If need be you can make someone an ally

in your cartel and give them beacon privileges.

 

Trading Privileges By making the planet Private you only allow

your Cartel and Allies to trade. This is mostly beneficial if

you want to prevent enemy players from enjoying the benefit of

the items sold there. For instance, if you own Eden, then you

can prevent other players from being able to purchase Eden Warp

Units. Likewise, you may have inexpensive fighter drones or

some other benefit. It is possible that you gain funds from

other players trading on your planet, which is a reason to leave

trading privileges open.

 

World Treasury Your planet has a world treasury where you can leave

funds. This allows you to store a lot more money than you typically

can in a bank (500,000 is the default). Furthermore, if your planet

has good defenses, it is also a much safer place to keep your cash

than on your ship.

 

Store Items You have the option of storing items on the planet. You

can only store one kind of item on a planet at a time, but as many

as you want.

 

Utopian Planetary Defense can be installed at planets you own if

they do not already have one. Defends your planet from attackers.

When installing you will need to set the percentage of fuel power

you want the defense unit to use in an attack. As the fuel runs

out the strength of the defensive blasts will lessen.

 

Fighter Drones You will want to leave fighter drones on the planet.

The fighter drones clone themselves every day. The more you leave,

the more you'll have the following day.

 

Ships

General

Having a good ship is crucial. Some ships are not worth spending

money on. Some ships may have great fighting capabilities, but

weak for trading.

 

The ThrustMaster, Garbage Scow, Bantam, Maxiport, Sentinel, Reconnoiter

and Mauler are all available on both Earth and Norhaven.

 

The Ardent Supplier, Revelation, Prophecy and ACCOLADE are only

available on Earth and may only be purchased by members of the Alliance.

 

The MayhemMaster, Nognutter, Quietus, LEXOR, and APOCALYPSE are

available only on Norhaven and may only be purchased by members

of the Maraken.

 

Note: Ship Details/Statistics can vary depending on the configuration

of the game by the Sysop of the BBS.

 

Ship Data

1. Thrustmaster  Symbol : S»

Standard Jump Reactor Power : 8

Possible Reactor Upgrades   : 3

Torpedo Bays                : 1

Base Cargo Spaces Included  : 10 of 50

Ship Fighting Odds          : 1.0

Max Fighter Drone Control   : 1,500

Max Shields                 : 750

Cost : $58,600

 

 

2. Garbage Scow  Symbol : 88»

Standard Jump Reactor Power : 7

Possible Reactor Upgrades   : 2

Torpedo Bays                : 0

Base Cargo Spaces Included  : 7 of 40

Ship Fighting Odds          : 0.7

Max Fighter Drone Control   : 800

Max Shields                 : 1,000

Cost : $13,900

 

 

3. Bantam  Symbol : F

Standard Jump Reactor Power : 12

Possible Reactor Upgrades   : 1

Torpedo Bays                : 0

Base Cargo Spaces Included  : 5 of 25

Ship Fighting Odds          : 1.6

Max Fighter Drone Control   : 300

Max Shields                 : 200

Cost : $33,500

 

 

4. MaxiPort  Symbol : O=O=O

Standard Jump Reactor Power : 7

Possible Reactor Upgrades   : 4

Torpedo Bays                : 0

Base Cargo Spaces Included  : 35 of 125

Ship Fighting Odds          : 0.7

Max Fighter Drone Control   : 1,500

Max Shields                 : 3,000

Cost : $237,000

 

 

5. Sentinel  Symbol : I¯

Standard Jump Reactor Power : 8

Possible Reactor Upgrades   : 5

Torpedo Bays                : 2

Base Cargo Spaces Included  : 20 of 70

Ship Fighting Odds          : 0.9

Max Fighter Drone Control   : 5000

Max Shields                 : 500

Cost : $1,224,000

 

 

6. Reconnoiter  Symbol : 

Standard Jump Reactor Power : 8

Possible Reactor Upgrades   : 4

Torpedo Bays                : 3

Base Cargo Spaces Included  : 20 of 90

Ship Fighting Odds          : 1.0

Max Fighter Drone Control   : 30,000

Max Shields                 : 1,000

Cost : $1,840,000

 

 

7. MayhemMaster  Symbol : }->

Standard Jump Reactor Power : 6

Possible Reactor Upgrades   : 6

Torpedo Bays                : 6

Base Cargo Spaces Included  : 20 of 75

Ship Fighting Odds          : 1.3

Max Fighter Drone Control   : 10,000

Max Shields                 : 1,000

Cost : $2,270,000

 

 

8. Ardent Supplier  Symbol : ßþþþß

Standard Jump Reactor Power : 8

Possible Reactor Upgrades   : 0

Torpedo Bays                : 0

Base Cargo Spaces Included  : 20 of 400

Ship Fighting Odds          : 0.7

Max Fighter Drone Control   : 1,000

Max Shields                 : 5,000

Cost : $3,500,000

 

 

9. Mauler  Symbol : Ã-{}

Standard Jump Reactor Power : 8

Possible Reactor Upgrades   : 6

Torpedo Bays                : 4

Base Cargo Spaces Included  : 45 of 150

Ship Fighting Odds          : 1.0

Max Fighter Drone Control   : 250,000

Max Shields                 : 15,000

Cost : $5,000,000

 

 

10. Nognutter  Symbol : -ì-

Standard Jump Reactor Power : 4

Possible Reactor Upgrades   : 10

Torpedo Bays                : 2

Base Cargo Spaces Included  : 25 of 100

Ship Fighting Odds          : 0.9

Max Fighter Drone Control   : 100,000

Max Shields                 : 10,000

Cost : $5,700,000

 

 

11. Quietus  Symbol : í

Standard Jump Reactor Power : 10

Possible Reactor Upgrades   : 6

Torpedo Bays                : 10

Base Cargo Spaces Included  : 12 of 50

Ship Fighting Odds          : 1.5

Max Fighter Drone Control   : 5,000

Max Shields                 : 1,000

Cost : $6,500,000

 

 

12. Revelation  Symbol : }ð¯

Standard Jump Reactor Power : 8

Possible Reactor Upgrades   : 3

Torpedo Bays                : 4

Base Cargo Spaces Included  : 40 of 70

Ship Fighting Odds          : 0.9

Max Fighter Drone Control   : 20,000

Max Shields                 : 5,000

Cost : $7,243,900

 

 

13. Prophecy  Symbol : }þð¯

Standard Jump Reactor Power : 8

Possible Reactor Upgrades   : 4

Torpedo Bays                : 6

Base Cargo Spaces Included  : 75 of 225

Ship Fighting Odds          : 1.1

Max Fighter Drone Control   : 200,000

Max Shields                 : 10,000

Cost : $9,220,000

 

 

14. ACCOLADE  Symbol : }äðþ-

Standard Jump Reactor Power : 10

Possible Reactor Upgrades   : 6

Torpedo Bays                : 10

Base Cargo Spaces Included  : 100 of 300

Ship Fighting Odds          : 1.1

Max Fighter Drone Control   : 1,000,000

Max Shields                 : 100,000

Cost : $36,000,000

 

 

15. LEXOR  Symbol : î-ä-

Standard Jump Reactor Power : 8

Possible Reactor Upgrades   : 6

Torpedo Bays                : 5

Base Cargo Spaces Included  : 40 of 200

Ship Fighting Odds          : 1.0

Max Fighter Drone Control   : 150,000

Max Shields                 : 10,000

Cost : $13,439,000

 

 

16. APOCALYPSE  Symbol : îäðì-

Standard Jump Reactor Power : 8

Possible Reactor Upgrades   : 8

Torpedo Bays                : 10

Base Cargo Spaces Included  : 100 of 300

Ship Fighting Odds          : 1.1

Max Fighter Drone Control   : 1,000,000

Max Shields                 : 100,000

Cost : $29,340,000

 

 

Battling

When battling it is important to not to overextend yourself. If a

ship has considerably more fighter drones and shields than you,

then it is best to avoid getting into a battle.

 

Torpedos can be loaded on to your ship at Earth and Norhaven if

you have torpedo bays and can be useful for bringing down ships

stronger than you.

 

Some ships have better fighting odds which gives them an edge in

battle. The Maraken ships tend to have better fighting odds, but

are usually weaker for trading.

 

Battling members of your own alliance will reflect badly on your

record if you are a member of one.

 

Upon defeating a ship, you will have the option of destroying or

plundering your enemy. You gain additional experience from destroying

the enemy ship, but you do not get the benefit of examining their

cargo bays which often have useful items or upgrades for your ship.

 

If your Ship Gets Destroyed The game is not over, but it may take

some effort to get back up and going. Make sure that you always keep

the maximum amount of money that you can in your bank account that way

you'll have some startup cash.

 

Upon destruction you will be launched into a mini-game where you

attempt to hitch a ride from a passing ship. Ships will cross the

screen, as will meteors. Take care not to get hit by a meteor or

you will die and will have to wait till tomorrow to try again to

hitch a ride.

 

Once you are picked up, you will be given a garbage scow to get

started. The garbage scow is very limited and only has 7 cargo

spaces, so you will want to upgrade to a new ship as soon as

you have the cash.

 

 

Cartels

Cartels are the manner by which you form alliances with other

players on Planets. It helps you manage your planets and allows

you to share the benefits of owning them.

 

If you are the boss of a cartel and you are a member of either

the Alliance or the Marakens then it requires all members to be

members of those alliances. For this reason, it can be beneficial

to be neutral so that individuals can join regardless of their

alliance. You can also simply make individuals Allies to your

cartel, giving them beacon and trade benefits, without the full

privileges of being in the cartel.

 

The Alliance

The Alliance Headquarters are located on Earth. There you can

register to join, buy ships including those only for the Alliance,

and check your status as a member of the Alliance.

 

When asked why you want to join the Alliance, give reasons about

why you want to save the universe, etc. You can also say "I LOVE

JENNIE GARTH", which worked nicely for me.

 

Killing other members of the Alliance will give you negative

points on your status. For what reason this is detrimental, I

don't know, but it's probably not a good idea.

 

Maraken

The Maraken Headquarters, Hell City, are located on Norhaven.

Like the the Alliance headquarters, you can register to join,

buy ships including those only for the Maraken, and check your status.

 

When asked why you would be good for the Maraken, give reasons

about wanting to destroy the universe, etc.

 

Killing other members of the Maraken will give you negative

points on your status.

 

Special Items

Most items you encounter are merely tradable items, but some

have special uses:

 

Fighter Drones are used to battle other players and NPCs.

 

Shield Batterys increase your shield strength. The maximum

shield strength varies depending on your ship.

 

Big Cargo Spaces increase the amount of cargo you can carry.

The more you can move on a trade run, the more money you make.

 

Reactor Units increases your reactor power, giving you a longer

flight plan and more power to use when making direct warps to

specific planets. It must be charged before enjoying the benefits

(will have to wait until the next day).

 

Device of Cloakings allow you to cloak and make yourself invisible

to other ships in the game. When you use a Device of Cloaking it

will ask you at what level you want to cloak your ship at. It is

important to note that you are not choosing what strength in which

to cloak, but rather the frequency in which to cloak your ship.

Unless they use an Anticloak Scanner at your level/frequency,

they will not see you.

 

Anticloak Scanners allow you to search for other players who

have cloaked themselves. When you use the Anticloak Scanner

it will ask you what level you want to scan. If there is a ship

cloaked at that same level it will be visible to you and you

will have the option to battle the player. While traveling you

will know if there are players cloaked at a given planet as it

will indicate that your scanners are experiencing interference.

 

Eden Warp Unit allows you to warp to any planet of your choosing,

whether or not the beacon of that planet is enabled.

 

Note: See Planets ? Conquering for information about Zone

Atomic Bombs, Onboard Printing Kits and Utopia Planetary Defense systems

 

Secrets

The Eye If you give $500,000 dollars to the Dreamora Temple you

get a special device installed on to your ship which allows you to

Psychoanalyze your enemies telling you their disposition towards you.